Several type of formal refactoring:
1. someMatrix.data -> someMatrix.prt() 2. someMatrix.data + someMatrix.step * lineIndex -> someMatrix.ptr( lineIndex ) 3. (SomeType*) someMatrix.data -> someMatrix.ptr<SomeType>() 4. someMatrix.data -> !someMatrix.empty() ( or !someMatrix.data -> someMatrix.empty() ) in logical expressions
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@@ -104,7 +104,7 @@ bool initDirect3DTextures()
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desc.CPUAccessFlags = cv::ocl::useOpenCL() ? 0 : D3D11_CPU_ACCESS_READ;
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D3D11_SUBRESOURCE_DATA srInitData;
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srInitData.pSysMem = inputMat.data;
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srInitData.pSysMem = inputMat.ptr();
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srInitData.SysMemPitch = (UINT)inputMat.step[0];
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if (FAILED(dev->CreateTexture2D(&desc, &srInitData, &pInputTexture)))
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