mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
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:
@ -130,10 +130,10 @@ static const struct QuadVertex
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} QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
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XFBEncoder::XFBEncoder()
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: m_out(NULL), m_outRTV(NULL), m_outStage(NULL), m_encodeParams(NULL),
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m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL), m_pShader(NULL),
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m_xfbEncodeBlendState(NULL), m_xfbEncodeDepthState(NULL),
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m_xfbEncodeRastState(NULL), m_efbSampler(NULL)
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: m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr), m_encodeParams(nullptr),
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m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr), m_pShader(nullptr),
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m_xfbEncodeBlendState(nullptr), m_xfbEncodeDepthState(nullptr),
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m_xfbEncodeRastState(nullptr), m_efbSampler(nullptr)
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{ }
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void XFBEncoder::Init()
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@ -147,7 +147,7 @@ void XFBEncoder::Init()
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D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
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DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH/2, MAX_XFB_HEIGHT, 1, 1,
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D3D11_BIND_RENDER_TARGET);
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hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out);
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hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
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CHECK(SUCCEEDED(hr), "create xfb encoder output texture");
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D3D::SetDebugObjectName(m_out, "xfb encoder output texture");
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@ -164,7 +164,7 @@ void XFBEncoder::Init()
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t2dd.Usage = D3D11_USAGE_STAGING;
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t2dd.BindFlags = 0;
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t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage);
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hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage);
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CHECK(SUCCEEDED(hr), "create xfb encoder output staging buffer");
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D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer");
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@ -172,7 +172,7 @@ void XFBEncoder::Init()
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D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams),
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D3D11_BIND_CONSTANT_BUFFER);
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hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams);
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hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
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CHECK(SUCCEEDED(hr), "create xfb encode params buffer");
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D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer");
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@ -188,14 +188,14 @@ void XFBEncoder::Init()
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// Create vertex shader
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D3DBlob* bytecode = NULL;
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D3DBlob* bytecode = nullptr;
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if (!D3D::CompileVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), &bytecode))
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{
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ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile");
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return;
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}
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hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader);
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hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader);
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CHECK(SUCCEEDED(hr), "create xfb encode vertex shader");
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D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader");
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@ -279,8 +279,8 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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// Set up all the state for XFB encoding
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D3D::context->PSSetShader(m_pShader, NULL, 0);
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D3D::context->VSSetShader(m_vShader, NULL, 0);
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D3D::context->PSSetShader(m_pShader, nullptr, 0);
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D3D::context->VSSetShader(m_vShader, nullptr, 0);
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D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
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D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
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@ -306,11 +306,11 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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params.TexRight = FLOAT(targetRect.right) / g_renderer->GetTargetWidth();
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params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetTargetHeight();
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params.Gamma = gamma;
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D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, ¶ms, 0, 0);
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D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0);
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D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
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D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL);
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D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
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ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV();
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@ -329,13 +329,13 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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// Clean up state
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IUnknown* nullDummy = NULL;
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IUnknown* nullDummy = nullptr;
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D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
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D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
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D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
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D3D::context->OMSetRenderTargets(0, NULL, NULL);
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D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
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D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
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@ -343,8 +343,8 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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D3D::stateman->PopDepthState();
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D3D::stateman->PopBlendState();
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D3D::context->PSSetShader(NULL, NULL, 0);
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D3D::context->VSSetShader(NULL, NULL, 0);
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D3D::context->PSSetShader(nullptr, nullptr, 0);
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D3D::context->VSSetShader(nullptr, nullptr, 0);
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// Transfer staging buffer to GameCube/Wii RAM
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