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

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