[PATCH] wined3d: Use NULL instead of casting 0
Henri Verbeet
hverbeet at gmail.com
Fri Dec 7 15:08:26 CST 2018
On Sat, 8 Dec 2018 at 00:28, Michael Stefaniuc <mstefani at winehq.org> wrote:
> 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));
I don't think that really makes it better. The code is passing the
offset 0 through a pointer typed parameter (because, OpenGL), much
like the line below it passes a different offset through the same
parameter.
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