[PATCH] wined3d: Use NULL instead of casting 0
Michael Stefaniuc
mstefani at winehq.org
Fri Dec 7 14:57:17 CST 2018
Signed-off-by: Michael Stefaniuc <mstefani at winehq.org>
---
dlls/wined3d/query.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c
index d4e7cf5b37..0b54d287f3 100644
--- a/dlls/wined3d/query.c
+++ b/dlls/wined3d/query.c
@@ -100,7 +100,7 @@ static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, s
GL_EXTCALL(glBindBuffer(GL_QUERY_BUFFER, query->buffer_object));
/* Read the same value twice. We know we have the result if map_ptr[0] == map_ptr[1]. */
- GL_EXTCALL(glGetQueryObjectui64v(id, GL_QUERY_RESULT, (void *)0));
+ GL_EXTCALL(glGetQueryObjectui64v(id, GL_QUERY_RESULT, NULL));
GL_EXTCALL(glGetQueryObjectui64v(id, GL_QUERY_RESULT, (void *)sizeof(query->map_ptr[0])));
GL_EXTCALL(glBindBuffer(GL_QUERY_BUFFER, 0));
checkGLcall("queue query result");
--
2.19.2
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