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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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@@ -47,7 +47,6 @@ SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(Uint32 format, int w, int h)
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swdata = (SDL_SW_YUVTexture *)SDL_calloc(1, sizeof(*swdata));
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if (!swdata) {
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SDL_OutOfMemory();
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return NULL;
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}
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@@ -59,13 +58,11 @@ SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(Uint32 format, int w, int h)
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size_t dst_size;
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if (SDL_CalculateYUVSize(format, w, h, &dst_size, NULL) < 0) {
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SDL_SW_DestroyYUVTexture(swdata);
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SDL_OutOfMemory();
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return NULL;
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}
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swdata->pixels = (Uint8 *)SDL_aligned_alloc(SDL_SIMDGetAlignment(), dst_size);
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if (!swdata->pixels) {
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SDL_SW_DestroyYUVTexture(swdata);
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SDL_OutOfMemory();
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return NULL;
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}
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}
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