diff options
| author | Tillmann Karras <tilkax@gmail.com> | 2014-03-09 21:14:26 +0100 |
|---|---|---|
| committer | Tillmann Karras <tilkax@gmail.com> | 2014-03-09 21:14:26 +0100 |
| commit | d802d392811be44d34ae9cd23f616db93e54c50f (patch) | |
| tree | f9aa8831a0731ea246bd921d979f4bffa7f07bd0 /Source/Core/VideoBackends | |
| parent | f28116b7da6aac6069084596dc4dbf866bdebfd8 (diff) | |
clang-modernize -use-nullptr
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
Diffstat (limited to 'Source/Core/VideoBackends')
45 files changed, 332 insertions, 332 deletions
diff --git a/Source/Core/VideoBackends/D3D/D3DBase.cpp b/Source/Core/VideoBackends/D3D/D3DBase.cpp index 4575d47f37..4efacfa689 100644 --- a/Source/Core/VideoBackends/D3D/D3DBase.cpp +++ b/Source/Core/VideoBackends/D3D/D3DBase.cpp @@ -11,29 +11,29 @@ namespace DX11 { -HINSTANCE hD3DCompilerDll = NULL; -D3DREFLECT PD3DReflect = NULL; -pD3DCompile PD3DCompile = NULL; +HINSTANCE hD3DCompilerDll = nullptr; +D3DREFLECT PD3DReflect = nullptr; +pD3DCompile PD3DCompile = nullptr; int d3dcompiler_dll_ref = 0; -CREATEDXGIFACTORY PCreateDXGIFactory = NULL; -HINSTANCE hDXGIDll = NULL; +CREATEDXGIFACTORY PCreateDXGIFactory = nullptr; +HINSTANCE hDXGIDll = nullptr; int dxgi_dll_ref = 0; typedef HRESULT (WINAPI* D3D11CREATEDEVICEANDSWAPCHAIN)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, CONST DXGI_SWAP_CHAIN_DESC*, IDXGISwapChain**, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**); -D3D11CREATEDEVICE PD3D11CreateDevice = NULL; -D3D11CREATEDEVICEANDSWAPCHAIN PD3D11CreateDeviceAndSwapChain = NULL; -HINSTANCE hD3DDll = NULL; +D3D11CREATEDEVICE PD3D11CreateDevice = nullptr; +D3D11CREATEDEVICEANDSWAPCHAIN PD3D11CreateDeviceAndSwapChain = nullptr; +HINSTANCE hD3DDll = nullptr; int d3d_dll_ref = 0; namespace D3D { -ID3D11Device* device = NULL; -ID3D11DeviceContext* context = NULL; -IDXGISwapChain* swapchain = NULL; +ID3D11Device* device = nullptr; +ID3D11DeviceContext* context = nullptr; +IDXGISwapChain* swapchain = nullptr; D3D_FEATURE_LEVEL featlevel; -D3DTexture2D* backbuf = NULL; +D3DTexture2D* backbuf = nullptr; HWND hWnd; std::vector<DXGI_SAMPLE_DESC> aa_modes; // supported AA modes of the current adapter @@ -59,12 +59,12 @@ HRESULT LoadDXGI() hDXGIDll = LoadLibraryA("dxgi.dll"); if (!hDXGIDll) { - MessageBoxA(NULL, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR); + MessageBoxA(nullptr, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR); --dxgi_dll_ref; return E_FAIL; } PCreateDXGIFactory = (CREATEDXGIFACTORY)GetProcAddress(hDXGIDll, "CreateDXGIFactory"); - if (PCreateDXGIFactory == NULL) MessageBoxA(NULL, "GetProcAddress failed for CreateDXGIFactory!", "Critical error", MB_OK | MB_ICONERROR); + if (PCreateDXGIFactory == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for CreateDXGIFactory!", "Critical error", MB_OK | MB_ICONERROR); return S_OK; } @@ -77,15 +77,15 @@ HRESULT LoadD3D() hD3DDll = LoadLibraryA("d3d11.dll"); if (!hD3DDll) { - MessageBoxA(NULL, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR); + MessageBoxA(nullptr, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR); --d3d_dll_ref; return E_FAIL; } PD3D11CreateDevice = (D3D11CREATEDEVICE)GetProcAddress(hD3DDll, "D3D11CreateDevice"); - if (PD3D11CreateDevice == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3D11CreateDevice!", "Critical error", MB_OK | MB_ICONERROR); + if (PD3D11CreateDevice == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDevice!", "Critical error", MB_OK | MB_ICONERROR); PD3D11CreateDeviceAndSwapChain = (D3D11CREATEDEVICEANDSWAPCHAIN)GetProcAddress(hD3DDll, "D3D11CreateDeviceAndSwapChain"); - if (PD3D11CreateDeviceAndSwapChain == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3D11CreateDeviceAndSwapChain!", "Critical error", MB_OK | MB_ICONERROR); + if (PD3D11CreateDeviceAndSwapChain == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDeviceAndSwapChain!", "Critical error", MB_OK | MB_ICONERROR); return S_OK; } @@ -104,7 +104,7 @@ HRESULT LoadD3DCompiler() hD3DCompilerDll = LoadLibraryA("D3DCompiler_42.dll"); if (!hD3DCompilerDll) { - MessageBoxA(NULL, "Failed to load D3DCompiler_42.dll, update your DX11 runtime, please", "Critical error", MB_OK | MB_ICONERROR); + MessageBoxA(nullptr, "Failed to load D3DCompiler_42.dll, update your DX11 runtime, please", "Critical error", MB_OK | MB_ICONERROR); return E_FAIL; } else @@ -114,9 +114,9 @@ HRESULT LoadD3DCompiler() } PD3DReflect = (D3DREFLECT)GetProcAddress(hD3DCompilerDll, "D3DReflect"); - if (PD3DReflect == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DReflect!", "Critical error", MB_OK | MB_ICONERROR); + if (PD3DReflect == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3DReflect!", "Critical error", MB_OK | MB_ICONERROR); PD3DCompile = (pD3DCompile)GetProcAddress(hD3DCompilerDll, "D3DCompile"); - if (PD3DCompile == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DCompile!", "Critical error", MB_OK | MB_ICONERROR); + if (PD3DCompile == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3DCompile!", "Critical error", MB_OK | MB_ICONERROR); return S_OK; } @@ -127,8 +127,8 @@ void UnloadDXGI() if (--dxgi_dll_ref != 0) return; if(hDXGIDll) FreeLibrary(hDXGIDll); - hDXGIDll = NULL; - PCreateDXGIFactory = NULL; + hDXGIDll = nullptr; + PCreateDXGIFactory = nullptr; } void UnloadD3D() @@ -137,9 +137,9 @@ void UnloadD3D() if (--d3d_dll_ref != 0) return; if(hD3DDll) FreeLibrary(hD3DDll); - hD3DDll = NULL; - PD3D11CreateDevice = NULL; - PD3D11CreateDeviceAndSwapChain = NULL; + hD3DDll = nullptr; + PD3D11CreateDevice = nullptr; + PD3D11CreateDeviceAndSwapChain = nullptr; } void UnloadD3DCompiler() @@ -148,8 +148,8 @@ void UnloadD3DCompiler() if (--d3dcompiler_dll_ref != 0) return; if (hD3DCompilerDll) FreeLibrary(hD3DCompilerDll); - hD3DCompilerDll = NULL; - PD3DReflect = NULL; + hD3DCompilerDll = nullptr; + PD3DReflect = nullptr; } std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter) @@ -161,7 +161,7 @@ std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter) ID3D11Device* device; ID3D11DeviceContext* context; D3D_FEATURE_LEVEL feat_level; - HRESULT hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &feat_level, &context); + HRESULT hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &feat_level, &context); if (FAILED(hr) || feat_level == D3D_FEATURE_LEVEL_10_0) { DXGI_SAMPLE_DESC desc; @@ -193,7 +193,7 @@ std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter) D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter) { D3D_FEATURE_LEVEL feat_level = D3D_FEATURE_LEVEL_9_1; - PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, NULL, &feat_level, NULL); + PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, nullptr, &feat_level, nullptr); return feat_level; } @@ -269,7 +269,7 @@ HRESULT Create(HWND wnd) mode_desc.Height = yres; mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; - hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, NULL); + hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, nullptr); if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR); // forcing buffer resolution to xres and yres.. TODO: The new video mode might not actually be supported! @@ -280,7 +280,7 @@ HRESULT Create(HWND wnd) // Creating debug devices can sometimes fail if the user doesn't have the correct // version of the DirectX SDK. If it does, simply fallback to a non-debug device. { - hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, + hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_DEBUG, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device, @@ -290,7 +290,7 @@ HRESULT Create(HWND wnd) if (FAILED(hr)) #endif { - hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, + hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device, @@ -322,11 +322,11 @@ HRESULT Create(HWND wnd) } backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); SAFE_RELEASE(buf); - CHECK(backbuf!=NULL, "Create back buffer texture"); + CHECK(backbuf!=nullptr, "Create back buffer texture"); SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture"); SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view"); - context->OMSetRenderTargets(1, &backbuf->GetRTV(), NULL); + context->OMSetRenderTargets(1, &backbuf->GetRTV(), nullptr); // BGRA textures are easier to deal with in TextureCache, but might not be supported by the hardware UINT format_support; @@ -356,7 +356,7 @@ void Close() { NOTICE_LOG(VIDEO, "Successfully released all device references!"); } - device = NULL; + device = nullptr; // unload DLLs UnloadD3D(); @@ -439,7 +439,7 @@ void Reset() } backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); SAFE_RELEASE(buf); - CHECK(backbuf!=NULL, "Create back buffer texture"); + CHECK(backbuf!=nullptr, "Create back buffer texture"); SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture"); SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view"); } @@ -452,7 +452,7 @@ bool BeginFrame() return false; } bFrameInProgress = true; - return (device != NULL); + return (device != nullptr); } void EndFrame() diff --git a/Source/Core/VideoBackends/D3D/D3DBase.h b/Source/Core/VideoBackends/D3D/D3DBase.h index 457b62d8d9..f4f364bb89 100644 --- a/Source/Core/VideoBackends/D3D/D3DBase.h +++ b/Source/Core/VideoBackends/D3D/D3DBase.h @@ -14,9 +14,9 @@ namespace DX11 { -#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; } -#define SAFE_DELETE(x) { delete (x); (x) = NULL; } -#define SAFE_DELETE_ARRAY(x) { delete[] (x); (x) = NULL; } +#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = nullptr; } +#define SAFE_DELETE(x) { delete (x); (x) = nullptr; } +#define SAFE_DELETE_ARRAY(x) { delete[] (x); (x) = nullptr; } #define CHECK(cond, Message, ...) if (!