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@@ -2007,15 +2007,15 @@ static D3D12StagingDescriptorPool *D3D12_INTERNAL_CreateStagingDescriptorPool(
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return NULL;
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}
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- D3D12StagingDescriptorPool *pool = SDL_calloc(1, sizeof(D3D12StagingDescriptorPool));
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+ D3D12StagingDescriptorPool *pool = (D3D12StagingDescriptorPool*) SDL_calloc(1, sizeof(D3D12StagingDescriptorPool));
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pool->heapCount = 1;
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- pool->heaps = SDL_malloc(sizeof(D3D12DescriptorHeap*));
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+ pool->heaps = (D3D12DescriptorHeap**) SDL_malloc(sizeof(D3D12DescriptorHeap*));
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pool->heaps[0] = heap;
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pool->freeDescriptorCapacity = STAGING_HEAP_DESCRIPTOR_COUNT;
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pool->freeDescriptorCount = STAGING_HEAP_DESCRIPTOR_COUNT;
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- pool->freeDescriptors = SDL_malloc(STAGING_HEAP_DESCRIPTOR_COUNT * sizeof(D3D12StagingDescriptor));
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+ pool->freeDescriptors = (D3D12StagingDescriptor*) SDL_malloc(STAGING_HEAP_DESCRIPTOR_COUNT * sizeof(D3D12StagingDescriptor));
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for (Uint32 i = 0; i < STAGING_HEAP_DESCRIPTOR_COUNT; i += 1) {
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pool->freeDescriptors[i].pool = pool;
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@@ -2045,12 +2045,12 @@ static bool D3D12_INTERNAL_ExpandStagingDescriptorPool(
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}
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pool->heapCount += 1;
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- pool->heaps = SDL_realloc(pool->heaps, pool->heapCount * sizeof(D3D12DescriptorHeap*));
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+ pool->heaps = (D3D12DescriptorHeap**) SDL_realloc(pool->heaps, pool->heapCount * sizeof(D3D12DescriptorHeap*));
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pool->heaps[pool->heapCount - 1] = heap;
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pool->freeDescriptorCapacity += STAGING_HEAP_DESCRIPTOR_COUNT;
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pool->freeDescriptorCount += STAGING_HEAP_DESCRIPTOR_COUNT;
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- pool->freeDescriptors = SDL_realloc(pool->freeDescriptors, pool->freeDescriptorCapacity * sizeof(D3D12StagingDescriptor));
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+ pool->freeDescriptors = (D3D12StagingDescriptor*) SDL_realloc(pool->freeDescriptors, pool->freeDescriptorCapacity * sizeof(D3D12StagingDescriptor));
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for (Uint32 i = 0; i < STAGING_HEAP_DESCRIPTOR_COUNT; i += 1) {
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pool->freeDescriptors[i].pool = pool;
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