From: Francois Gouget Subject: [PATCH] wined3d: Use NULL instead of casting 0. Message-Id: Date: Thu, 10 Jun 2021 14:28:11 +0200 (CEST) Signed-off-by: Francois Gouget --- 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