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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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| .. | ||
| build-metal-shaders.sh | ||
| SDL_render_metal.m | ||
| SDL_shaders_metal.metal | ||
| SDL_shaders_metal_ios.h | ||
| SDL_shaders_metal_iphonesimulator.h | ||
| SDL_shaders_metal_macos.h | ||
| SDL_shaders_metal_tvos.h | ||
| SDL_shaders_metal_tvsimulator.h | ||