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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.
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197 changed files with 313 additions and 742 deletions
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@ -1111,14 +1111,12 @@ SDL_Renderer *SW_CreateRendererForSurface(SDL_Surface *surface)
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renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer));
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if (!renderer) {
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SDL_OutOfMemory();
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return NULL;
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}
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data = (SW_RenderData *)SDL_calloc(1, sizeof(*data));
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if (!data) {
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SW_DestroyRenderer(renderer);
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SDL_OutOfMemory();
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return NULL;
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}
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data->surface = surface;
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