void GrGLBufferImpl::release(GrGpuGL* gpu) {
VALIDATE();
// make sure we've not been abandoned or already released
- if (NULL != fCPUData) {
+ if (fCPUData) {
sk_free(fCPUData);
fCPUData = NULL;
} else if (fDesc.fID && !fDesc.fIsWrapped) {
bool GrGLBufferImpl::isMapped() const {
VALIDATE();
- return NULL != fMapPtr;
+ return SkToBool(fMapPtr);
}
bool GrGLBufferImpl::updateData(GrGpuGL* gpu, const void* src, size_t srcSizeInBytes) {
void GrGLBufferImpl::validate() const {
SkASSERT(GR_GL_ARRAY_BUFFER == fBufferType || GR_GL_ELEMENT_ARRAY_BUFFER == fBufferType);
// The following assert isn't valid when the buffer has been abandoned:
- // SkASSERT((0 == fDesc.fID) == (NULL != fCPUData));
+ // SkASSERT((0 == fDesc.fID) == (fCPUData));
SkASSERT(0 != fDesc.fID || !fDesc.fIsWrapped);
SkASSERT(NULL == fCPUData || 0 == fGLSizeInBytes);
- SkASSERT(NULL == fMapPtr || NULL != fCPUData || fGLSizeInBytes == fDesc.fSizeInBytes);
+ SkASSERT(NULL == fMapPtr || fCPUData || fGLSizeInBytes == fDesc.fSizeInBytes);
SkASSERT(NULL == fCPUData || NULL == fMapPtr || fCPUData == fMapPtr);
}