Merge pull request #41 from GermanAizek/refactor

Fixed minor bugs
diff --git a/src/D3D12MemAlloc.cpp b/src/D3D12MemAlloc.cpp
index 0a0c5f5..4388a79 100644
--- a/src/D3D12MemAlloc.cpp
+++ b/src/D3D12MemAlloc.cpp
@@ -5228,7 +5228,7 @@
 

     // Round up to the next block

     UINT64 sizeForNextList = allocSize;

-    UINT64 smallSizeStep = SMALL_BUFFER_SIZE / (IsVirtual() ? 1 << SECOND_LEVEL_INDEX : 4);

+    UINT16 smallSizeStep = SMALL_BUFFER_SIZE / (IsVirtual() ? 1 << SECOND_LEVEL_INDEX : 4);

     if (allocSize > SMALL_BUFFER_SIZE)

     {

         sizeForNextList += (1ULL << (BitScanMSB(allocSize) - SECOND_LEVEL_INDEX));

@@ -7769,9 +7769,10 @@
         msaaAlwaysCommitted = pool->GetBlockVector()->DeniesMsaaTextures();

         outBlockVector = pool->GetBlockVector();

 

-        outCommittedAllocationParams.m_ProtectedSession = pool->GetDesc().pProtectedSession;

-        outCommittedAllocationParams.m_HeapProperties = pool->GetDesc().HeapProperties;

-        outCommittedAllocationParams.m_HeapFlags = pool->GetDesc().HeapFlags;

+        const auto& desc = pool->GetDesc();

+        outCommittedAllocationParams.m_ProtectedSession = desc.pProtectedSession;

+        outCommittedAllocationParams.m_HeapProperties = desc.HeapProperties;

+        outCommittedAllocationParams.m_HeapFlags = desc.HeapFlags;

         outCommittedAllocationParams.m_List = pool->GetCommittedAllocationList();

     }

     else

@@ -9138,8 +9139,8 @@
     // Early return when max found

     if (++m_PassStats.AllocationsMoved >= m_MaxPassAllocations || m_PassStats.BytesMoved >= m_MaxPassBytes)

     {

-        D3D12MA_ASSERT(m_PassStats.AllocationsMoved == m_MaxPassAllocations ||

-            m_PassStats.BytesMoved == m_MaxPassBytes && "Exceeded maximal pass threshold!");

+        D3D12MA_ASSERT((m_PassStats.AllocationsMoved == m_MaxPassAllocations ||

+            m_PassStats.BytesMoved == m_MaxPassBytes) && "Exceeded maximal pass threshold!");

         return true;

     }

     return false;

@@ -9719,6 +9720,7 @@
     m_Size{ size },

     m_Alignment{ alignment },

     m_Resource{ NULL },

+    m_pPrivateData{ NULL },

     m_Name{ NULL }

 {

     D3D12MA_ASSERT(allocator);