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

@ -1111,14 +1111,12 @@ SDL_Renderer *SW_CreateRendererForSurface(SDL_Surface *surface)
renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (SW_RenderData *)SDL_calloc(1, sizeof(*data));
if (!data) {
SW_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
data->surface = surface;