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https://github.com/dolphin-emu/dolphin.git
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clang-modernize -use-nullptr
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
This commit is contained in:
parent
f28116b7da
commit
d802d39281
292 changed files with 1526 additions and 1526 deletions
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@ -59,10 +59,10 @@ FramebufferManager::FramebufferManager()
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// EFB color texture - primary render target
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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);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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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));
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CHECK(m_efb.color_tex!=NULL, "create EFB color texture (size: %dx%d)", target_width, target_height);
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CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", target_width, target_height);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
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@ -70,10 +70,10 @@ FramebufferManager::FramebufferManager()
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// Temporary EFB color texture - used in ReinterpretPixelData
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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);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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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));
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CHECK(m_efb.color_temp_tex!=NULL, "create EFB color temp texture (size: %dx%d)", target_width, target_height);
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CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", target_width, target_height);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
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@ -81,13 +81,13 @@ FramebufferManager::FramebufferManager()
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.color_staging_buf);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf);
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CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
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// EFB depth buffer - primary depth buffer
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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);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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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));
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SAFE_RELEASE(buf);
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@ -97,7 +97,7 @@ FramebufferManager::FramebufferManager()
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// Render buffer for AccessEFB (depth data)
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
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m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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SAFE_RELEASE(buf);
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@ -106,7 +106,7 @@ FramebufferManager::FramebufferManager()
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.depth_staging_buf);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf);
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CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
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@ -114,15 +114,15 @@ FramebufferManager::FramebufferManager()
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{
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// Framebuffer resolve textures (color+depth)
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
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CHECK(m_efb.resolved_color_tex!=NULL, "create EFB color resolve texture (size: %dx%d)", target_width, target_height);
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CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", target_width, target_height);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
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CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
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SAFE_RELEASE(buf);
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@ -131,8 +131,8 @@ FramebufferManager::FramebufferManager()
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}
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else
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{
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m_efb.resolved_color_tex = NULL;
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m_efb.resolved_depth_tex = NULL;
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m_efb.resolved_color_tex = nullptr;
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m_efb.resolved_depth_tex = nullptr;
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}
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s_xfbEncoder.Init();
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@ -200,7 +200,7 @@ void XFBSource::CopyEFB(float Gamma)
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL);
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D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), nullptr);
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D3D::SetLinearCopySampler();
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
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