[PATCH] wined3d: Use NULL instead of casting 0
Michael Stefaniuc
mstefani at winehq.org
Fri Dec 7 15:43:57 CST 2018
On 12/7/18 10:08 PM, Henri Verbeet wrote:
> 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.
Ok, didn't recognize that an offset.
bye
michael
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