| Index: src/gpu/gl/builders/GrGLProgramBuilder.h
|
| diff --git a/src/gpu/gl/builders/GrGLProgramBuilder.h b/src/gpu/gl/builders/GrGLProgramBuilder.h
|
| index 06d0fa074496adf63f70f7dbea7c58f4e23fc73e..1d5e5fbcfe9f7d95164675e7dc771e62a11fe80b 100644
|
| --- a/src/gpu/gl/builders/GrGLProgramBuilder.h
|
| +++ b/src/gpu/gl/builders/GrGLProgramBuilder.h
|
| @@ -49,14 +49,14 @@ public:
|
| /** Add a uniform variable to the current program, that has visibility in one or more shaders.
|
| visibility is a bitfield of ShaderVisibility values indicating from which shaders the
|
| uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
|
| - supported at this time. The actual uniform name will be mangled. If outName is not NULL then
|
| + supported at this time. The actual uniform name will be mangled. If outName is not nullptr then
|
| it will refer to the final uniform name after return. Use the addUniformArray variant to add
|
| an array of uniforms. */
|
| UniformHandle addUniform(uint32_t visibility,
|
| GrSLType type,
|
| GrSLPrecision precision,
|
| const char* name,
|
| - const char** outName = NULL) {
|
| + const char** outName = nullptr) {
|
| return this->addUniformArray(visibility, type, precision, name, 0, outName);
|
| }
|
|
|
| @@ -66,7 +66,7 @@ public:
|
| GrSLPrecision precision,
|
| const char* name,
|
| int arrayCount,
|
| - const char** outName = NULL) = 0;
|
| + const char** outName = nullptr) = 0;
|
|
|
| virtual const GrGLShaderVar& getUniformVariable(UniformHandle u) const = 0;
|
|
|
| @@ -105,8 +105,8 @@ protected:
|
| };
|
|
|
| GrGLVarying(GrSLType type, Varying varying)
|
| - : fVarying(varying), fType(type), fVsOut(NULL), fGsIn(NULL), fGsOut(NULL),
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| - fFsIn(NULL) {}
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| + : fVarying(varying), fType(type), fVsOut(nullptr), fGsIn(nullptr), fGsOut(nullptr),
|
| + fFsIn(nullptr) {}
|
|
|
| Varying fVarying;
|
|
|
|
|