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

@ -286,7 +286,7 @@ static int TextureSwizzle(PSP_TextureData *psp_texture, void *dst)
}
if (!data) {
return SDL_OutOfMemory();
return -1;
}
for (j = 0; j < height; j++, blockaddress += 16) {
@ -348,7 +348,7 @@ static int TextureUnswizzle(PSP_TextureData *psp_texture, void *dst)
}
if (!data) {
return SDL_OutOfMemory();
return -1;
}
ydst = (unsigned char *)data;
@ -392,7 +392,7 @@ static int TextureSpillToSram(PSP_RenderData *data, PSP_TextureData *psp_texture
// Texture was swizzled in vram, just copy to system memory
void *sdata = SDL_malloc(psp_texture->size);
if (!sdata) {
return SDL_OutOfMemory();
return -1;
}
SDL_memcpy(sdata, psp_texture->data, psp_texture->size);
@ -484,7 +484,7 @@ static int PSP_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P
PSP_TextureData *psp_texture = (PSP_TextureData *)SDL_calloc(1, sizeof(*psp_texture));
if (!psp_texture) {
return SDL_OutOfMemory();
return -1;
}
psp_texture->swizzled = SDL_FALSE;
@ -527,7 +527,7 @@ static int PSP_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P
if (!psp_texture->data) {
SDL_free(psp_texture);
return SDL_OutOfMemory();
return -1;
}
texture->driverdata = psp_texture;
@ -1304,14 +1304,12 @@ SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_pro
renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (PSP_RenderData *)SDL_calloc(1, sizeof(*data));
if (!data) {
PSP_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}