vkd3d: Use calloc for d3d12_device instead of manual memset.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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@ -4757,8 +4757,6 @@ static HRESULT d3d12_device_init(struct d3d12_device *device,
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HRESULT hr;
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HRESULT hr;
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int rc;
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int rc;
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memset(device, 0, sizeof(*device));
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#ifdef VKD3D_ENABLE_PROFILING
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#ifdef VKD3D_ENABLE_PROFILING
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if (vkd3d_uses_profiling())
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if (vkd3d_uses_profiling())
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device->ID3D12Device_iface.lpVtbl = &d3d12_device_vtbl_profiled;
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device->ID3D12Device_iface.lpVtbl = &d3d12_device_vtbl_profiled;
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@ -4874,7 +4872,7 @@ HRESULT d3d12_device_create(struct vkd3d_instance *instance,
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return S_OK;
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return S_OK;
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}
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}
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if (!(object = vkd3d_malloc(sizeof(*object))))
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if (!(object = vkd3d_calloc(1, sizeof(*object))))
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{
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{
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pthread_mutex_unlock(&d3d12_device_map_mutex);
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pthread_mutex_unlock(&d3d12_device_map_mutex);
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return E_OUTOFMEMORY;
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return E_OUTOFMEMORY;
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