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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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@@ -111,7 +111,7 @@ static int PS2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P
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GSTEXTURE *ps2_tex = (GSTEXTURE *)SDL_calloc(1, sizeof(GSTEXTURE));
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if (!ps2_tex) {
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return SDL_OutOfMemory();
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return -1;
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}
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ps2_tex->Width = texture->w;
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@@ -121,7 +121,7 @@ static int PS2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P
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if (!ps2_tex->Mem) {
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SDL_free(ps2_tex);
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return SDL_OutOfMemory();
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return -1;
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}
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texture->driverdata = ps2_tex;
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@@ -595,14 +595,12 @@ static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, SDL_PropertiesID cre
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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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data = (PS2_RenderData *)SDL_calloc(1, sizeof(*data));
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if (!data) {
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PS2_DestroyRenderer(renderer);
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SDL_OutOfMemory();
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return NULL;
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}
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