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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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@ -179,7 +179,7 @@ void Init()
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glGenTextures(1, &s_dstTexture);
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glBindTexture(GL_TEXTURE_2D, s_dstTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
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@ -261,8 +261,8 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
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// in this way, we only have one vram->ram transfer, but maybe a bigger
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// cpu overhead because of the pbo
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glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO);
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glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, NULL, GL_STREAM_READ);
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glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, 0);
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glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ);
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glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
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u8* pbo = (u8*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, dstSize, GL_MAP_READ_BIT);
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for (int i = 0; i < readLoops; i++)
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