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https://github.com/dolphin-emu/dolphin.git
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clang-modernize -use-nullptr
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
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@ -41,8 +41,8 @@ void VertexManager::CreateDeviceObjects()
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m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
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for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
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{
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m_index_buffers[m_current_index_buffer] = NULL;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_index_buffers[m_current_index_buffer])),
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m_index_buffers[m_current_index_buffer] = nullptr;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_index_buffers[m_current_index_buffer])),
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"Failed to create index buffer.");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_index_buffers[m_current_index_buffer], "index buffer of VertexManager");
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}
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@ -50,8 +50,8 @@ void VertexManager::CreateDeviceObjects()
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bufdesc.ByteWidth = VBUFFER_SIZE;
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for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
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{
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m_vertex_buffers[m_current_vertex_buffer] = NULL;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertex_buffers[m_current_vertex_buffer])),
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m_vertex_buffers[m_current_vertex_buffer] = nullptr;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_vertex_buffers[m_current_vertex_buffer])),
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"Failed to create vertex buffer.");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager");
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}
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@ -167,7 +167,7 @@ void VertexManager::Draw(UINT stride)
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D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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D3D::context->GSSetShader(NULL, NULL, 0);
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D3D::context->GSSetShader(nullptr, nullptr, 0);
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((DX11::Renderer*)g_renderer)->RestoreCull();
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}
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}
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@ -191,7 +191,7 @@ void VertexManager::Draw(UINT stride)
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D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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D3D::context->GSSetShader(NULL, NULL, 0);
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D3D::context->GSSetShader(nullptr, nullptr, 0);
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((DX11::Renderer*)g_renderer)->RestoreCull();
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}
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}
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