Removed temporary memory from the API

It was intended to make the API easier to use, but various automatic garbage collection all had flaws, and making the application periodically clean up temporary memory added cognitive load to using the API, and in many cases was it was difficult to restructure threaded code to handle this.

So, we're largely going back to the original system, where the API returns allocated results and you free them.

In addition, to solve the problems we originally wanted temporary memory for:
* Short strings with a finite count, like device names, get stored in a per-thread string pool.
* Events continue to use temporary memory internally, which is cleaned up on the next event processing cycle.
This commit is contained in:
Sam Lantinga 2024-07-26 18:57:18 -07:00
parent 21411c6418
commit 4f55271571
100 changed files with 737 additions and 853 deletions

View file

@ -163,7 +163,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
*
* \sa SDL_GetNumRenderDrivers
*/
extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetRenderDriver(int index);
extern SDL_DECLSPEC const char * SDLCALL SDL_GetRenderDriver(int index);
/**
* Create a window and default renderer.
@ -331,7 +331,7 @@ extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *rende
* \sa SDL_CreateRenderer
* \sa SDL_CreateRendererWithProperties
*/
extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer);
extern SDL_DECLSPEC const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer);
/**
* Get the properties associated with a renderer.