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

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