clang-modernize -use-nullptr

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

View file

@ -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