Minor refactoring: Use ZeroMemory instead of memset(0)
diff --git a/src/D3D12MemAlloc.cpp b/src/D3D12MemAlloc.cpp
index 5613a8c..06ecfe5 100644
--- a/src/D3D12MemAlloc.cpp
+++ b/src/D3D12MemAlloc.cpp
@@ -3343,7 +3343,7 @@
         {

             Free(pAllocations[allocIndex]);

         }

-        memset(pAllocations, 0, sizeof(Allocation*) * allocationCount);

+        ZeroMemory(pAllocations, sizeof(Allocation*) * allocationCount);

     }

 

     return hr;

@@ -3755,7 +3755,7 @@
 

 void PoolPimpl::CalculateStats(StatInfo& outStats)

 {

-    memset(&outStats, 0, sizeof(outStats));

+    ZeroMemory(&outStats, sizeof(outStats));

     outStats.AllocationSizeMin = UINT64_MAX;

     outStats.UnusedRangeSizeMin = UINT64_MAX;

 

@@ -4542,7 +4542,7 @@
 void AllocatorPimpl::CalculateStats(Stats& outStats)

 {

     // Init stats

-    memset(&outStats, 0, sizeof(outStats));

+    ZeroMemory(&outStats, sizeof(outStats));

     outStats.Total.AllocationSizeMin = UINT64_MAX;

     outStats.Total.UnusedRangeSizeMin = UINT64_MAX;

     for(size_t i = 0; i < HEAP_TYPE_COUNT; i++)