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authorShawn Rutledge <shawn.rutledge@qt.io>2018-02-21 10:41:54 +0100
committerShawn Rutledge <shawn.rutledge@qt.io>2018-02-26 07:13:18 +0000
commit499ec43937e926e4f2fa57a9baa455fcb3862262 (patch)
tree206c90d47387f8322b68f5e3db613189397e1af3 /src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
parent53d1e9ed21d25e65a2f13606af479838f5f21fe7 (diff)
use nullptr consistently (clang-tidy)
From now on we prefer nullptr instead of 0 to clarify cases where we are assigning or testing a pointer rather than a numeric zero. Also, replaced cases where 0 was passed as Qt::KeyboardModifiers with Qt::NoModifier (clang-tidy replaced them with nullptr, which waas wrong, so it was just as well to make the tests more readable rather than to revert those lines). Change-Id: I4735d35e4d9f42db5216862ce091429eadc6e65d Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
Diffstat (limited to 'src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp')
-rw-r--r--src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp98
1 files changed, 49 insertions, 49 deletions
diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
index 27b374e47f..ba71551302 100644
--- a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
+++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
@@ -155,10 +155,10 @@ ShaderManager::Shader *ShaderManager::prepareMaterial(QSGMaterial *material)
p->bindAttributeLocation(attr[i], i);
}
p->bindAttributeLocation("_qt_order", i);
- context->compileShader(s, material, qsgShaderRewriter_insertZAttributes(s->vertexShader(), profile), 0);
+ context->compileShader(s, material, qsgShaderRewriter_insertZAttributes(s->vertexShader(), profile), nullptr);
context->initializeShader(s);
if (!p->isLinked())
- return 0;
+ return nullptr;
shader = new Shader;
shader->program = s;
@@ -215,7 +215,7 @@ void ShaderManager::invalidated()
qDeleteAll(rewrittenShaders);
rewrittenShaders.clear();
delete blitProgram;
- blitProgram = 0;
+ blitProgram = nullptr;
}
void qsg_dumpShadowRoots(BatchRootInfo *i, int indent)
@@ -280,7 +280,7 @@ Updater::Updater(Renderer *r)
void Updater::updateStates(QSGNode *n)
{
- m_current_clip = 0;
+ m_current_clip = nullptr;
m_added = 0;
m_transformChange = 0;
@@ -347,7 +347,7 @@ void Updater::visitNode(Node *n)
m_added = count;
m_force_update = force;
- n->dirtyState = 0;
+ n->dirtyState = nullptr;
}
void Updater::visitClipNode(Node *n)
@@ -473,7 +473,7 @@ void Updater::visitGeometryNode(Node *n)
if (e->root) {
BatchRootInfo *info = renderer->batchRootInfo(e->root);
- while (info != 0) {
+ while (info != nullptr) {
info->availableOrders--;
if (info->availableOrders < 0) {
renderer->m_rebuild |= Renderer::BuildRenderLists;
@@ -481,10 +481,10 @@ void Updater::visitGeometryNode(Node *n)
renderer->m_rebuild |= Renderer::BuildRenderListsForTaggedRoots;
renderer->m_taggedRoots << e->root;
}
- if (info->parentRoot != 0)
+ if (info->parentRoot != nullptr)
info = renderer->batchRootInfo(info->parentRoot);
else
- info = 0;
+ info = nullptr;
}
} else {
renderer->m_rebuild |= Renderer::FullRebuild;
@@ -680,12 +680,12 @@ void Batch::invalidate()
// the batch to do an early out..
