return hr;
if (Pool == D3DPOOL_MANAGED) {
- This->managed.data = align_malloc(
+ This->managed.data = align_calloc(
nine_format_get_level_alloc_size(This->base.info.format,
Size, 1, 0), 32);
if (!This->managed.data)
face_size = nine_format_get_size_and_offsets(pf, level_offsets,
EdgeLength, EdgeLength,
info->last_level);
- This->managed_buffer = align_malloc(6 * face_size, 32);
+ This->managed_buffer = align_calloc(6 * face_size, 32);
if (!This->managed_buffer)
return E_OUTOFMEMORY;
}
FALSE,
TRUE);
if (This->base.info.format != This->format_conversion) {
- This->data_conversion = align_malloc(
+ This->data_conversion = align_calloc(
nine_format_get_level_alloc_size(This->format_conversion,
pDesc->Width,
pDesc->Height,
if ((allocate && pDesc->Pool != D3DPOOL_DEFAULT) || pDesc->Format == D3DFMT_NULL) {
/* Ram buffer with no parent. Has to allocate the resource itself */
assert(!user_buffer);
- This->data = align_malloc(
+ This->data = align_calloc(
nine_format_get_level_alloc_size(This->base.info.format,
pDesc->Width,
pDesc->Height,
* apps access sublevels of texture even if they locked only first
* level) */
level_offsets = alloca(sizeof(unsigned) * (info->last_level + 1));
- user_buffer = align_malloc(
+ user_buffer = align_calloc(
nine_format_get_size_and_offsets(pf, level_offsets,
Width, Height,
info->last_level), 32);
DBG("(%p(This=%p),level=%u) Allocating 0x%x bytes of system memory.\n",
This->base.container, This, This->level, size);
- This->data = (uint8_t *)align_malloc(size, 32);
+ This->data = (uint8_t *)align_calloc(size, 32);
if (!This->data)
return E_OUTOFMEMORY;
return D3D_OK;
This->layer_stride_conversion = util_format_get_2d_size(This->format_conversion,
This->stride_conversion,
pDesc->Height);
- This->data_conversion = align_malloc(This->layer_stride_conversion *
+ This->data_conversion = align_calloc(This->layer_stride_conversion *
This->desc.Depth, 32);
if (!This->data_conversion)
return E_OUTOFMEMORY;