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++)