[PATCH] wined3d: Use NULL instead of casting 0.
Francois Gouget
fgouget at free.fr
Thu Jun 10 07:28:11 CDT 2021
Signed-off-by: Francois Gouget <fgouget at free.fr>
---
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 81f5ba7d0d7..cdfc14c0cb0 100644
--- a/dlls/wined3d/query.c
+++ b/dlls/wined3d/query.c
@@ -101,7 +101,7 @@ static BOOL wined3d_query_buffer_queue_result(struct wined3d_context_gl *context
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");
--
2.20.1
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