[PATCH] wined3d: Use NULL instead of casting 0.

Henri Verbeet hverbeet at gmail.com
Thu Jun 10 08:56:05 CDT 2021


On Thu, 10 Jun 2021 at 14:28, Francois Gouget <fgouget at free.fr> wrote:
>      /* 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])));

I don't feel too strongly about this, and I would certainly be fine
with the change if e.g. Alexandre preferred it that way, but note that
using NULL here slightly obfuscates the fact that we write the result
to offset 0 in the currently bound buffer object. (I.e., "map_ptr[0]",
compared to "map_ptr[1]" in the line following the changed one)



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