Index: content/common/gpu/stream_texture_android.cc |
diff --git a/content/common/gpu/stream_texture_android.cc b/content/common/gpu/stream_texture_android.cc |
index eb7f3bbe32bfb9071cdc5e41e4495271c3c3a885..62ae4612277d318299ff708e76ae354b66ab6721 100644 |
--- a/content/common/gpu/stream_texture_android.cc |
+++ b/content/common/gpu/stream_texture_android.cc |
@@ -88,11 +88,11 @@ StreamTexture::~StreamTexture() { |
void StreamTexture::OnWillDestroyStub() { |
owner_stub_->RemoveDestructionObserver(this); |
owner_stub_->channel()->RemoveRoute(route_id_); |
- owner_stub_ = NULL; |
+ owner_stub_ = nullptr; |
// If the owner goes away, there is no need to keep the SurfaceTexture around. |
// The GL texture will keep working regardless with the currently bound frame. |
- surface_texture_ = NULL; |
+ surface_texture_ = nullptr; |
} |
void StreamTexture::Destroy(bool have_context) { |
@@ -106,7 +106,7 @@ void StreamTexture::WillUseTexImage() { |
if (has_pending_frame_) { |
scoped_ptr<ui::ScopedMakeCurrent> scoped_make_current; |
bool needs_make_current = |
- !owner_stub_->decoder()->GetGLContext()->IsCurrent(NULL); |
+ !owner_stub_->decoder()->GetGLContext()->IsCurrent(nullptr); |
// On Android we should not have to perform a real context switch here when |
// using virtual contexts. |
DCHECK(!needs_make_current || !owner_stub_->decoder() |