(cond)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); } class D3DTexture2D; diff --git a/Source/Core/VideoBackends/D3D/D3DBlob.cpp b/Source/Core/VideoBackends/D3D/D3DBlob.cpp index 79fccd3dcf..8ace345fcb 100644 --- a/Source/Core/VideoBackends/D3D/D3DBlob.cpp +++ b/Source/Core/VideoBackends/D3D/D3DBlob.cpp @@ -9,7 +9,7 @@ namespace DX11 { -D3DBlob::D3DBlob(unsigned int blob_size, const u8* init_data) : ref(1), size(blob_size), blob(NULL) +D3DBlob::D3DBlob(unsigned int blob_size, const u8* init_data) : ref(1), size(blob_size), blob(nullptr) { data = new u8[blob_size]; if (init_data) memcpy(data, init_data, size); diff --git a/Source/Core/VideoBackends/D3D/D3DBlob.h b/Source/Core/VideoBackends/D3D/D3DBlob.h index 7e00ba689a..09d34525ae 100644 --- a/Source/Core/VideoBackends/D3D/D3DBlob.h +++ b/Source/Core/VideoBackends/D3D/D3DBlob.h @@ -16,7 +16,7 @@ class D3DBlob { public: // memory will be copied into an own buffer - D3DBlob(unsigned int blob_size, const u8* init_data = NULL); + D3DBlob(unsigned int blob_size, const u8* init_data = nullptr); // d3dblob will be AddRef'd D3DBlob(ID3D10Blob* d3dblob); diff --git a/Source/Core/VideoBackends/D3D/D3DShader.cpp b/Source/Core/VideoBackends/D3D/D3DShader.cpp index 21590143e7..2bbc1b31c4 100644 --- a/Source/Core/VideoBackends/D3D/D3DShader.cpp +++ b/Source/Core/VideoBackends/D3D/D3DShader.cpp @@ -18,9 +18,9 @@ namespace D3D ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len) { ID3D11VertexShader* v_shader; - HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, NULL, &v_shader); + HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, nullptr, &v_shader); if (FAILED(hr)) - return NULL; + return nullptr; return v_shader; } @@ -28,15 +28,15 @@ ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigne // code->bytecode bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob) { - ID3D10Blob* shaderBuffer = NULL; - ID3D10Blob* errorBuffer = NULL; + ID3D10Blob* shaderBuffer = nullptr; + ID3D10Blob* errorBuffer = nullptr; #if defined(_DEBUG) || defined(DEBUGFAST) UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS; #else UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION; #endif - HRESULT hr = PD3DCompile(code, len, NULL, NULL, NULL, "main", D3D::VertexShaderVersionString(), + HRESULT hr = PD3DCompile(code, len, nullptr, nullptr, nullptr, "main", D3D::VertexShaderVersionString(), flags, 0, &shaderBuffer, &errorBuffer); if (errorBuffer) { @@ -59,7 +59,7 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob) D3D::VertexShaderVersionString(), (char*)errorBuffer->GetBufferPointer()); - *blob = NULL; + *blob = nullptr; errorBuffer->Release(); } else @@ -74,9 +74,9 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob) ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len) { ID3D11GeometryShader* g_shader; - HRESULT hr = D3D::device->CreateGeometryShader(bytecode, len, NULL, &g_shader); + HRESULT hr = D3D::device->CreateGeometryShader(bytecode, len, nullptr, &g_shader); if (FAILED(hr)) - return NULL; + return nullptr; return g_shader; } @@ -85,15 +85,15 @@ ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, uns bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob, const D3D_SHADER_MACRO* pDefines) { - ID3D10Blob* shaderBuffer = NULL; - ID3D10Blob* errorBuffer = NULL; + ID3D10Blob* shaderBuffer = nullptr; + ID3D10Blob* errorBuffer = nullptr; #if defined(_DEBUG) || defined(DEBUGFAST) UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS; #else UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION; #endif - HRESULT hr = PD3DCompile(code, len, NULL, pDefines, NULL, "main", D3D::GeometryShaderVersionString(), + HRESULT hr = PD3DCompile(code, len, nullptr, pDefines, nullptr, "main", D3D::GeometryShaderVersionString(), flags, 0, &shaderBuffer, &errorBuffer); if (errorBuffer) @@ -117,7 +117,7 @@ bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob, D3D::GeometryShaderVersionString(), (char*)errorBuffer->GetBufferPointer()); - *blob = NULL; + *blob = nullptr; errorBuffer->Release(); } else @@ -132,11 +132,11 @@ bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob, ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len) { ID3D11PixelShader* p_shader; - HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, NULL, &p_shader); + HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, nullptr, &p_shader); if (FAILED(hr)) { PanicAlert("CreatePixelShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__); - p_shader = NULL; + p_shader = nullptr; } return p_shader; } @@ -145,15 +145,15 @@ ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob, const D3D_SHADER_MACRO* pDefines) { - ID3D10Blob* shaderBuffer = NULL; - ID3D10Blob* errorBuffer = NULL; + ID3D10Blob* shaderBuffer = nullptr; + ID3D10Blob* errorBuffer = nullptr; #if defined(_DEBUG) || defined(DEBUGFAST) UINT flags = D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS; #else UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3; #endif - HRESULT hr = PD3DCompile(code, len, NULL, pDefines, NULL, "main", D3D::PixelShaderVersionString(), + HRESULT hr = PD3DCompile(code, len, nullptr, pDefines, nullptr, "main", D3D::PixelShaderVersionString(), flags, 0, &shaderBuffer, &errorBuffer); if (errorBuffer) @@ -177,7 +177,7 @@ bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob, D3D::PixelShaderVersionString(), (char*)errorBuffer->GetBufferPointer()); - *blob = NULL; + *blob = nullptr; errorBuffer->Release(); } else @@ -192,33 +192,33 @@ bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob, ID3D11VertexShader* CompileAndCreateVertexShader(const char* code, unsigned int len) { - D3DBlob* blob = NULL; + D3DBlob* blob = nullptr; if (CompileVertexShader(code, len, &blob)) { ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob); blob->Release(); return v_shader; } - return NULL; + return nullptr; } ID3D11GeometryShader* CompileAndCreateGeometryShader(const char* code, unsigned int len, const D3D_SHADER_MACRO* pDefines) { - D3DBlob* blob = NULL; + D3DBlob* blob = nullptr; if (CompileGeometryShader(code, len, &blob, pDefines)) { ID3D11GeometryShader* g_shader = CreateGeometryShaderFromByteCode(blob); blob->Release(); return g_shader; } - return NULL; + return nullptr; } ID3D11PixelShader* CompileAndCreatePixelShader(const char* code, unsigned int len) { - D3DBlob* blob = NULL; + D3DBlob* blob = nullptr; CompilePixelShader(code, len, &blob); if (blob) { @@ -226,7 +226,7 @@ ID3D11PixelShader* CompileAndCreatePixelShader(const char* code, blob->Release(); return p_shader; } - return NULL; + return nullptr; } } // namespace diff --git a/Source/Core/VideoBackends/D3D/D3DShader.h b/Source/Core/VideoBackends/D3D/D3DShader.h index fc0951ab4b..6d572c847e 100644 --- a/Source/Core/VideoBackends/D3D/D3DShader.h +++ b/Source/Core/VideoBackends/D3D/D3DShader.h @@ -23,15 +23,15 @@ namespace D3D bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob); bool CompileGeometryShader(const char* code, unsigned int len, - D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL); + D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = nullptr); bool CompilePixelShader(const char* code, unsigned int len, - D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL); + D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = nullptr); // Utility functions ID3D11VertexShader* CompileAndCreateVertexShader(const char* code, unsigned int len); ID3D11GeometryShader* CompileAndCreateGeometryShader(const char* code, - unsigned int len, const D3D_SHADER_MACRO* pDefines = NULL); + unsigned int len, const D3D_SHADER_MACRO* pDefines = nullptr); ID3D11PixelShader* CompileAndCreatePixelShader(const char* code, unsigned int len); @@ -44,7 +44,7 @@ namespace D3D inline ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code) { return CompileAndCreateVertexShader((const char*)code->Data(), code->Size()); } - inline ID3D11GeometryShader* CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = NULL) + inline ID3D11GeometryShader* CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = nullptr) { return CompileAndCreateGeometryShader((const char*)code->Data(), code->Size(), pDefines); } inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code) { return CompileAndCreatePixelShader((const char*)code->Data(), code->Size()); } diff --git a/Source/Core/VideoBackends/D3D/D3DTexture.cpp b/Source/Core/VideoBackends/D3D/D3DTexture.cpp index f0114cad95..d08c850187 100644 --- a/Source/Core/VideoBackends/D3D/D3DTexture.cpp +++ b/Source/Core/VideoBackends/D3D/D3DTexture.cpp @@ -39,7 +39,7 @@ void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels) { - ID3D11Texture2D* pTexture = NULL; + ID3D11Texture2D* pTexture = nullptr; HRESULT hr; D3D11_CPU_ACCESS_FLAG cpuflags; @@ -47,11 +47,11 @@ D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D1 else if (usage == D3D11_USAGE_DYNAMIC) cpuflags = D3D11_CPU_ACCESS_WRITE; else cpuflags = (D3D11_CPU_ACCESS_FLAG)0; D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, 1, levels, bind, usage, cpuflags); - hr = D3D::device->CreateTexture2D(&texdesc, NULL, &pTexture); + hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture); if (FAILED(hr)) { PanicAlert("Failed to create texture at %s, line %d: hr=%#x\n", __FILE__, __LINE__, hr); - return NULL; + return nullptr; } D3DTexture2D* ret = new D3DTexture2D(pTexture, bind); @@ -82,7 +82,7 @@ ID3D11DepthStencilView* &D3DTexture2D::GetDSV() { return dsv; } D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind, DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled) - : ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL) + : ref(1), tex(texptr), srv(nullptr), rtv(nullptr), dsv(nullptr) { D3D11_SRV_DIMENSION srv_dim = multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D; D3D11_DSV_DIMENSION dsv_dim = multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D; diff --git a/Source/Core/VideoBackends/D3D/D3DUtil.cpp b/Source/Core/VideoBackends/D3D/D3DUtil.cpp index 9dd7f23e39..7e5270fc50 100644 --- a/Source/Core/VideoBackends/D3D/D3DUtil.cpp +++ b/Source/Core/VideoBackends/D3D/D3DUtil.cpp @@ -21,10 +21,10 @@ namespace D3D class UtilVertexBuffer { public: - UtilVertexBuffer(int size) : buf(NULL), offset(0), max_size(size) + UtilVertexBuffer(int size) : buf(nullptr), offset(0), max_size(size) { D3D11_BUFFER_DESC desc = CD3D11_BUFFER_DESC(max_size, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); - device->CreateBuffer(&desc, NULL, &buf); + device->CreateBuffer(&desc, nullptr, &buf); } ~UtilVertexBuffer() { @@ -72,7 +72,7 @@ private: }; CD3DFont font; -UtilVertexBuffer* util_vbuf = NULL; +UtilVertexBuffer* util_vbuf = nullptr; #define MAX_NUM_VERTICES 50*6 struct FONT2DVERTEX { @@ -93,11 +93,11 @@ inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, floa CD3DFont::CD3DFont() : m_dwTexWidth(512), m_dwTexHeight(512) { - m_pTexture = NULL; - m_pVB = NULL; - m_InputLayout = NULL; - m_pshader = NULL; - m_vshader = NULL; + m_pTexture = nullptr; + m_pVB = nullptr; + m_InputLayout = nullptr; + m_pshader = nullptr; + m_vshader = nullptr; } const char fontpixshader[] = { @@ -161,8 +161,8 @@ int CD3DFont::Init() bmi.bmiHeader.biBitCount = 32; // Create a DC and a bitmap for the font - HDC hDC = CreateCompatibleDC(NULL); - HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, NULL, 0); + HDC hDC = CreateCompatibleDC(nullptr); + HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, nullptr, 0); SetMapMode(hDC, MM_TEXT); // create a GDI font @@ -170,7 +170,7 @@ int CD3DFont::Init() FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, VARIABLE_PITCH, _T("Tahoma")); - if (NULL == hFont) return E_FAIL; + if (nullptr == hFont) return E_FAIL; HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap); HGDIOBJ hOldFont = SelectObject(hDC, hFont); @@ -199,7 +199,7 @@ int CD3DFont::Init() y += m_LineHeight; } - ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL); + ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, nullptr, str, 1, nullptr); m_fTexCoords[c][0] = ((float)(x+0))/m_dwTexWidth; m_fTexCoords[c][1] = ((float)(y+0))/m_dwTexHeight; m_fTexCoords[c][2] = ((float)(x+0+size.cx))/m_dwTexWidth; @@ -215,7 +215,7 @@ int CD3DFont::Init() D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_dwTexWidth, m_dwTexHeight, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); - hr = device->CreateTexture2D(&texdesc, NULL, &buftex); + hr = device->CreateTexture2D(&texdesc, nullptr, &buftex); if (FAILED(hr)) { PanicAlert("Failed to create font texture"); @@ -240,7 +240,7 @@ int CD3DFont::Init() // Done updating texture, so clean up used objects context->Unmap(buftex, 0); - hr = D3D::device->CreateShaderResourceView(buftex, NULL, &m_pTexture); + hr = D3D::device->CreateShaderResourceView(buftex, nullptr, &m_pTexture); if (FAILED(hr)) PanicAlert("Failed to create shader resource view at %s %d\n", __FILE__, __LINE__); SAFE_RELEASE(buftex); @@ -252,14 +252,14 @@ int CD3DFont::Init() // setup device objects for drawing m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader, sizeof(fontpixshader)); - if (m_pshader == NULL) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__); + if (m_pshader == nullptr) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pshader, "pixel shader of a CD3DFont object"); D3DBlob* vsbytecode; D3D::CompileVertexShader(fontvertshader, sizeof(fontvertshader), &vsbytecode); - if (vsbytecode == NULL) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__); + if (vsbytecode == nullptr) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__); m_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode); - if (m_vshader == NULL) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__); + if (m_vshader == nullptr) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vshader, "vertex shader of a CD3DFont object"); const D3D11_INPUT_ELEMENT_DESC desc[] = @@ -293,7 +293,7 @@ int CD3DFont::Init() D3D::SetDebugObjectName((ID3D11DeviceChild*)m_raststate, "rasterizer state of a CD3DFont object"); D3D11_BUFFER_DESC vbdesc = CD3D11_BUFFER_DESC(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); - if (FAILED(hr = device->CreateBuffer(&vbdesc, NULL, &m_pVB))) + if (FAILED(hr = device->CreateBuffer(&vbdesc, nullptr, &m_pVB))) { PanicAlert("Failed to create font vertex buffer at %s, line %d\n", __FILE__, __LINE__); return hr; @@ -347,8 +347,8 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw D3D::stateman->PushRasterizerState(m_raststate); D3D::stateman->Apply(); - D3D::context->PSSetShader(m_pshader, NULL, 0); - D3D::context->VSSetShader(m_vshader, NULL, 0); + D3D::context->PSSetShader(m_pshader, nullptr, 0); + D3D::context->VSSetShader(m_vshader, nullptr, 0); D3D::context->IASetInputLayout(m_InputLayout); D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); @@ -415,8 +415,8 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw return S_OK; } -ID3D11SamplerState* linear_copy_sampler = NULL; -ID3D11SamplerState* point_copy_sampler = NULL; +ID3D11SamplerState* linear_copy_sampler = nullptr; +ID3D11SamplerState* point_copy_sampler = nullptr; typedef struct { float x,y,z,u,v,w; } STQVertex; typedef struct { float x,y,z,u,v,w; } STSQVertex; @@ -545,13 +545,13 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture, D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); D3D::context->IASetInputLayout(layout); D3D::context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset); - D3D::context->PSSetShader(PShader, NULL, 0); + D3D::context->PSSetShader(PShader, nullptr, 0); D3D::context->PSSetShaderResources(0, 1, &texture); - D3D::context->VSSetShader(Vshader, NULL, 0); + D3D::context->VSSetShader(Vshader, nullptr, 0); D3D::stateman->Apply(); D3D::context->Draw(4, stq_offset); - ID3D11ShaderResourceView* texres = NULL; + ID3D11ShaderResourceView* texres = nullptr; context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture } @@ -603,12 +603,12 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture, context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset); context->IASetInputLayout(layout); context->PSSetShaderResources(0, 1, &texture); - context->PSSetShader(PShader, NULL, 0); - context->VSSetShader(Vshader, NULL, 0); + context->PSSetShader(PShader, nullptr, 0); + context->VSSetShader(Vshader, nullptr, 0); stateman->Apply(); context->Draw(4, stsq_offset); - ID3D11ShaderResourceView* texres = NULL; + ID3D11ShaderResourceView* texres = nullptr; context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture } @@ -638,8 +638,8 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2) draw_quad_data.col = Color; } - context->VSSetShader(VertexShaderCache::GetClearVertexShader(), NULL, 0); - context->PSSetShader(PixelShaderCache::GetClearProgram(), NULL, 0); + context->VSSetShader(VertexShaderCache::GetClearVertexShader(), nullptr, 0); + context->PSSetShader(PixelShaderCache::GetClearProgram(), nullptr, 0); context->IASetInputLayout(VertexShaderCache::GetClearInputLayout()); UINT stride = sizeof(ColVertex); @@ -668,8 +668,8 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS clear_quad_data.col = Color; clear_quad_data.z = z; } - context->VSSetShader(Vshader, NULL, 0); - context->PSSetShader(PShader, NULL, 0); + context->VSSetShader(Vshader, nullptr, 0); + context->PSSetShader(PShader, nullptr, 0); context->IASetInputLayout(layout); UINT stride = sizeof(ClearVertex); diff --git a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp index 6b217fd0a1..aeaaf6b8e8 100644 --- a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp @@ -59,10 +59,10 @@ FramebufferManager::FramebufferManager() // EFB color texture - primary render target texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); - hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); + hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); m_efb.color_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1)); - CHECK(m_efb.color_tex!=NULL, "create EFB color texture (size: %dx%d)", target_width, target_height); + CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", target_width, target_height); SAFE_RELEASE(buf); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view"); @@ -70,10 +70,10 @@ FramebufferManager::FramebufferManager() // Temporary EFB color texture - used in ReinterpretPixelData texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); - hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); + hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); m_efb.color_temp_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1)); - CHECK(m_efb.color_temp_tex!=NULL, "create EFB color temp texture (size: %dx%d)", target_width, target_height); + CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", target_width, target_height); SAFE_RELEASE(buf); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view"); @@ -81,13 +81,13 @@ FramebufferManager::FramebufferManager() // AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); - hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.color_staging_buf); + hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf); CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)"); // EFB depth buffer - primary depth buffer texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality); - hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); + hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1)); SAFE_RELEASE(buf); @@ -97,7 +97,7 @@ FramebufferManager::FramebufferManager() // Render buffer for AccessEFB (depth data) texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET); - hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); + hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr); m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); SAFE_RELEASE(buf); @@ -106,7 +106,7 @@ FramebufferManager::FramebufferManager() // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); - hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.depth_staging_buf); + hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf); CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)"); @@ -114,15 +114,15 @@ FramebufferManager::FramebufferManager() { // Framebuffer resolve textures (color+depth) texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1); - hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); + hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM); - CHECK(m_efb.resolved_color_tex!=NULL, "create EFB color resolve texture (size: %dx%d)", target_width, target_height); + CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", target_width, target_height); SAFE_RELEASE(buf); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view"); texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE); - hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf); + hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf); CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS); SAFE_RELEASE(buf); @@ -131,8 +131,8 @@ FramebufferManager::FramebufferManager() } else { - m_efb.resolved_color_tex = NULL; - m_efb.resolved_depth_tex = NULL; + m_efb.resolved_color_tex = nullptr; + m_efb.resolved_depth_tex = nullptr; } s_xfbEncoder.Init(); @@ -200,7 +200,7 @@ void XFBSource::CopyEFB(float Gamma) const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight); D3D::context->RSSetViewports(1, &vp); - D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL); + D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), nullptr); D3D::SetLinearCopySampler(); D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(), diff --git a/Source/Core/VideoBackends/D3D/GfxState.cpp b/Source/Core/VideoBackends/D3D/GfxState.cpp index c31c45e2ea..af85993e4d 100644 --- a/Source/Core/VideoBackends/D3D/GfxState.cpp +++ b/Source/Core/VideoBackends/D3D/GfxState.cpp @@ -30,10 +30,10 @@ template<typename T> AutoState<T>::AutoState(const AutoState<T> &source) template<typename T> AutoState<T>::~AutoState() { if(state) ((T*)state)->Release(); - state = NULL; + state = nullptr; } -StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {} +StateManager::StateManager() : cur_blendstate(nullptr), cur_depthstate(nullptr), cur_raststate(nullptr) {} void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state)); } void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state)); } @@ -49,7 +49,7 @@ void StateManager::Apply() if (cur_blendstate != blendstates.top().GetPtr()) { cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr(); - D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF); + D3D::context->OMSetBlendState(cur_blendstate, nullptr, 0xFFFFFFFF); } } else ERROR_LOG(VIDEO, "Tried to apply without blend state!"); diff --git a/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp b/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp index b0b71313fa..66910eb6f2 100644 --- a/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp +++ b/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp @@ -125,7 +125,7 @@ static const char LINE_GS_COMMON[] = ; LineGeometryShader::LineGeometryShader() - : m_ready(false), m_paramsBuffer(NULL) + : m_ready(false), m_paramsBuffer(nullptr) { } void LineGeometryShader::Init() @@ -138,7 +138,7 @@ void LineGeometryShader::Init() D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams_Padded), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); - hr = D3D::device->CreateBuffer(&bd, NULL, &m_paramsBuffer); + hr = D3D::device->CreateBuffer(&bd, nullptr, &m_paramsBuffer); CHECK(SUCCEEDED(hr), "create line geometry shader params buffer"); D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer"); @@ -184,14 +184,14 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth, const std::string& numTexCoordsStr = numTexCoordsStream.str(); D3D_SHADER_MACRO macros[] = { { "NUM_TEXCOORDS", numTexCoordsStr.c_str() }, - { NULL, NULL } + { nullptr, nullptr } }; ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), unsigned int(strlen(code.GetBuffer())), macros); if (!newShader) { WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components); // Add dummy shader to prevent trying to compile again - m_shaders[components] = NULL; + m_shaders[components] = nullptr; return false; } @@ -223,7 +223,7 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth, DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f", lineWidth, texOffset, vpWidth, vpHeight); - D3D::context->GSSetShader(shaderIt->second, NULL, 0); + D3D::context->GSSetShader(shaderIt->second, nullptr, 