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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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@@ -144,7 +144,7 @@ static int SDL3_SetWindowShape(SDL_Window *window, SDL_Surface *shape, SDL_Windo
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g_bitmap_h = shape->h;
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g_bitmap = (Uint8*) SDL_malloc(shape->w * shape->h);
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if (!g_bitmap) {
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return SDL_OutOfMemory();
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return -1;
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}
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SDL_CalculateShapeBitmap(*shape_mode, shape, g_bitmap, 1);
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