Allow passing a pointer to SDL_FreeEventMemory()

Also clarify in the documentation that you should not call SDL_FreeEventMemory(NULL) from your main thread.
This commit is contained in:
Sam Lantinga 2024-07-18 10:32:13 -07:00
parent 217330a7b3
commit 2816745f48
4 changed files with 54 additions and 14 deletions

View file

@ -1428,14 +1428,20 @@ extern SDL_DECLSPEC void * SDLCALL SDL_AllocateEventMemory(size_t size);
* Free temporary event memory allocated by SDL.
*
* This function frees temporary memory allocated for events and APIs that
* return temporary strings. This memory is local to the thread that creates
* follow the SDL_GetStringRule. This memory is local to the thread that creates
* it and is automatically freed for the main thread when pumping the event
* loop. For other threads you may want to call this function periodically to
* loop. For other threads you may call this function periodically to
* free any temporary memory created by that thread.
*
* You can free a specific pointer, to provide more fine grained control over memory management, or you can pass NULL to free all pending temporary allocations. You should *NOT* pass NULL on your main event handling thread, as there may be temporary memory being used by events in-flight. For that thread SDL will call this internally when it's safe to do so.
*
* Note that if you call SDL_AllocateEventMemory() on one thread and pass it
* to another thread, e.g. via a user event, then you should be sure the other
* thread has finished processing it before calling this function.
* thread has finished processing it before calling this function with NULL.
*
* All temporary memory is freed on the main thread in SDL_Quit() and for other threads when they call SDL_CleanupTLS(), which is automatically called at cleanup time for threads created using SDL_CreateThread().
*
* \param mem a pointer allocated with SDL_AllocateEventMemory(), or NULL to free all pending temporary allocations.
*
* \threadsafety It is safe to call this function from any thread.
*
@ -1443,7 +1449,7 @@ extern SDL_DECLSPEC void * SDLCALL SDL_AllocateEventMemory(size_t size);
*
* \sa SDL_AllocateEventMemory
*/
extern SDL_DECLSPEC void SDLCALL SDL_FreeEventMemory(void);
extern SDL_DECLSPEC void SDLCALL SDL_FreeEventMemory(const void *mem);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus

View file

@ -520,6 +520,8 @@ extern SDL_DECLSPEC int SDLCALL SDL_SetTLS(SDL_TLSID *id, const void *value, SDL
/**
* Cleanup all TLS data for this thread.
*
* If you are creating your threads outside of SDL and then calling SDL functions, you should call this function before your thread exits, to properly clean up SDL memory.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.0.0.

View file

@ -169,7 +169,7 @@ SDL_DYNAPI_PROC(int,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_FlushRenderer,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_FreeEventMemory,(void),(),)
SDL_DYNAPI_PROC(void,SDL_FreeEventMemory,(const void *a),(a),)
SDL_DYNAPI_PROC(void,SDL_GDKSuspendComplete,(void),(),)
SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_DestroyContext,(SDL_GLContext a),(a),return)

View file

@ -110,12 +110,7 @@ static void SDL_CleanupEventMemory(void *data)
{
SDL_EventMemoryState *state = (SDL_EventMemoryState *)data;
while (state->head) {
SDL_EventMemory *entry = state->head;
state->head = entry->next;
SDL_free(entry->memory);
SDL_free(entry);
}
SDL_FreeEventMemory(NULL);
SDL_free(state);
}
@ -217,9 +212,46 @@ static void SDL_FlushEventMemory(Uint32 eventID)
}
}
void SDL_FreeEventMemory(void)
void SDL_FreeEventMemory(const void *mem)
{
SDL_FlushEventMemory(0);
SDL_EventMemoryState *state;
state = SDL_GetEventMemoryState(SDL_FALSE);
if (!state) {
return;
}
if (mem) {
SDL_EventMemory *prev = NULL, *entry;
for (entry = state->head; entry; prev = entry, entry = entry->next) {
if (mem == entry->memory) {
if (prev) {
prev->next = entry->next;
}
if (entry == state->head) {
state->head = entry->next;
}
if (entry == state->tail) {
state->tail = prev;
}
SDL_free(entry->memory);
SDL_free(entry);
break;
}
}
} else {
if (state->head) {
while (state->head) {
SDL_EventMemory *entry = state->head;
state->head = entry->next;
SDL_free(entry->memory);
SDL_free(entry);
}
state->tail = NULL;
}
}
}
#ifndef SDL_JOYSTICK_DISABLED
@ -741,7 +773,7 @@ void SDL_StopEventLoop(void)
SDL_EventQ.free = NULL;
SDL_AtomicSet(&SDL_sentinel_pending, 0);
SDL_FlushEventMemory(0);
SDL_FreeEventMemory(NULL);
/* Clear disabled event state */
for (i = 0; i < SDL_arraysize(SDL_disabled_events); ++i) {