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:
Ryan C. Gordon 2023-11-30 00:14:27 -05:00
parent 70b65d4170
commit 447b508a77
No known key found for this signature in database
GPG key ID: FA148B892AB48044
197 changed files with 313 additions and 742 deletions

View file

@ -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;
}