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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@ -62,7 +62,6 @@ static SDL_VideoDevice *Emscripten_CreateDevice(void)
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/* Initialize all variables that we clean on shutdown */
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device = (SDL_VideoDevice *)SDL_calloc(1, sizeof(SDL_VideoDevice));
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if (!device) {
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SDL_OutOfMemory();
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return 0;
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}
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@ -181,7 +180,7 @@ static int Emscripten_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, S
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/* Allocate window internal data */
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wdata = (SDL_WindowData *)SDL_calloc(1, sizeof(SDL_WindowData));
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if (!wdata) {
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return SDL_OutOfMemory();
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return -1;
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}
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selector = SDL_GetHint(SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR);
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