cleanupRemovedElements();
Element *e = first;
- first = 0;
- root = 0;
+ first = nullptr;
+ root = nullptr;
while (e) {
- e->batch = 0;
+ e->batch = nullptr;
Element *n = e->nextInBatch;
- e->nextInBatch = 0;
+ e->nextInBatch = nullptr;
e = n;
}
}
@@ -756,7 +756,7 @@ Renderer::Renderer(QSGDefaultRenderContext *ctx)
, m_alphaRenderList(64)
, m_nextRenderOrder(0)
, m_partialRebuild(false)
- , m_partialRebuildRoot(0)
+ , m_partialRebuildRoot(nullptr)
, m_useDepthBuffer(true)
, m_opaqueBatches(16)
, m_alphaBatches(16)
@@ -768,17 +768,17 @@ Renderer::Renderer(QSGDefaultRenderContext *ctx)
, m_zRange(0)
, m_renderOrderRebuildLower(-1)
, m_renderOrderRebuildUpper(-1)
- , m_currentMaterial(0)
- , m_currentShader(0)
+ , m_currentMaterial(nullptr)
+ , m_currentShader(nullptr)
, m_currentStencilValue(0)
, m_clipMatrixId(0)
- , m_currentClip(0)
+ , m_currentClip(nullptr)
, m_currentClipType(NoClip)
, m_vertexUploadPool(256)
#ifdef QSG_SEPARATE_INDEX_BUFFER
, m_indexUploadPool(64)
#endif
- , m_vao(0)
+ , m_vao(nullptr)
, m_visualizeMode(VisualizeNothing)
{
initializeOpenGLFunctions();
@@ -916,7 +916,7 @@ void Renderer::unmap(Buffer *buffer, bool isIndexBuf)
glBufferData(target, buffer->size, buffer->data, m_bufferStrategy);
if (!m_context->hasBrokenIndexBufferObjects() && m_visualizeMode == VisualizeNothing) {
- buffer->data = 0;
+ buffer->data = nullptr;
}
}
@@ -944,7 +944,7 @@ void Renderer::removeBatchRootFromParent(Node *childRoot)
Q_ASSERT(parentInfo->subRoots.contains(childRoot));
parentInfo->subRoots.remove(childRoot);
- childInfo->parentRoot = 0;
+ childInfo->parentRoot = nullptr;
}
void Renderer::registerBatchRoot(Node *subRoot, Node *parentRoot)
@@ -1072,7 +1072,7 @@ void Renderer::nodeWasRemoved(Node *node)
if (e) {
e->removed = true;
m_elementsToDelete.add(e);
- e->node = 0;
+ e->node = nullptr;
if (e->root) {
BatchRootInfo *info = batchRootInfo(e->root);
info->availableOrders++;
@@ -1185,7 +1185,7 @@ void Renderer::nodeChanged(QSGNode *node, QSGNode::DirtyState state)
return;
}
if (node == rootNode())
- nodeWasAdded(node, 0);
+ nodeWasAdded(node, nullptr);
else
nodeWasAdded(node, m_nodes.value(node->parent()));
}
@@ -1438,7 +1438,7 @@ void Renderer::buildRenderListsForTaggedRoots()
}
}
m_partialRebuild = false;
- m_partialRebuildRoot = 0;
+ m_partialRebuildRoot = nullptr;
m_taggedRoots.clear();
m_nextRenderOrder = qMax(m_nextRenderOrder, maxRenderOrder);
@@ -2144,7 +2144,7 @@ Renderer::ClipType Renderer::updateStencilClip(const QSGClipNode *clip)
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexByteSize, g->vertexData());
}
- pointer = 0;
+ pointer = nullptr;
}
glVertexAttribPointer(0, a->tupleSize, a->type, GL_FALSE, g->sizeOfVertex(), pointer);
@@ -2186,7 +2186,7 @@ void Renderer::updateClip(const QSGClipNode *clipList, const Batch *batch)
m_currentClip = clipList;
// updateClip sets another program, so force-reactivate our own
if (m_currentShader)
- setActiveShader(0, 0);
+ setActiveShader(nullptr, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (batch->isOpaque)
@@ -2207,8 +2207,8 @@ void Renderer::updateClip(const QSGClipNode *clipList, const Batch *batch)
*/
void Renderer::setActiveShader(QSGMaterialShader *program, ShaderManager::Shader *shader)
{
- const char * const *c = m_currentProgram ? m_currentProgram->attributeNames() : 0;
- const char * const *n = program ? program->attributeNames() : 0;
+ const char * const *c = m_currentProgram ? m_currentProgram->attributeNames() : nullptr;
+ const char * const *n = program ? program->attributeNames() : nullptr;
int cza = m_currentShader ? m_currentShader->pos_order : -1;
int nza = shader ? shader->pos_order : -1;
@@ -2219,18 +2219,18 @@ void Renderer::setActiveShader(QSGMaterialShader *program, ShaderManager::Shader
bool was = c;
if (cza == i) {
was = true;
- c = 0;
+ c = nullptr;
} else if (c && !c[i]) { // end of the attribute array names
- c = 0;
+ c = nullptr;
was = false;
}
bool is = n;