0); D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer); return true; diff --git a/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp b/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp index 661e1e4609..60ded71f7f 100644 --- a/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp +++ b/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp @@ -20,7 +20,7 @@ class D3DVertexFormat : public NativeVertexFormat ID3D11InputLayout* m_layout; public: - D3DVertexFormat() : m_num_elems(0), m_vs_bytecode(NULL), m_layout(NULL) {} + D3DVertexFormat() : m_num_elems(0), m_vs_bytecode(nullptr), m_layout(nullptr) {} ~D3DVertexFormat() { SAFE_RELEASE(m_vs_bytecode); SAFE_RELEASE(m_layout); } void Initialize(const PortableVertexDeclaration &_vtx_decl); diff --git a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp index 3820fb3cb3..db7eb9ee3e 100644 --- a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp +++ b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp @@ -849,21 +849,21 @@ static const char EFB_ENCODE_PS[] = ; PSTextureEncoder::PSTextureEncoder() - : m_ready(false), m_out(NULL), m_outRTV(NULL), m_outStage(NULL), - m_encodeParams(NULL), - m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL), - m_efbEncodeBlendState(NULL), m_efbEncodeDepthState(NULL), - m_efbEncodeRastState(NULL), m_efbSampler(NULL), - m_dynamicShader(NULL), m_classLinkage(NULL) + : m_ready(false), m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr), + m_encodeParams(nullptr), + m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr), + m_efbEncodeBlendState(nullptr), m_efbEncodeDepthState(nullptr), + m_efbEncodeRastState(nullptr), m_efbSampler(nullptr), + m_dynamicShader(nullptr), m_classLinkage(nullptr) { for (size_t i = 0; i < 4; ++i) - m_fetchClass[i] = NULL; + m_fetchClass[i] = nullptr; for (size_t i = 0; i < 2; ++i) - m_scaledFetchClass[i] = NULL; + m_scaledFetchClass[i] = nullptr; for (size_t i = 0; i < 2; ++i) - m_intensityClass[i] = NULL; + m_intensityClass[i] = nullptr; for (size_t i = 0; i < 16; ++i) - m_generatorClass[i] = NULL; + m_generatorClass[i] = nullptr; } static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = { @@ -888,7 +888,7 @@ void PSTextureEncoder::Init() D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC( DXGI_FORMAT_R32G32B32A32_UINT, EFB_WIDTH, EFB_HEIGHT/4, 1, 1, D3D11_BIND_RENDER_TARGET); - hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out); + hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out); CHECK(SUCCEEDED(hr), "create efb encode output texture"); D3D::SetDebugObjectName(m_out, "efb encoder output texture"); @@ -905,7 +905,7 @@ void PSTextureEncoder::Init() t2dd.Usage = D3D11_USAGE_STAGING; t2dd.BindFlags = 0; t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ; - hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage); + hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage); CHECK(SUCCEEDED(hr), "create efb encode output staging buffer"); D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer"); @@ -913,7 +913,7 @@ void PSTextureEncoder::Init() D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER); - hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams); + hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams); CHECK(SUCCEEDED(hr), "create efb encode params buffer"); D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer"); @@ -929,14 +929,14 @@ void PSTextureEncoder::Init() // Create vertex shader - D3DBlob* bytecode = NULL; + D3DBlob* bytecode = nullptr; if (!D3D::CompileVertexShader(EFB_ENCODE_VS, sizeof(EFB_ENCODE_VS), &bytecode)) { ERROR_LOG(VIDEO, "EFB encode vertex shader failed to compile"); return; } - hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader); + hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader); CHECK(SUCCEEDED(hr), "create efb encode vertex shader"); D3D::SetDebugObjectName(m_vShader, "efb encoder vertex shader"); @@ -1084,7 +1084,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf)) #endif { - D3D::context->VSSetShader(m_vShader, NULL, 0); + D3D::context->VSSetShader(m_vShader, nullptr, 0); D3D::stateman->PushBlendState(m_efbEncodeBlendState); D3D::stateman->PushDepthState(m_efbEncodeDepthState); @@ -1116,11 +1116,11 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight(); params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth(); params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight(); - D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, ¶ms, 0, 0); + D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0); D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams); - D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL); + D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr); ID3D11ShaderResourceView* pEFB = (srcFormat == PIXELFMT_Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : @@ -1144,13 +1144,13 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, // Clean up state - IUnknown* nullDummy = NULL; + IUnknown* nullDummy = nullptr; D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy); D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy); D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy); - D3D::context->OMSetRenderTargets(0, NULL, NULL); + D3D::context->OMSetRenderTargets(0, nullptr, nullptr); D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy); @@ -1158,8 +1158,8 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, D3D::stateman->PopDepthState(); D3D::stateman->PopBlendState(); - D3D::context->PSSetShader(NULL, NULL, 0); - D3D::context->VSSetShader(NULL, NULL, 0); + D3D::context->PSSetShader(nullptr, nullptr, 0); + D3D::context->VSSetShader(nullptr, nullptr, 0); // Transfer staging buffer to GameCube/Wii RAM @@ -1221,7 +1221,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF ComboMap::iterator it = m_staticShaders.find(key); if (it == m_staticShaders.end()) { - const char* generatorFuncName = NULL; + const char* generatorFuncName = nullptr; switch (generatorNum) { case 0x0: generatorFuncName = "Generate_0"; break; @@ -1239,7 +1239,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF case 0xC: generatorFuncName = "Generate_C"; break; default: WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum); - m_staticShaders[key] = NULL; + m_staticShaders[key] = nullptr; return false; } @@ -1247,13 +1247,13 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0); // Shader permutation not found, so compile it - D3DBlob* bytecode = NULL; + D3DBlob* bytecode = nullptr; D3D_SHADER_MACRO macros[] = { { "IMP_FETCH", FETCH_FUNC_NAMES[fetchNum] }, { "IMP_SCALEDFETCH", SCALEDFETCH_FUNC_NAMES[scaledFetchNum] }, { "IMP_INTENSITY", INTENSITY_FUNC_NAMES[intensityNum] }, { "IMP_GENERATOR", generatorFuncName }, - { NULL, NULL } + { nullptr, nullptr } }; if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros)) { @@ -1261,12 +1261,12 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0); // Add dummy shader to map to prevent trying to compile over and // over again - m_staticShaders[key] = NULL; + m_staticShaders[key] = nullptr; return false; } ID3D11PixelShader* newShader; - HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), NULL, &newShader); + HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader); CHECK(SUCCEEDED(hr), "create efb encoder pixel shader"); it = m_staticShaders.insert(std::make_pair(key, newShader)).first; @@ -1277,7 +1277,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF { if (it->second) { - D3D::context->PSSetShader(it->second, NULL, 0); + D3D::context->PSSetShader(it->second, nullptr, 0); return true; } else @@ -1292,11 +1292,11 @@ bool PSTextureEncoder::InitDynamicMode() HRESULT hr; D3D_SHADER_MACRO macros[] = { - { "DYNAMIC_MODE", NULL }, - { NULL, NULL } + { "DYNAMIC_MODE", nullptr }, + { nullptr, nullptr } }; - D3DBlob* bytecode = NULL; + D3DBlob* bytecode = nullptr; if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros)) { ERROR_LOG(VIDEO, "EFB encode pixel shader failed to compile"); @@ -1313,14 +1313,14 @@ bool PSTextureEncoder::InitDynamicMode() // Use D3DReflect - ID3D11ShaderReflection* reflect = NULL; + ID3D11ShaderReflection* reflect = nullptr; hr = PD3DReflect(bytecode->Data(), bytecode->Size(), IID_ID3D11ShaderReflection, (void**)&reflect); CHECK(SUCCEEDED(hr), "reflect on efb encoder shader"); // Get number of slots and create dynamic linkage array UINT numSlots = reflect->GetNumInterfaceSlots(); - m_linkageArray.resize(numSlots, NULL); + m_linkageArray.resize(numSlots, nullptr); // Get interface slots @@ -1342,13 +1342,13 @@ bool PSTextureEncoder::InitDynamicMode() // Class instances will be created at the time they are used for (size_t i = 0; i < 4; ++i) - m_fetchClass[i] = NULL; + m_fetchClass[i] = nullptr; for (size_t i = 0; i < 2; ++i) - m_scaledFetchClass[i] = NULL; + m_scaledFetchClass[i] = nullptr; for (size_t i = 0; i < 2; ++i) - m_intensityClass[i] = NULL; + m_intensityClass[i] = nullptr; for (size_t i = 0; i < 16; ++i) - m_generatorClass[i] = NULL; + m_generatorClass[i] = nullptr; reflect->Release(); bytecode->Release(); @@ -1378,7 +1378,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat, // FIXME: Not all the possible generators are available as classes yet. // When dynamic mode is usable, implement them. - const char* generatorName = NULL; + const char* generatorName = nullptr; switch (generatorNum) { case 0x4: generatorName = "cGenerator_4"; break; @@ -1438,7 +1438,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat, m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum]; D3D::context->PSSetShader(m_dynamicShader, - m_linkageArray.empty() ? NULL : &m_linkageArray[0], + m_linkageArray.empty() ? nullptr : &m_linkageArray[0], (UINT)m_linkageArray.size()); return true; diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp index 4c234517a3..da1f1b0746 100644 --- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp @@ -31,13 +31,13 @@ UidChecker<PixelShaderUid,PixelShaderCode> PixelShaderCache::pixel_uid_checker; LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache; -ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL}; -ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL}; -ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL}; -ID3D11PixelShader* s_ClearProgram = NULL; -ID3D11PixelShader* s_rgba6_to_rgb8[2] = {NULL}; -ID3D11PixelShader* s_rgb8_to_rgba6[2] = {NULL}; -ID3D11Buffer* pscbuf = NULL; +ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr}; +ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr}; +ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr}; +ID3D11PixelShader* s_ClearProgram = nullptr; +ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr}; +ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr}; +ID3D11Buffer* pscbuf = nullptr; const char clear_program_code[] = { "void main(\n" @@ -291,7 +291,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled) char buf[1024]; int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l); - CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader"); + CHECK(s_ColorCopyProgram[1]!=nullptr, "Create color copy MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader"); return s_ColorCopyProgram[1]; } @@ -307,7 +307,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled) char buf[1024]; int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l); - CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader"); + CHECK(s_ColorMatrixProgram[1]!