clang-modernize -use-nullptr

and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
This commit is contained in:
Tillmann Karras
2014-03-09 21:14:26 +01:00
parent f28116b7da
commit d802d39281
292 changed files with 1526 additions and 1526 deletions

View File

@ -41,8 +41,8 @@ void VertexManager::CreateDeviceObjects()
m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
{
m_index_buffers[m_current_index_buffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_index_buffers[m_current_index_buffer])),
m_index_buffers[m_current_index_buffer] = nullptr;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_index_buffers[m_current_index_buffer])),
"Failed to create index buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_index_buffers[m_current_index_buffer], "index buffer of VertexManager");
}
@ -50,8 +50,8 @@ void VertexManager::CreateDeviceObjects()
bufdesc.ByteWidth = VBUFFER_SIZE;
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{
m_vertex_buffers[m_current_vertex_buffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertex_buffers[m_current_vertex_buffer])),
m_vertex_buffers[m_current_vertex_buffer] = nullptr;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_vertex_buffers[m_current_vertex_buffer])),
"Failed to create vertex buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager");
}
@ -167,7 +167,7 @@ void VertexManager::Draw(UINT stride)
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
D3D::context->GSSetShader(nullptr, nullptr, 0);
((DX11::Renderer*)g_renderer)->RestoreCull();
}
}
@ -191,7 +191,7 @@ void VertexManager::Draw(UINT stride)
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
D3D::context->GSSetShader(nullptr, nullptr, 0);
((DX11::Renderer*)g_renderer)->RestoreCull();
}
}