Mercurial > sdl-ios-xcode
diff src/video/win32/SDL_d3drender.c @ 1920:8a162bfdc838
Convert SDL_malloc to SDL_calloc if appropriate, slightly faster on operating systems which map the zero page for memory allocations.
OpenGL renderer in progress
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 22 Jul 2006 08:33:18 +0000 |
parents | 092bd3a019c5 |
children | f3399f779a1d |
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--- a/src/video/win32/SDL_d3drender.c Wed Jul 19 08:46:57 2006 +0000 +++ b/src/video/win32/SDL_d3drender.c Sat Jul 22 08:33:18 2006 +0000 @@ -239,20 +239,18 @@ D3DPRESENT_PARAMETERS pparams; IDirect3DSwapChain9 *chain; - renderer = (SDL_Renderer *) SDL_malloc(sizeof(*renderer)); + renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); if (!renderer) { SDL_OutOfMemory(); return NULL; } - SDL_zerop(renderer); - data = (D3D_RenderData *) SDL_malloc(sizeof(*data)); + data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data)); if (!data) { D3D_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } - SDL_zerop(data); renderer->CreateTexture = D3D_CreateTexture; renderer->SetTexturePalette = D3D_SetTexturePalette; @@ -379,12 +377,11 @@ D3DPOOL pool; HRESULT result; - data = (D3D_TextureData *) SDL_malloc(sizeof(*data)); + data = (D3D_TextureData *) SDL_calloc(1, sizeof(*data)); if (!data) { SDL_OutOfMemory(); return -1; } - SDL_zerop(data); texture->driverdata = data;