=nullptr, "Create color matrix MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader"); return s_ColorMatrixProgram[1]; } @@ -323,7 +323,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled) char buf[1024]; int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l); - CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader"); + CHECK(s_DepthMatrixProgram[1]!=nullptr, "Create depth matrix MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader"); return s_DepthMatrixProgram[1]; } @@ -364,28 +364,28 @@ void PixelShaderCache::Init() { unsigned int cbsize = ((sizeof(PixelShaderConstants))&(~0xf))+0x10; // must be a multiple of 16 D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); - D3D::device->CreateBuffer(&cbdesc, NULL, &pscbuf); - CHECK(pscbuf!=NULL, "Create pixel shader constant buffer"); + D3D::device->CreateBuffer(&cbdesc, nullptr, &pscbuf); + CHECK(pscbuf!=nullptr, "Create pixel shader constant buffer"); D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "pixel shader constant buffer used to emulate the GX pipeline"); // used when drawing clear quads s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code)); - CHECK(s_ClearProgram!=NULL, "Create clear pixel shader"); + CHECK(s_ClearProgram!=nullptr, "Create clear pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader"); // used when copying/resolving the color buffer s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code)); - CHECK(s_ColorCopyProgram[0]!=NULL, "Create color copy pixel shader"); + CHECK(s_ColorCopyProgram[0]!=nullptr, "Create color copy pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader"); // used for color conversion s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code)); - CHECK(s_ColorMatrixProgram[0]!=NULL, "Create color matrix pixel shader"); + CHECK(s_ColorMatrixProgram[0]!=nullptr, "Create color matrix pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader"); // used for depth copy s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program)); - CHECK(s_DepthMatrixProgram[0]!=NULL, "Create depth matrix pixel shader"); + CHECK(s_DepthMatrixProgram[0]!=nullptr, "Create depth matrix pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader"); Clear(); @@ -405,7 +405,7 @@ void PixelShaderCache::Init() if (g_Config.bEnableShaderDebugging) Clear(); - last_entry = NULL; + last_entry = nullptr; } // ONLY to be used during shutdown. @@ -416,7 +416,7 @@ void PixelShaderCache::Clear() PixelShaders.clear(); pixel_uid_checker.Invalidate(); - last_entry = NULL; + last_entry = nullptr; } // Used in Swap() when AA mode has changed @@ -465,7 +465,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components) if (uid == last_uid) { GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true); - return (last_entry->shader != NULL); + return (last_entry->shader != nullptr); } } @@ -480,7 +480,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components) last_entry = &entry; GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true); - return (entry.shader != NULL); + return (entry.shader != nullptr); } // Need to compile a new shader @@ -512,7 +512,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components) bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen) { ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen); - if (shader == NULL) + if (shader == nullptr) return false; // TODO: Somehow make the debug name a bit more specific diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.h b/Source/Core/VideoBackends/D3D/PixelShaderCache.h index 26981dc481..55a31379e3 100644 --- a/Source/Core/VideoBackends/D3D/PixelShaderCache.h +++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.h @@ -42,7 +42,7 @@ private: std::string code; - PSCacheEntry() : shader(NULL) {} + PSCacheEntry() : shader(nullptr) {} void Destroy() { SAFE_RELEASE(shader); } }; diff --git a/Source/Core/VideoBackends/D3D/PointGeometryShader.cpp b/Source/Core/VideoBackends/D3D/PointGeometryShader.cpp index 5e7cb5eda6..3d1d8077eb 100644 --- a/Source/Core/VideoBackends/D3D/PointGeometryShader.cpp +++ b/Source/Core/VideoBackends/D3D/PointGeometryShader.cpp @@ -119,7 +119,7 @@ static const char POINT_GS_COMMON[] = ; PointGeometryShader::PointGeometryShader() - : m_ready(false), m_paramsBuffer(NULL) + : m_ready(false), m_paramsBuffer(nullptr) { } void PointGeometryShader::Init() @@ -132,7 +132,7 @@ void PointGeometryShader::Init() D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(PointGSParams_Padded), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); - hr = D3D::device->CreateBuffer(&bd, NULL, &m_paramsBuffer); + hr = D3D::device->CreateBuffer(&bd, nullptr, &m_paramsBuffer); CHECK(SUCCEEDED(hr), "create point geometry shader params buffer"); D3D::SetDebugObjectName(m_paramsBuffer, "point geometry shader params buffer"); @@ -178,14 +178,14 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize, const std::string& numTexCoordsStr = numTexCoordsStream.str(); D3D_SHADER_MACRO macros[] = { { "NUM_TEXCOORDS", numTexCoordsStr.c_str() }, - { NULL, NULL } + { nullptr, nullptr } }; ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), unsigned int(strlen(code.GetBuffer())), macros); if (!newShader) { WARN_LOG(VIDEO, "Point geometry shader for components 0x%.08X failed to compile", components); // Add dummy shader to prevent trying to compile again - m_shaders[components] = NULL; + m_shaders[components] = nullptr; return false; } @@ -217,7 +217,7 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize, DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f", pointSize, texOffset, vpWidth, vpHeight); - D3D::context->GSSetShader(shaderIt->second, NULL, 0); + D3D::context->GSSetShader(shaderIt->second, nullptr, 0); D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer); return true; diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index 23467f2406..3b987fe7f7 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -44,14 +44,14 @@ static u32 s_LastAA = 0; static Television s_television; -ID3D11Buffer* access_efb_cbuf = NULL; -ID3D11BlendState* clearblendstates[4] = {NULL}; -ID3D11DepthStencilState* cleardepthstates[3] = {NULL}; -ID3D11BlendState* resetblendstate = NULL; -ID3D11DepthStencilState* resetdepthstate = NULL; -ID3D11RasterizerState* resetraststate = NULL; +ID3D11Buffer* access_efb_cbuf = nullptr; +ID3D11BlendState* clearblendstates[4] = {nullptr}; +ID3D11DepthStencilState* cleardepthstates[3] = {nullptr}; +ID3D11BlendState* resetblendstate = nullptr; +ID3D11DepthStencilState* resetdepthstate = nullptr; +ID3D11RasterizerState* resetraststate = nullptr; -static ID3D11Texture2D* s_screenshot_texture = NULL; +static ID3D11Texture2D* s_screenshot_texture = nullptr; // GX pipeline state @@ -145,7 +145,7 @@ void SetupDeviceObjects() CHECK(hr==S_OK, "Create rasterizer state for Renderer::ResetAPIState"); D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState"); - s_screenshot_texture = NULL; + s_screenshot_texture = nullptr; } // Kill off all device objects @@ -172,7 +172,7 @@ void TeardownDeviceObjects() void CreateScreenshotTexture(const TargetRectangle& rc) { D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, rc.GetWidth(), rc.GetHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE); - HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, NULL, &s_screenshot_texture); + HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture); CHECK(hr==S_OK, "Create screenshot staging texture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture"); } @@ -385,7 +385,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f); D3D::context->RSSetViewports(1, &vp); D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf); - D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), NULL); + D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), nullptr); D3D::SetPointCopySampler(); D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(), &RectToLock, @@ -464,7 +464,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) // TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet. ResetAPIState(); - D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL); + D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), nullptr); D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f, - (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f, (float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f, @@ -570,7 +570,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype) D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetTargetWidth(), (float)g_renderer->GetTargetHeight()); D3D::context->RSSetViewports(1, &vp); - D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL); + D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), nullptr); D3D::SetPointCopySampler(); D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); @@ -770,7 +770,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y; D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height); D3D::context->RSSetViewports(1, &vp); - D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL); + D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr); float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f }; D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor); @@ -999,7 +999,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl s_LastEFBScale = g_ActiveConfig.iEFBScale; CalculateTargetSize(s_backbuffer_width, s_backbuffer_height); - D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL); + D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr); delete g_framebuffer_manager; g_framebuffer_manager = new FramebufferManager; @@ -1089,7 +1089,7 @@ void Renderer::ApplyState(bool bUseDstAlpha) if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage); else D3D::SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "sampler state used to emulate the GX pipeline"); } - // else samplerstate[stage] = NULL; + // else samplerstate[stage] = nullptr; } D3D::context->PSSetSamplers(0, 8, samplerstate); for (unsigned int stage = 0; stage < 8; stage++) @@ -1107,13 +1107,13 @@ void Renderer::ApplyState(bool bUseDstAlpha) D3D::context->PSSetConstantBuffers(0, 1, &PixelShaderCache::GetConstantBuffer()); D3D::context->VSSetConstantBuffers(0, 1, &VertexShaderCache::GetConstantBuffer()); - D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), NULL, 0); - D3D::context->VSSetShader(VertexShaderCache::GetActiveShader(), NULL, 0); + D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), nullptr, 0); + D3D::context->VSSetShader(VertexShaderCache::GetActiveShader(), nullptr, 0); } void Renderer::RestoreState() { - ID3D11ShaderResourceView* shader_resources[8] = { NULL }; + ID3D11ShaderResourceView* shader_resources[8] = { nullptr }; D3D::context->PSSetShaderResources(0, 8, shader_resources); D3D::stateman->PopBlendState(); diff --git a/Source/Core/VideoBackends/D3D/Television.cpp b/Source/Core/VideoBackends/D3D/Television.cpp index 816fe32a3a..50516b787d 100644 --- a/Source/Core/VideoBackends/D3D/Television.cpp +++ b/Source/Core/VideoBackends/D3D/Television.cpp @@ -59,7 +59,7 @@ static const char YUYV_DECODER_PS[] = ; Television::Television() - : m_yuyvTexture(NULL), m_yuyvTextureSRV(NULL), m_pShader(NULL) + : m_yuyvTexture(nullptr), m_yuyvTextureSRV(nullptr), m_pShader(nullptr) { } void Television::Init() @@ -99,7 +99,7 @@ void Television::Init() // Create