error: SDL's allocators now call SDL_OutOfMemory on error.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly if the allocation fails. This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc (all of these regardless of if the app supplied a custom allocator or we're using system malloc() or an internal copy of dlmalloc under the hood), SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup... probably others. If it returns something you can pass to SDL_free, it should work. The caller might still need to use SDL_OutOfMemory if something that wasn't SDL allocated the memory: operator new in C++ code, Objective-C's alloc message, win32 GlobalAlloc, etc. Fixes #8642.
This commit is contained in:
parent
70b65d4170
commit
447b508a77
197 changed files with 313 additions and 742 deletions
|
@ -468,7 +468,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
|
|||
|
||||
data = (GL_TextureData *)SDL_calloc(1, sizeof(*data));
|
||||
if (!data) {
|
||||
return SDL_OutOfMemory();
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
||||
|
@ -488,7 +488,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
|
|||
data->pixels = SDL_calloc(1, size);
|
||||
if (!data->pixels) {
|
||||
SDL_free(data);
|
||||
return SDL_OutOfMemory();
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1483,7 +1483,7 @@ static int GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect,
|
|||
temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
|
||||
temp_pixels = SDL_malloc((size_t)rect->h * temp_pitch);
|
||||
if (!temp_pixels) {
|
||||
return SDL_OutOfMemory();
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_GetCurrentRenderOutputSize(renderer, &w, &h);
|
||||
|
@ -1794,14 +1794,12 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, SDL_PropertiesID crea
|
|||
|
||||
renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer));
|
||||
if (!renderer) {
|
||||
SDL_OutOfMemory();
|
||||
goto error;
|
||||
}
|
||||
|
||||
data = (GL_RenderData *)SDL_calloc(1, sizeof(*data));
|
||||
if (!data) {
|
||||
SDL_free(renderer);
|
||||
SDL_OutOfMemory();
|
||||
goto error;
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue