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
197 changed files with 313 additions and 742 deletions

View File

@@ -107,7 +107,6 @@ static SDL_hapticlist_item *OpenHaptic(SDL_Haptic *haptic, SDL_hapticlist_item *
haptic->nplaying = haptic->neffects;
haptic->effects = (struct haptic_effect *)SDL_malloc(sizeof(struct haptic_effect) * haptic->neffects);
if (!haptic->effects) {
SDL_OutOfMemory();
return NULL;
}
SDL_memset(haptic->effects, 0, sizeof(struct haptic_effect) * haptic->neffects);