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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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@@ -644,7 +644,6 @@ static D3D12_PipelineState *D3D12_CreatePipelineState(SDL_Renderer *renderer,
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pipelineStates = (D3D12_PipelineState *)SDL_realloc(data->pipelineStates, (data->pipelineStateCount + 1) * sizeof(*pipelineStates));
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if (!pipelineStates) {
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SAFE_RELEASE(pipelineState);
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SDL_OutOfMemory();
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return NULL;
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}
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@@ -1460,7 +1459,6 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
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textureData = (D3D12_TextureData *)SDL_calloc(1, sizeof(*textureData));
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if (!textureData) {
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SDL_OutOfMemory();
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return -1;
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}
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textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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@@ -1910,7 +1908,7 @@ static int D3D12_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
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textureData->pitch = texture->w;
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textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2);
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if (!textureData->pixels) {
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return SDL_OutOfMemory();
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return -1;
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}
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}
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textureData->lockedRect = *rect;
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@@ -2987,7 +2985,6 @@ SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_p
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renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer));
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if (!renderer) {
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SDL_OutOfMemory();
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return NULL;
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}
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renderer->magic = &SDL_renderer_magic;
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@@ -2995,7 +2992,6 @@ SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_p
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data = (D3D12_RenderData *)SDL_calloc(1, sizeof(*data));
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if (!data) {
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SDL_free(renderer);
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SDL_OutOfMemory();
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return NULL;
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}
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