Small stack allocations fall back to malloc if they're unexpectedly large.

This commit is contained in:
Ryan C. Gordon 2018-10-22 20:50:32 -04:00
parent eedf2c965d
commit b262b0ebc9
19 changed files with 84 additions and 52 deletions

View file

@ -340,11 +340,12 @@ CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, co
ctx->glCompileShaderARB(shader);
ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (status == 0) {
SDL_bool isstack;
GLint length;
char *info;
ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = SDL_stack_alloc(char, length+1);
info = SDL_small_alloc(char, length+1, &isstack);
ctx->glGetInfoLogARB(shader, length, NULL, info);
SDL_LogError(SDL_LOG_CATEGORY_RENDER,
"Failed to compile shader:\n%s%s\n%s", defines, source, info);
@ -352,7 +353,7 @@ CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, co
fprintf(stderr,
"Failed to compile shader:\n%s%s\n%s", defines, source, info);
#endif
SDL_stack_free(info);
SDL_small_free(info, isstack);
return SDL_FALSE;
} else {