analysis: FALSE/0 used in pointer context
While this is totally fine (0 in the pointer context will be converted in the right internal NULL representation, which could be a value with some bits to 1), I believe it's clearer to use NULL in the pointer context. It seems that, in most case, it's more an overlook than a deliberate choice to use FALSE/0 as NULL, eg. copying a _COGL_GET_CONTEXT (ctx, 0) or a g_return_val_if_fail (cond, 0) from a function returning a gboolean.
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9d428278f7
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52a78a7220
@ -9224,7 +9224,7 @@ clutter_actor_get_shader (ClutterActor *self)
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ClutterActorPrivate *actor_priv;
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ShaderData *shader_data;
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
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actor_priv = self->priv;
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shader_data = actor_priv->shader_data;
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@ -280,8 +280,8 @@ _clutter_backend_create_stage (ClutterBackend *backend,
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ClutterStageManager *stage_manager;
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ClutterStageWindow *stage_window;
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g_return_val_if_fail (CLUTTER_IS_BACKEND (backend), FALSE);
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g_return_val_if_fail (CLUTTER_IS_STAGE (wrapper), FALSE);
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g_return_val_if_fail (CLUTTER_IS_BACKEND (backend), NULL);
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g_return_val_if_fail (CLUTTER_IS_STAGE (wrapper), NULL);
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stage_manager = clutter_stage_manager_get_default ();
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@ -1174,7 +1174,7 @@ clutter_path_get_description (ClutterPath *path)
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GString *str;
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GSList *l;
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g_return_val_if_fail (CLUTTER_IS_PATH (path), FALSE);
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g_return_val_if_fail (CLUTTER_IS_PATH (path), NULL);
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priv = path->priv;
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@ -207,7 +207,7 @@ clutter_script_flags_from_string (GType type,
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const gchar *flag;
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g_return_val_if_fail (G_TYPE_IS_FLAGS (type), 0);
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g_return_val_if_fail (string != 0, 0);
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g_return_val_if_fail (string != NULL, 0);
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ret = TRUE;
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@ -1091,8 +1091,8 @@ clutter_script_lookup_filename (ClutterScript *script,
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gchar *dirname;
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gchar *retval;
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g_return_val_if_fail (CLUTTER_IS_SCRIPT (script), FALSE);
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g_return_val_if_fail (filename != NULL, FALSE);
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g_return_val_if_fail (CLUTTER_IS_SCRIPT (script), NULL);
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g_return_val_if_fail (filename != NULL, NULL);
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if (g_path_is_absolute (filename))
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return g_strdup (filename);
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@ -488,7 +488,7 @@ clutter_value_get_shader_float (const GValue *value,
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{
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ClutterShaderFloat *shader_float;
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value), 0);
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value), NULL);
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shader_float = value->data[0].v_pointer;
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@ -520,7 +520,7 @@ clutter_value_get_shader_int (const GValue *value,
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{
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ClutterShaderInt *shader_int;
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_INT (value), 0);
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_INT (value), NULL);
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shader_int = value->data[0].v_pointer;
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@ -552,7 +552,7 @@ clutter_value_get_shader_matrix (const GValue *value,
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{
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ClutterShaderMatrix *shader_matrix;
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value), 0);
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value), NULL);
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shader_matrix = value->data[0].v_pointer;
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@ -236,7 +236,7 @@ cogl_buffer_map_EXP (CoglBuffer *buffer,
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CoglBufferAccess access)
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{
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if (!cogl_is_buffer (buffer))
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return FALSE;
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return NULL;
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if (COGL_BUFFER_FLAG_IS_SET (buffer, MAPPED))
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return buffer->data;
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@ -537,7 +537,7 @@ upload_vertices_to_vbo (GArray *vertices, CoglJournalFlushState *state)
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/* As we flush the journal entries in batches we walk forward through the
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* above VBO starting at offset 0... */
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state->vbo_offset = 0;
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state->vbo_offset = NULL;
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return journal_vbo;
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}
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@ -1065,7 +1065,7 @@ cogl_path_rel_curve_to (float x_1,
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CoglHandle
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cogl_path_get (void)
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{
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_COGL_GET_CONTEXT (ctx, FALSE);
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_COGL_GET_CONTEXT (ctx, NULL);
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return ctx->current_path;
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}
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@ -1106,7 +1106,7 @@ cogl_path_copy (CoglHandle handle)
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{
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CoglPath *old_path, *new_path;
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_COGL_GET_CONTEXT (ctx, FALSE);
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_COGL_GET_CONTEXT (ctx, NULL);
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if (!cogl_is_path (handle))
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return COGL_INVALID_HANDLE;
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@ -864,7 +864,7 @@ _cogl_texture_2d_sliced_slices_create (CoglTexture2DSliced *tex_2ds,
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/* Pass NULL data to init size and internal format */
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GE( glTexImage2D (tex_2ds->gl_target, 0, gl_intformat,
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x_span->size, y_span->size, 0,
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gl_format, gl_type, 0) );
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gl_format, gl_type, NULL) );
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}
