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

@ -601,19 +601,20 @@ GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type)
compileSuccessful = GL_TRUE;
}
if (!compileSuccessful) {
SDL_bool isstack = SDL_FALSE;
char *info = NULL;
int length = 0;
data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
info = SDL_stack_alloc(char, length);
info = SDL_small_alloc(char, length, &isstack);
if (info) {
data->glGetShaderInfoLog(entry->id, length, &length, info);
}
}
if (info) {
SDL_SetError("Failed to load the shader: %s", info);
SDL_stack_free(info);
SDL_small_free(info, isstack);
} else {
SDL_SetError("Failed to load the shader");
}
@ -1814,10 +1815,11 @@ GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
/* Flip the rows to be top-down if necessary */
if (!renderer->target) {
SDL_bool isstack;
length = rect->w * SDL_BYTESPERPIXEL(temp_format);
src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
dst = (Uint8*)temp_pixels;
tmp = SDL_stack_alloc(Uint8, length);
tmp = SDL_small_alloc(Uint8, length, &isstack);
rows = rect->h / 2;
while (rows--) {
SDL_memcpy(tmp, dst, length);
@ -1826,7 +1828,7 @@ GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
dst += temp_pitch;
src -= temp_pitch;
}
SDL_stack_free(tmp);
SDL_small_free(tmp, isstack);
}
status = SDL_ConvertPixels(rect->w, rect->h,