if (nza == i) {
is = true;
- n = 0;
+ n = nullptr;
} else if (n && !n[i]) {
- n = 0;
+ n = nullptr;
is = false;
}
@@ -2246,7 +2246,7 @@ void Renderer::setActiveShader(QSGMaterialShader *program, ShaderManager::Shader
m_currentProgram->deactivate();
m_currentProgram = program;
m_currentShader = shader;
- m_currentMaterial = 0;
+ m_currentMaterial = nullptr;
if (m_currentProgram) {
m_currentProgram->program()->bind();
m_currentProgram->activate();
@@ -2298,7 +2298,7 @@ void Renderer::renderMergedBatch(const Batch *batch)
glBindBuffer(GL_ARRAY_BUFFER, batch->vbo.id);
- char *indexBase = 0;
+ char *indexBase = nullptr;
#ifdef QSG_SEPARATE_INDEX_BUFFER
const Buffer *indexBuf = &batch->ibo;
#else
@@ -2394,7 +2394,7 @@ void Renderer::renderUnmergedBatch(const Batch *batch)
updateClip(gn->clipList(), batch);
glBindBuffer(GL_ARRAY_BUFFER, batch->vbo.id);
- char *indexBase = 0;
+ char *indexBase = nullptr;
#ifdef QSG_SEPARATE_INDEX_BUFFER
const Buffer *indexBuf = &batch->ibo;
#else
@@ -2500,8 +2500,8 @@ void Renderer::updateLineWidth(QSGGeometry *g)
else {
QOpenGLContext *ctx = m_context->openglContext();
if (!ctx->isOpenGLES() && g->drawingMode() == GL_POINTS) {
- QOpenGLFunctions_1_0 *gl1funcs = 0;
- QOpenGLFunctions_3_2_Core *gl3funcs = 0;
+ QOpenGLFunctions_1_0 *gl1funcs = nullptr;
+ QOpenGLFunctions_3_2_Core *gl3funcs = nullptr;
if (ctx->format().profile() == QSurfaceFormat::CoreProfile)
gl3funcs = ctx->versionFunctions<QOpenGLFunctions_3_2_Core>();
else
@@ -2546,10 +2546,10 @@ void Renderer::renderBatches()
bindable()->clear(clearMode());
m_current_opacity = 1;
- m_currentMaterial = 0;
- m_currentShader = 0;
- m_currentProgram = 0;
- m_currentClip = 0;
+ m_currentMaterial = nullptr;
+ m_currentShader = nullptr;
+ m_currentProgram = nullptr;
+ m_currentClip = nullptr;
bool renderOpaque = !debug_noopaque();
bool renderAlpha = !debug_noalpha();
@@ -2582,8 +2582,8 @@ void Renderer::renderBatches()
}
if (m_currentShader)
- setActiveShader(0, 0);
- updateStencilClip(0);
+ setActiveShader(nullptr, nullptr);
+ updateStencilClip(nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDepthMask(true);
@@ -2597,12 +2597,12 @@ void Renderer::deleteRemovedElements()
for (int i=0; i<m_opaqueRenderList.size(); ++i) {
Element **e = m_opaqueRenderList.data() + i;
if (*e && (*e)->removed)
- *e = 0;
+ *e = nullptr;
}
for (int i=0; i<m_alphaRenderList.size(); ++i) {
Element **e = m_alphaRenderList.data() + i;
if (*e && (*e)->removed)
- *e = 0;
+ *e = nullptr;
}
for (int i=0; i<m_elementsToDelete.size(); ++i) {
@@ -2815,11 +2815,11 @@ void Renderer::renderRenderNode(Batch *batch)
Q_ASSERT(batch->first->isRenderNode);
RenderNodeElement *e = (RenderNodeElement *) batch->first;
- setActiveShader(0, 0);
+ setActiveShader(nullptr, nullptr);
QSGNode *clip = e->renderNode->parent();
QSGRenderNodePrivate *rd = QSGRenderNodePrivate::get(e->renderNode);
- rd->m_clip_list = 0;
+ rd->m_clip_list = nullptr;
while (clip != rootNode()) {
if (clip->type() == QSGNode::ClipNodeType) {
rd->m_clip_list = static_cast<QSGClipNode *>(clip);
@@ -2883,8 +2883,8 @@ void Renderer::renderRenderNode(Batch *batch)
e->renderNode->render(&state);
- rd->m_matrix = 0;
- rd->m_clip_list = 0;
+ rd->m_matrix = nullptr;
+ rd->m_clip_list = nullptr;
if (changes & QSGRenderNode::ViewportState) {
QRect r = viewportRect();
@@ -2899,7 +2899,7 @@ void Renderer::renderRenderNode(Batch *batch)
if (changes & (QSGRenderNode::StencilState | QSGRenderNode::ScissorState)) {
glDisable(GL_SCISSOR_TEST);
- m_currentClip = 0;
+ m_currentClip = nullptr;
m_currentClipType = NoClip;
}
@@ -3069,7 +3069,7 @@ void Renderer::visualizeChanges(Node *n)
// This is because many changes don't propegate their dirty state to the
// parent so the node updater will not unset these states. They are
// not used for anything so, unsetting it should have no side effects.
- n->dirtyState = 0;
+ n->dirtyState = nullptr;
}
SHADOWNODE_TRAVERSE(n) {