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}
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@ -800,7 +800,7 @@ filter_strided_attribute (CoglVertexBufferAttrib *attribute,
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}
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}
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new_cogl_vbo = g_slice_alloc (sizeof (CoglVertexBufferVBO));
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new_cogl_vbo->vbo_name = 0;
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new_cogl_vbo->vbo_name = NULL;
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new_cogl_vbo->attributes = NULL;
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new_cogl_vbo->attributes =
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g_list_prepend (new_cogl_vbo->attributes, attribute);
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@ -1059,7 +1059,7 @@ upload_gl_vbo (CoglVertexBufferVBO *cogl_vbo)
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if (!fallback)
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{
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g_return_if_fail (cogl_vbo->vbo_name != 0);
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g_return_if_fail (cogl_vbo->vbo_name != NULL);
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GE (glBindBuffer (GL_ARRAY_BUFFER,
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GPOINTER_TO_UINT (cogl_vbo->vbo_name)));
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@ -1352,7 +1352,7 @@ cogl_vertex_buffer_submit_real (CoglVertexBuffer *buffer)
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*/
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new_multipack_vbo = g_slice_alloc (sizeof (CoglVertexBufferVBO));
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new_multipack_vbo->vbo_name = 0;
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new_multipack_vbo->vbo_name = NULL;
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new_multipack_vbo->flags =
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COGL_VERTEX_BUFFER_VBO_FLAG_MULTIPACK
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| COGL_VERTEX_BUFFER_VBO_FLAG_INFREQUENT_RESUBMIT;
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@ -1400,7 +1400,7 @@ cogl_vertex_buffer_submit_real (CoglVertexBuffer *buffer)
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* in their own VBO so that updates don't impact other attributes
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*/
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cogl_vbo->vbo_name = 0;
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cogl_vbo->vbo_name = NULL;
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cogl_vbo->flags =
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COGL_VERTEX_BUFFER_VBO_FLAG_UNSTRIDED
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| COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT;
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@ -1546,7 +1546,7 @@ enable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
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{
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GE (glBindBuffer (GL_ARRAY_BUFFER,
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GPOINTER_TO_UINT (cogl_vbo->vbo_name)));
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base = 0;
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base = NULL;
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}
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else
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base = cogl_vbo->vbo_name;
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@ -1832,7 +1832,7 @@ cogl_vertex_buffer_indices_new (CoglIndicesType indices_type,
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gsize indices_bytes;
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CoglVertexBufferIndices *indices;
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_COGL_GET_CONTEXT (ctx, 0);
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_COGL_GET_CONTEXT (ctx, NULL);
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indices = g_slice_alloc (sizeof (CoglVertexBufferIndices));
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@ -1852,7 +1852,7 @@ cogl_vertex_buffer_indices_new (CoglIndicesType indices_type,
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{
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g_critical ("unknown indices type %d", indices_type);
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g_slice_free (CoglVertexBufferIndices, indices);
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return 0;
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return NULL;
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}
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indices_bytes = get_indices_type_size (indices->type) * indices_len;
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@ -78,7 +78,7 @@ CoglHandle
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cogl_create_program (void)
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{
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CoglProgram *program;
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_COGL_GET_CONTEXT (ctx, 0);
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_COGL_GET_CONTEXT (ctx, NULL);
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program = g_slice_new (CoglProgram);
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program->gl_handle = glCreateProgramObject ();
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@ -163,7 +163,7 @@ free_shm_resources (ClutterX11TexturePixmap *texture)
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XShmDetach(clutter_x11_get_default_display(),
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&priv->shminfo);
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shmdt(priv->shminfo.shmaddr);
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shmctl(priv->shminfo.shmid, IPC_RMID, 0);
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shmctl(priv->shminfo.shmid, IPC_RMID, NULL);
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priv->shminfo.shmid = -1;
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}
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}
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@ -219,7 +219,7 @@ try_alloc_shm (ClutterX11TexturePixmap *texture)
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if (priv->shminfo.shmid == -1)
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goto failed_shmget;
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priv->shminfo.shmaddr = shmat (priv->shminfo.shmid, 0, 0);
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priv->shminfo.shmaddr = shmat (priv->shminfo.shmid, NULL, 0);
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if (priv->shminfo.shmaddr == (void *) -1)
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goto failed_shmat;
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@ -243,7 +243,7 @@ failed_xshmattach:
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failed_shmat:
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g_warning ("shmat failed");
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shmctl (priv->shminfo.shmid, IPC_RMID, 0);
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shmctl (priv->shminfo.shmid, IPC_RMID, NULL);
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failed_shmget:
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g_warning ("shmget failed");
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@ -274,7 +274,7 @@ check_for_pixmap_damage (ClutterX11TexturePixmap *texture)
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* rectangles so we do not have to update the whole shebang.
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*/
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dpy = clutter_x11_get_default_display();
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parts = XFixesCreateRegion (dpy, 0, 0);
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parts = XFixesCreateRegion (dpy, NULL, 0);
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XDamageSubtract (dpy, priv->damage, None, parts);
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r_damage = XFixesFetchRegionAndBounds (dpy,
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