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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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@@ -216,7 +216,7 @@ static int NETBSDAUDIO_OpenDevice(SDL_AudioDevice *device)
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// Initialize all variables that we clean on shutdown
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device->hidden = (struct SDL_PrivateAudioData *) SDL_calloc(1, sizeof(*device->hidden));
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if (!device->hidden) {
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return SDL_OutOfMemory();
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return -1;
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}
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// Open the audio device; we hardcode the device path in `device->name` for lack of better info, so use that.
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@@ -294,7 +294,7 @@ static int NETBSDAUDIO_OpenDevice(SDL_AudioDevice *device)
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device->hidden->mixlen = device->buffer_size;
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device->hidden->mixbuf = (Uint8 *)SDL_malloc(device->hidden->mixlen);
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if (!device->hidden->mixbuf) {
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return SDL_OutOfMemory();
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return -1;
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}
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SDL_memset(device->hidden->mixbuf, device->silence_value, device->buffer_size);
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}
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