Index: src/core/SkBitmapProcShader.cpp |
diff --git a/src/core/SkBitmapProcShader.cpp b/src/core/SkBitmapProcShader.cpp |
index ef9cfd4dc8d4bb358cce845d86164636e089ed2b..e382d09c9977ce5d01623809920bd15a1398fe16 100644 |
--- a/src/core/SkBitmapProcShader.cpp |
+++ b/src/core/SkBitmapProcShader.cpp |
@@ -47,7 +47,7 @@ SkFlattenable* SkBitmapProcShader::CreateProc(SkReadBuffer& buffer) { |
buffer.readMatrix(&lm); |
SkBitmap bm; |
if (!buffer.readBitmap(&bm)) { |
- return NULL; |
+ return nullptr; |
} |
bm.setImmutable(); |
TileMode mx = (TileMode)buffer.readUInt(); |
@@ -75,7 +75,7 @@ SkShader::Context* SkBitmapProcShader::onCreateContext(const ContextRec& rec, vo |
SkMatrix totalInverse; |
// Do this first, so we know the matrix can be inverted. |
if (!this->computeTotalInverse(rec, &totalInverse)) { |
- return NULL; |
+ return nullptr; |
} |
void* stateStorage = (char*)storage + sizeof(BitmapProcShaderContext); |
@@ -87,7 +87,7 @@ SkShader::Context* SkBitmapProcShader::onCreateContext(const ContextRec& rec, vo |
state->fOrigBitmap = fRawBitmap; |
if (!state->chooseProcs(totalInverse, *rec.fPaint)) { |
state->~SkBitmapProcState(); |
- return NULL; |
+ return nullptr; |
} |
return new (storage) BitmapProcShaderContext(*this, rec, state); |
@@ -212,7 +212,7 @@ SkShader::Context::ShadeProc SkBitmapProcShader::BitmapProcShaderContext::asASha |
*ctx = fState; |
return (ShadeProc)fState->getShaderProc32(); |
} |
- return NULL; |
+ return nullptr; |
} |
void SkBitmapProcShader::BitmapProcShaderContext::shadeSpan16(int x, int y, uint16_t dstC[], |
@@ -301,19 +301,19 @@ SkShader* SkCreateBitmapShader(const SkBitmap& src, SkShader::TileMode tmx, |
SkShader* shader; |
SkColor color; |
if (src.isNull() || bitmap_is_too_big(src)) { |
- if (NULL == allocator) { |
+ if (nullptr == allocator) { |
shader = new SkEmptyShader; |
} else { |
shader = allocator->createT<SkEmptyShader>(); |
} |
} else if (can_use_color_shader(src, &color)) { |
- if (NULL == allocator) { |
+ if (nullptr == allocator) { |
shader = new SkColorShader(color); |
} else { |
shader = allocator->createT<SkColorShader>(color); |
} |
} else { |
- if (NULL == allocator) { |
+ if (nullptr == allocator) { |
shader = new SkBitmapProcShader(src, tmx, tmy, localMatrix); |
} else { |
shader = allocator->createT<SkBitmapProcShader>(src, tmx, tmy, localMatrix); |