YUYV-decoding pixel shader m_pShader = D3D::CompileAndCreatePixelShader(YUYV_DECODER_PS, sizeof(YUYV_DECODER_PS)); - CHECK(m_pShader != NULL, "compile and create yuyv decoder pixel shader"); + CHECK(m_pShader != nullptr, "compile and create yuyv decoder pixel shader"); D3D::SetDebugObjectName(m_pShader, "yuyv decoder pixel shader"); // Create sampler state and set border color diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp index 4ea188986c..608cbd67cc 100644 --- a/Source/Core/VideoBackends/D3D/TextureCache.cpp +++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp @@ -18,7 +18,7 @@ namespace DX11 { -static TextureEncoder* g_encoder = NULL; +static TextureEncoder* g_encoder = nullptr; const size_t MAX_COPY_BUFFERS = 32; ID3D11Buffer* efbcopycbuf[MAX_COPY_BUFFERS] = { 0 }; @@ -43,7 +43,7 @@ bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int l return false; } - ID3D11Texture2D* pNewTexture = NULL; + ID3D11Texture2D* pNewTexture = nullptr; ID3D11Texture2D* pSurface = texture->GetTex(); D3D11_TEXTURE2D_DESC desc; pSurface->GetDesc(&desc); @@ -52,7 +52,7 @@ bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int l desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; desc.Usage = D3D11_USAGE_STAGING; - HRESULT hr = D3D::device->CreateTexture2D(&desc, NULL, &pNewTexture); + HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &pNewTexture); bool saved_png = false; @@ -85,7 +85,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width, { D3D11_USAGE usage = D3D11_USAGE_DEFAULT; D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0; - D3D11_SUBRESOURCE_DATA srdata, *data = NULL; + D3D11_SUBRESOURCE_DATA srdata, *data = nullptr; if (tex_levels == 1) { @@ -134,7 +134,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo D3D::context->RSSetViewports(1, &vp); // set transformation - if (NULL == efbcopycbuf[cbufid]) + if (nullptr == efbcopycbuf[cbufid]) { const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT); D3D11_SUBRESOURCE_DATA data; @@ -155,7 +155,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo else D3D::SetPointCopySampler(); - D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL); + D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr); // Create texture copy D3D::drawShadedTexQuad( @@ -208,7 +208,7 @@ TextureCache::~TextureCache() g_encoder->Shutdown(); delete g_encoder; - g_encoder = NULL; + g_encoder = nullptr; } } diff --git a/Source/Core/VideoBackends/D3D/VertexManager.cpp b/Source/Core/VideoBackends/D3D/VertexManager.cpp index 06ade13fa2..a68f4d63e8 100644 --- a/Source/Core/VideoBackends/D3D/VertexManager.cpp +++ b/Source/Core/VideoBackends/D3D/VertexManager.cpp @@ -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(); } } diff --git a/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp b/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp index 7d35d84a36..d51ce98b30 100644 --- a/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp @@ -23,10 +23,10 @@ const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry; VertexShaderUid VertexShaderCache::last_uid; UidChecker<VertexShaderUid,VertexShaderCode> VertexShaderCache::vertex_uid_checker; -static ID3D11VertexShader* SimpleVertexShader = NULL; -static ID3D11VertexShader* ClearVertexShader = NULL; -static ID3D11InputLayout* SimpleLayout = NULL; -static ID3D11InputLayout* ClearLayout = NULL; +static ID3D11VertexShader* SimpleVertexShader = nullptr; +static ID3D11VertexShader* ClearVertexShader = nullptr; +static ID3D11InputLayout* SimpleLayout = nullptr; +static ID3D11InputLayout* ClearLayout = nullptr; LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache; @@ -35,7 +35,7 @@ ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVert ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; } ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; } -ID3D11Buffer* vscbuf = NULL; +ID3D11Buffer* vscbuf = nullptr; ID3D11Buffer* &VertexShaderCache::GetConstantBuffer() { @@ -114,7 +114,7 @@ void VertexShaderCache::Init() unsigned int cbsize = ((sizeof(VertexShaderConstants))&(~0xf))+0x10; // must be a multiple of 16 D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); - HRESULT hr = D3D::device->CreateBuffer(&cbdesc, NULL, &vscbuf); + HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf); CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize); D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "vertex shader constant buffer used to emulate the GX pipeline"); @@ -122,7 +122,7 @@ void VertexShaderCache::Init() D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code), &blob); D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout); SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob); - if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__); + if (SimpleLayout == nullptr || SimpleVertexShader == nullptr) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__); blob->Release(); D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout"); @@ -130,7 +130,7 @@ void VertexShaderCache::Init() D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code), &blob); D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout); ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob); - if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__); + if (ClearLayout == nullptr || ClearVertexShader == nullptr) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__); blob->Release(); D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout"); @@ -152,7 +152,7 @@ void VertexShaderCache::Init() if (g_Config.bEnableShaderDebugging) Clear(); - last_entry = NULL; + last_entry = nullptr; } void VertexShaderCache::Clear() @@ -162,7 +162,7 @@ void VertexShaderCache::Clear() vshaders.clear(); vertex_uid_checker.Invalidate(); - last_entry = NULL; + last_entry = nullptr; } void VertexShaderCache::Shutdown() @@ -196,7 +196,7 @@ bool VertexShaderCache::SetShader(u32 components) if (uid == last_uid) { GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); - return (last_entry->shader != NULL); + return (last_entry->shader != nullptr); } } @@ -209,16 +209,16 @@ bool VertexShaderCache::SetShader(u32 components) last_entry = &entry; GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); - return (entry.shader != NULL); + return (entry.shader != nullptr); } VertexShaderCode code; GenerateVertexShaderCode(code, components, API_D3D); - D3DBlob* pbytecode = NULL; + D3DBlob* pbytecode = nullptr; D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &pbytecode); - if (pbytecode == NULL) + if (pbytecode == nullptr) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return false; @@ -240,7 +240,7 @@ bool VertexShaderCache::SetShader(u32 components) bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob) { ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob); - if (shader == NULL) + if (shader == nullptr) return false; // TODO: Somehow make the debug name a bit more specific diff --git a/Source/Core/VideoBackends/D3D/VertexShaderCache.h b/Source/Core/VideoBackends/D3D/VertexShaderCache.h index 0c9c739f6b..2597963e55 100644 --- a/Source/Core/VideoBackends/D3D/VertexShaderCache.h +++ b/Source/Core/VideoBackends/D3D/VertexShaderCache.h @@ -40,7 +40,7 @@ private: std::string code; - VSCacheEntry() : shader(NULL), bytecode(NULL) {} + VSCacheEntry() : shader(nullptr), bytecode(nullptr) {} void SetByteCode(D3DBlob* blob) { SAFE_RELEASE(bytecode); diff --git a/Source/Core/VideoBackends/D3D/XFBEncoder.cpp b/Source/Core/VideoBackends/D3D/XFBEncoder.cpp index 25d69aed12..d32d76f88e 100644 --- a/Source/Core/VideoBackends/D3D/XFBEncoder.cpp +++ b/Source/Core/VideoBackends/D3D/XFBEncoder.cpp @@ -130,10 +130,10 @@ static const struct QuadVertex } QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } }; XFBEncoder::XFBEncoder() - : m_out(NULL), m_outRTV(NULL), m_outStage(NULL), m_encodeParams(NULL), - m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL), m_pShader(NULL), - m_xfbEncodeBlendState(NULL), m_xfbEncodeDepthState(NULL), - m_xfbEncodeRastState(NULL), m_efbSampler(NULL) + : m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr), m_encodeParams(nullptr), + m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr), m_pShader(nullptr), + m_xfbEncodeBlendState(nullptr), m_xfbEncodeDepthState(nullptr), + m_xfbEncodeRastState(nullptr), m_efbSampler(nullptr) { } void XFBEncoder::Init() @@ -147,7 +147,7 @@ void XFBEncoder::Init() D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC( DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH/2, MAX_XFB_HEIGHT, 1, 1, D3D11_BIND_RENDER_TARGET); - hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out); + hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out); CHECK(SUCCEEDED(hr), "create xfb encoder output texture"); D3D::SetDebugObjectName(m_out, "xfb encoder output texture"); @@ -164,7 +164,7 @@ void XFBEncoder::Init() t2dd.Usage = D3D11_USAGE_STAGING; t2dd.BindFlags = 0; t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ; - hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage); + hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage); CHECK(SUCCEEDED(hr), "create xfb encoder output staging buffer"); D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer"); @@ -172,7 +172,7 @@ void XFBEncoder::Init() D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER); - hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams); + hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams); CHECK(SUCCEEDED(hr), "create xfb encode params buffer"); D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer"); @@ -188,14 +188,14 @@ void XFBEncoder::Init() // Create vertex shader - D3DBlob* bytecode = NULL; + D3DBlob* bytecode = nullptr; if (!D3D::CompileVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), &bytecode)) { ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile"); return; } - hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader); + hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader); CHECK(SUCCEEDED(hr), "create xfb encode vertex shader"); D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader"); @@ -279,8 +279,8 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR // Set up all the state for XFB encoding - D3D::context->PSSetShader(m_pShader, NULL, 0); - D3D::context->VSSetShader(m_vShader, NULL, 0); + D3D::context->PSSetShader(m_pShader, nullptr, 0); + D3D::context->VSSetShader(m_vShader, nullptr, 0); D3D::stateman->PushBlendState(m_xfbEncodeBlendState); D3D::stateman->PushDepthState(m_xfbEncodeDepthState); @@ -306,11 +306,11 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR params.TexRight = FLOAT(targetRect.right) / g_renderer->GetTargetWidth(); params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetTargetHeight(); params.Gamma = gamma; - D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, ¶ms, 0, 0); + D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0); D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams); - D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL); + D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr); ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV(); @@ -329,13 +329,13 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR // Clean up state - IUnknown* nullDummy = NULL; + IUnknown* nullDummy = nullptr; D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy); D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy); D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy); - D3D::context->OMSetRenderTargets(0, NULL, NULL); + D3D::context->OMSetRenderTargets(0, nullptr, nullptr); D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy); @@ -343,8 +343,8 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR D3D::stateman->PopDepthState(); D3D::stateman->PopBlendState(); - D3D::context->PSSetShader(NULL, NULL, 0); - D3D::context->VSSetShader(NULL, NULL, 0); + D3D::context->PSSetShader(nullptr, nullptr, 0); + D3D::context->VSSetShader(nullptr, nullptr, 0); // Transfer staging buffer to GameCube/Wii RAM diff --git a/Source/Core/VideoBackends/D3D/main.cpp b/Source/Core/VideoBackends/D3D/main.cpp index 77ed8e9899..ae509cbfde 100644 --- a/Source/Core/VideoBackends/D3D/main.cpp +++ b/Source/Core/VideoBackends/D3D/main.cpp @@ -161,7 +161,7 @@ bool VideoBackend::Initialize(void *&window_handle) UpdateActiveConfig(); window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Loading - Please wait.")); - if (window_handle == NULL) + if (window_handle == nullptr) { ERROR_LOG(VIDEO, "An error has occurred while trying to create the window."); return false; @@ -230,8 +230,8 @@ void VideoBackend::Shutdown() delete g_vertex_manager; delete g_texture_cache; delete g_renderer; - g_renderer = NULL; - g_texture_cache = NULL; + g_renderer = nullptr; + g_texture_cache = nullptr; } } diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp index 3fca224bb8..a9ccedf46d 100644 --- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp @@ -81,19 +81,19 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, m_efbDepth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); // Bind target textures to the EFB framebuffer. @@ -152,13 +152,13 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, m_resolvedDepthTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); // Bind resolved textures to resolved framebuffer. @@ -446,7 +446,7 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un glActiveTexture(GL_TEXTURE0 + 9); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, target_width, target_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, target_width, target_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); return new XFBSource(texture); } diff --git a/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.cpp b/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.cpp index 3e690cc8d0..99f5004bda 100644 --- a/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.cpp +++ b/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.cpp @@ -1739,15 +1739,15 @@ namespace GLExtensions void* GetFuncAddress(std::string name, void **func) { *func = GLInterface->GetFuncAddress(name); - if (*func == NULL) + if (*func == nullptr) { #if defined(__linux__) || defined(__APPLE__) // Give it a second try with dlsym *func = dlsym(RTLD_NEXT, name.c_str()); #endif - if (*func == NULL && _isES) + if (*func == nullptr && _isES) *func = (void*)0xFFFFFFFF; // Easy to determine invalid function, just so we continue on - if (*func == NULL) + if (*func == nullptr) ERROR_LOG(VIDEO, "Couldn't load function %s", name.c_str()); } return *func; @@ -1769,13 +1769,13 @@ namespace GLExtensions // We need them to grab the extension list // Also to check if there is an error grabbing the version // If it fails then the user's drivers don't support GL 3.0 - if (GetFuncAddress ("glGetIntegerv", (void**)&glGetIntegerv) == NULL) + if (GetFuncAddress ("glGetIntegerv", (void**)&glGetIntegerv) == nullptr) return false; - if (GetFuncAddress("glGetString", (void**)&glGetString) == NULL) + if (GetFuncAddress("glGetString", (void**)&glGetString) == nullptr) return false; - if (GetFuncAddress("glGetStringi", (void**)&glGetStringi) == NULL) + if (GetFuncAddress("glGetStringi", (void**)&glGetStringi) == nullptr) return false; - if (GetFuncAddress("glGetError", (void**)&glGetError) == NULL) + if (GetFuncAddress("glGetError", (void**)&glGetError) == nullptr) return false; InitVersion(); diff --git a/Source/Core/VideoBackends/OGL/GLUtil.cpp b/Source/Core/VideoBackends/OGL/GLUtil.cpp index abe2505e74..1e43f2a137 100644 --- a/Source/Core/VideoBackends/OGL/GLUtil.cpp +++ b/Source/Core/VideoBackends/OGL/GLUtil.cpp @@ -56,7 +56,7 @@ GLuint OpenGL_CompileProgram ( const char* vertexShader, const char* fragmentSha GLuint programID = glCreateProgram(); // compile vertex shader - glShaderSource(vertexShaderID, 1, &vertexShader, NULL); + glShaderSource(vertexShaderID, 1, &vertexShader, nullptr); glCompileShader(vertexShaderID); #if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL) GLint Result = GL_FALSE; @@ -75,7 +75,7 @@ GLuint OpenGL_CompileProgram ( const char* vertexShader, const char* fragmentSha #endif // compile fragment shader - glShaderSource(fragmentShaderID, 1, &fragmentShader, NULL); + glShaderSource(fragmentShaderID, 1, &fragmentShader, nullptr); glCompileShader(fragmentShaderID); #if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL) glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result); diff --git a/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp b/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp index dad409e47a..dd1ffc2dfd 100644 --- a/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp +++ b/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp @@ -50,9 +50,9 @@ static void SetPointer(u32 attrib, u32 stride, const AttributeFormat &format) glEnableVertexAttribArray(attrib); if (format.integer) - glVertexAttribIPointer(attrib, format.components, VarToGL(format.type), stride, (u8*)NULL + format.offset); + glVertexAttribIPointer(attrib, format.components, VarToGL(format.type), stride, (u8*)nullptr + format.offset); else - glVertexAttribPointer(attrib, format.components, VarToGL(format.type), true, stride, (u8*)NULL + format.offset); + glVertexAttribPointer(attrib, format.components, VarToGL(format.type), true, stride, (u8*)nullptr + format.offset); } void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl) diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp index 211cf5d937..929fcd0de8 100644 --- a/Source/Core/VideoBackends/OGL/PostProcessing.cpp +++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp @@ -51,7 +51,7 @@ void Init() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // disable mipmaps glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glBindFramebuffer(GL_FRAMEBUFFER, s_fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_texture, 0); FramebufferManager::SetFramebuffer(0); @@ -108,7 +108,7 @@ void Update ( u32 width, u32 height ) // alloc texture for framebuffer glActiveTexture(GL_TEXTURE0+9); glBindTexture(GL_TEXTURE_2D, s_texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); } } diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp index 68c1e44399..c4e150d7d0 100644 --- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp +++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp @@ -194,7 +194,7 @@ SHADER* ProgramShaderCache::SetShader ( DSTALPHA_MODE dstAlphaMode, u32 componen if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer())) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); - return NULL; + return nullptr; } INCSTAT(stats.numPixelShadersCreated); @@ -281,7 +281,7 @@ GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code ) const char *src[] = {s_glsl_header, code}; - glShaderSource(result, 2, src, NULL); + glShaderSource(result, 2, src, nullptr); glCompileShader(result); GLint compileStatus; glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus); @@ -396,7 +396,7 @@ void ProgramShaderCache::Init(void) CreateHeader(); CurrentProgram = 0; - last_entry = NULL; + last_entry = nullptr; } void ProgramShaderCache::Shutdown(void) @@ -421,7 +421,7 @@ void ProgramShaderCache::Shutdown(void) u8 *data = new u8[binary_size+sizeof(GLenum)]; u8 *binary = data + sizeof(GLenum); GLenum *prog_format = (GLenum*)data; - glGetProgramBinary(entry.second.shader.glprogid, binary_size, NULL, prog_format, binary); + glGetProgramBinary(entry.second.shader.glprogid, binary_size, nullptr, prog_format, binary); g_program_disk_cache.Append(entry.first, data, binary_size+sizeof(GLenum)); delete [] data; @@ -443,7 +443,7 @@ void ProgramShaderCache::Shutdown(void) vertex_uid_checker.Invalidate(); delete s_buffer; - s_buffer = 0; + s_buffer = nullptr; } void ProgramShaderCache::CreateHeader ( void ) diff --git a/Source/Core/VideoBackends/OGL/RasterFont.cpp b/Source/Core/VideoBackends/OGL/RasterFont.cpp index 1f2eefdb8b..1b7845887b 100644 --- a/Source/Core/VideoBackends/OGL/RasterFont.cpp +++ b/Source/Core/VideoBackends/OGL/RasterFont.cpp @@ -168,9 +168,9 @@ RasterFont::RasterFont() glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindVertexArray(VAO); glEnableVertexAttribArray(SHADER_POSITION_ATTRIB); - glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL); + glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, nullptr); glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB); - glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2); + glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)nullptr+2); } RasterFont::~RasterFont() diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index b4530a0bdb..3116961f5d 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -95,7 +95,7 @@ static GLuint s_ShowEFBCopyRegions_VBO = 0; static GLuint s_ShowEFBCopyRegions_VAO = 0; static SHADER s_ShowEFBCopyRegions; -static RasterFont* s_pfont = NULL; +static RasterFont* s_pfont = nullptr; // 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA. static int s_MSAASamples = 1; @@ -499,14 +499,14 @@ Renderer::Renderer() #if defined(_DEBUG) || defined(DEBUGFAST) if (GLExtensions::Supports("GL_KHR_debug")) { - glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, true); - glDebugMessageCallback( ErrorCallback, NULL ); + glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, true); + glDebugMessageCallback( ErrorCallback, nullptr ); glEnable( GL_DEBUG_OUTPUT ); } else if (GLExtensions::Supports("GL_ARB_debug_output")) { - glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, true); - glDebugMessageCallbackARB( ErrorCallback, NULL ); + glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, true); + glDebugMessageCallbackARB( ErrorCallback, nullptr ); glEnable( GL_DEBUG_OUTPUT ); } #endif @@ -639,7 +639,7 @@ void Renderer::Shutdown() s_ShowEFBCopyRegions_VBO = 0; delete s_pfont; - s_pfont = 0; + s_pfont = nullptr; s_ShowEFBCopyRegions.Destroy(); } @@ -671,9 +671,9 @@ void Renderer::Init() glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO); glBindVertexArray( s_ShowEFBCopyRegions_VAO ); glEnableVertexAttribArray(SHADER_POSITION_ATTRIB); - glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*5, NULL); + glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*5, nullptr); glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB); - glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 3, GL_FLOAT, 0, sizeof(GLfloat)*5, (GLfloat*)NULL+2); + glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 3, GL_FLOAT, 0, sizeof(GLfloat)*5, (GLfloat*)nullptr+2); } // Create On-Screen-Messages @@ -703,7 +703,7 @@ void Renderer::DrawDebugInfo() // 2*Coords + 3*Color u32 length = stats.efb_regions.size() * sizeof(GLfloat) * (2+3)*2*6; glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO); - glBufferData(GL_ARRAY_BUFFER, length, NULL, GL_STREAM_DRAW); + glBufferData(GL_ARRAY_BUFFER, length, nullptr, GL_STREAM_DRAW); GLfloat *Vertices = (GLfloat*)glMapBufferRange(GL_ARRAY_BUFFER, 0, length, GL_MAP_WRITE_BIT); // Draw EFB copy regions rectangles @@ -1315,7 +1315,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl // Copy the framebuffer to screen. - const XFBSourceBase* xfbSource = NULL; + const XFBSourceBase* xfbSource = nullptr; if(g_ActiveConfig.bUseXFB) { diff --git a/Source/Core/VideoBackends/OGL/StreamBuffer.cpp b/Source/Core/VideoBackends/OGL/StreamBuffer.cpp index 2de5490eaa..be7f4eeacd 100644 --- a/Source/Core/VideoBackends/OGL/StreamBuffer.cpp +++ b/Source/Core/VideoBackends/OGL/StreamBuffer.cpp @@ -141,7 +141,7 @@ class MapAndOrphan : public StreamBuffer public: MapAndOrphan(u32 type, size_t size) : StreamBuffer(type, size) { glBindBuffer(m_buffertype, m_buffer); - glBufferData(m_buffertype, m_size, NULL, GL_STREAM_DRAW); + glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW); } ~MapAndOrphan() { @@ -150,7 +150,7 @@ public: std::pair<u8*, size_t> Map(size_t size, u32 stride) override { Align(stride); if(m_iterator + size >= m_size) { - glBufferData(m_buffertype, m_size, NULL, GL_STREAM_DRAW); + glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW); m_iterator = 0; } u8* pointer = (u8*)glMapBufferRange(m_buffertype, m_iterator, size, @@ -178,7 +178,7 @@ public: MapAndSync(u32 type, size_t size) : StreamBuffer(type, size) { CreateFences(); glBindBuffer(m_buffertype, m_buffer); - glBufferData(m_buffertype, m_size, NULL, GL_STREAM_DRAW); + glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW); } ~MapAndSync() { @@ -223,7 +223,7 @@ public: // PERSISTANT_BIT to make sure that the buffer can be used while mapped // COHERENT_BIT is set so we don't have to use a MemoryBarrier on write // CLIENT_STORAGE_BIT is set since we access the buffer more frequently on the client side then server side - glBufferStorage(m_buffertype, m_size, NULL, + glBufferStorage(m_buffertype, m_size, nullptr, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT); m_pointer = (u8*)glMapBufferRange(m_buffertype, 0, m_size, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); @@ -272,7 +272,7 @@ public: glBindBuffer(m_buffertype, 0); glFinish(); // ogl pipeline must be flushed, else this buffer can be in use FreeAlignedMemory(m_pointer); - m_pointer = NULL; + m_pointer = nullptr; } std::pair<u8*, size_t> Map(size_t size, u32 stride) override { @@ -299,7 +299,7 @@ class BufferSubData : public StreamBuffer public: BufferSubData(u32 type, size_t size) : StreamBuffer(type, size) { glBindBuffer(m_buffertype, m_buffer); - glBufferData(m_buffertype, size, 0, GL_STATIC_DRAW); + glBufferData(m_buffertype, size, nullptr, GL_STATIC_DRAW); m_pointer = new u8[m_size]; } diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp index cf17125f97..9262f9f4d1 100644 --- a/Source/Core/VideoBackends/OGL/TextureCache.cpp +++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp @@ -242,7 +242,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); - glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glGenFramebuffers(1, &entry->framebuffer); diff --git a/Source/Core/VideoBackends/OGL/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/TextureConverter.cpp index 514dbd22f6..32225652f6 100644 --- a/Source/Core/VideoBackends/OGL/TextureConverter.cpp +++ b/Source/Core/VideoBackends/OGL/TextureConverter.cpp @@ -179,7 +179,7 @@ void Init() glGenTextures(1, &s_dstTexture); glBindTexture(GL_TEXTURE_2D, s_dstTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]); @@ -261,8 +261,8 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc, // in this way, we only have one vram->ram transfer, but maybe a bigger // cpu overhead because of the pbo glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO); - glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, NULL, GL_STREAM_READ); - glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, 0); + glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ); + glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); u8* pbo = (u8*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, dstSize, GL_MAP_READ_BIT); for (int i = 0; i < readLoops; i++) diff --git a/Source/Core/VideoBackends/OGL/VertexManager.cpp b/Source/Core/VideoBackends/OGL/VertexManager.cpp index 4af1a48953..89dfda38e2 100644 --- a/Source/Core/VideoBackends/OGL/VertexManager.cpp +++ b/Source/Core/VideoBackends/OGL/VertexManager.cpp @@ -60,7 +60,7 @@ void VertexManager::CreateDeviceObjects() s_indexBuffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE); m_index_buffers = s_indexBuffer->m_buffer; - m_CurrentVertexFmt = NULL; + m_CurrentVertexFmt = nullptr; m_last_vao = 0; } @@ -120,9 +120,9 @@ void VertexManager::Draw(u32 stride) } if(g_ogl_config.bSupportsGLBaseVertex) { - glDrawRangeElementsBaseVertex(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_index_offset, (GLint)s_baseVertex); + glDrawRangeElementsBaseVertex(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)nullptr+s_index_offset, (GLint)s_baseVertex); } else { - glDrawRangeElements(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_index_offset); + glDrawRangeElements(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)nullptr+s_index_offset); } INCSTAT(stats.thisFrame.numIndexedDrawCalls); } diff --git a/Source/Core/VideoBackends/OGL/main.cpp b/Source/Core/VideoBackends/OGL/main.cpp index b37f428531..d902485bb8 100644 --- a/Source/Core/VideoBackends/OGL/main.cpp +++ b/Source/Core/VideoBackends/OGL/main.cpp @@ -256,20 +256,20 @@ void VideoBackend::Video_Cleanup() { TextureConverter::Shutdown(); VertexLoaderManager::Shutdown(); delete g_sampler_cache; - g_sampler_cache = NULL; + g_sampler_cache = nullptr; delete g_texture_cache; - g_texture_cache = NULL; + g_texture_cache = nullptr; PostProcessing::Shutdown(); ProgramShaderCache::Shutdown(); VertexShaderManager::Shutdown(); PixelShaderManager::Shutdown(); delete g_perf_query; - g_perf_query = NULL; + g_perf_query = nullptr; delete g_vertex_manager; - g_vertex_manager = NULL; + g_vertex_manager = nullptr; OpcodeDecoder_Shutdown(); delete g_renderer; - g_renderer = NULL; + g_renderer = nullptr; GLInterface->ClearCurrent(); } } diff --git a/Source/Core/VideoBackends/Software/BPMemLoader.cpp b/Source/Core/VideoBackends/Software/BPMemLoader.cpp index 738b909fc0..7672e233ac 100644 --- a/Source/Core/VideoBackends/Software/BPMemLoader.cpp +++ b/Source/Core/VideoBackends/Software/BPMemLoader.cpp @@ -100,7 +100,7 @@ void SWBPWritten(int address, int newvalue) u32 tlutTMemAddr = (newvalue & 0x3FF) << 9; u32 tlutXferCount = (newvalue & 0x1FFC00) >> 5; - u8 *ptr = 0; + u8 *ptr = nullptr; // TODO - figure out a cleaner way. if (Core::g_CoreStartupParameter.bWii) diff --git a/Source/Core/VideoBackends/Software/DebugUtil.cpp b/Source/Core/VideoBackends/Software/DebugUtil.cpp index 6b5b1f7c7d..e6995b5068 100644 --- a/Source/Core/VideoBackends/Software/DebugUtil.cpp +++ b/Source/Core/VideoBackends/Software/DebugUtil.cpp @@ -39,7 +39,7 @@ void Init() { memset(ObjectBuffer[i], 0, sizeof(ObjectBuffer[i])); DrawnToBuffer[i] = false; - ObjectBufferName[i] = 0; + ObjectBufferName[i] = nullptr; BufferBase[i] = 0; } } diff --git a/Source/Core/VideoBackends/Software/OpcodeDecoder.cpp b/Source/Core/VideoBackends/Software/OpcodeDecoder.cpp index 069876741d..ff2b4f0bb8 100644 --- a/Source/Core/VideoBackends/Software/OpcodeDecoder.cpp +++ b/Source/Core/VideoBackends/Software/OpcodeDecoder.cpp @@ -19,7 +19,7 @@ typedef void (*DecodingFunction)(u32); namespace OpcodeDecoder { -static DecodingFunction currentFunction = NULL; +static DecodingFunction currentFunction = nullptr; static u32 minCommandSize; static u16 streamSize; static u16 streamAddress; diff --git a/Source/Core/VideoBackends/Software/SWCommandProcessor.cpp b/Source/Core/VideoBackends/Software/SWCommandProcessor.cpp index d8288adc1a..8329024e3a 100644 --- a/Source/Core/VideoBackends/Software/SWCommandProcessor.cpp +++ b/Source/Core/VideoBackends/Software/SWCommandProcessor.cpp @@ -101,7 +101,7 @@ void Init() interruptSet = false; interruptWaiting = false; - g_pVideoData = 0; + g_pVideoData = nullptr; g_bSkipCurrentFrame = false; } diff --git a/Source/Core/VideoBackends/Software/SWRenderer.cpp b/Source/Core/VideoBackends/Software/SWRenderer.cpp index c56390ba90..deb934ee2f 100644 --- a/Source/Core/VideoBackends/Software/SWRenderer.cpp +++ b/Source/Core/VideoBackends/Software/SWRenderer.cpp @@ -28,7 +28,7 @@ static std::string s_sScreenshotName; // Rasterfont isn't compatible with GLES // degasus: I think it does, but I can't test it -RasterFont* s_pfont = NULL; +RasterFont* s_pfont = nullptr; void SWRenderer::Init() { @@ -44,7 +44,7 @@ void SWRenderer::Shutdown() if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL) { delete s_pfont; - s_pfont = 0; + s_pfont = nullptr; } } diff --git a/Source/Core/VideoBackends/Software/SWVertexLoader.cpp b/Source/Core/VideoBackends/Software/SWVertexLoader.cpp index fbecdaeb79..63d96dcd2c 100644 --- a/Source/Core/VideoBackends/Software/SWVertexLoader.cpp +++ b/Source/Core/VideoBackends/Software/SWVertexLoader.cpp @@ -40,7 +40,7 @@ SWVertexLoader::SWVertexLoader() : SWVertexLoader::~SWVertexLoader() { delete m_SetupUnit; - m_SetupUnit = NULL; + m_SetupUnit = nullptr; } void SWVertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType) @@ -89,8 +89,8 @@ void SWVertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType) m_VertexSize = 0; // Reset pipeline - m_positionLoader = NULL; - m_normalLoader = NULL; + m_positionLoader = nullptr; + m_normalLoader = nullptr; m_NumAttributeLoaders = 0; // Reset vertex @@ -164,7 +164,7 @@ void SWVertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType) m_normalLoader = VertexLoader_Normal::GetFunction(g_VtxDesc.Normal, m_CurrentVat->g0.NormalFormat, m_CurrentVat->g0.NormalElements, m_CurrentVat->g0.NormalIndex3); - if (m_normalLoader == 0) + if (m_normalLoader == nullptr) { ERROR_LOG(VIDEO, "VertexLoader_Normal::GetFunction returned zero!"); } @@ -176,7 +176,7 @@ void SWVertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType) switch (colDesc[i]) { case NOT_PRESENT: - m_colorLoader[i] = NULL; + m_colorLoader[i] = nullptr; break; case DIRECT: switch (colComp[i]) diff --git a/Source/Core/VideoBackends/Software/SWmain.cpp b/Source/Core/VideoBackends/Software/SWmain.cpp index c5178f682c..4651e444a4 100644 --- a/Source/Core/VideoBackends/Software/SWmain.cpp +++ b/Source/Core/VideoBackends/Software/SWmain.cpp @@ -60,7 +60,7 @@ std::string VideoSoftware::GetName() void *DllDebugger(void *_hParent, bool Show) { - return NULL; + return nullptr; } void VideoSoftware::ShowConfig(void *_hParent) diff --git a/Source/Core/VideoBackends/Software/TextureSampler.cpp b/Source/Core/VideoBackends/Software/TextureSampler.cpp index 87ac79563b..b77248ff9d 100644 --- a/Source/Core/VideoBackends/Software/TextureSampler.cpp +++ b/Source/Core/VideoBackends/Software/TextureSampler.cpp @@ -106,7 +106,7 @@ void SampleMip(s32 s, s32 t, s32 mip, bool linear, u8 texmap, u8 *sample) TexImage0& ti0 = texUnit.texImage0[subTexmap]; TexTLUT& texTlut = texUnit.texTlut[subTexmap]; - u8 *imageSrc, *imageSrcOdd = NULL; + u8 *imageSrc, *imageSrcOdd = nullptr; if (texUnit.texImage1[subTexmap].image_type) { imageSrc = &texMem[texUnit.texImage1[subTexmap].tmem_even * TMEM_LINE_SIZE]; |
