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

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401965
This commit is contained in:
Sam Lantinga 2006-07-22 08:33:18 +00:00
parent 2b538200ba
commit 2fe561616a
9 changed files with 218 additions and 212 deletions

View file

@ -239,20 +239,18 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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 @@ D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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;