mirror of https://github.com/encounter/SDL.git
Fixed some possible malloc(0) calls reported by static analysis.
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@ -719,6 +719,10 @@ GLES2_TexSubImage2D(GLES2_DriverContext *data, GLenum target, GLint xoffset, GLi
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int src_pitch;
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int y;
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if ((width == 0) || (height == 0) || (bpp == 0)) {
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return; /* nothing to do */
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}
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/* Reformat the texture data into a tightly packed array */
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src_pitch = width * bpp;
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src = (Uint8 *)pixels;
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@ -1928,6 +1932,7 @@ GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
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size_t buflen;
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void *temp_pixels;
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int temp_pitch;
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Uint8 *src, *dst, *tmp;
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@ -1937,7 +1942,12 @@ GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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GLES2_ActivateRenderer(renderer);
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temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
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temp_pixels = SDL_malloc(rect->h * temp_pitch);
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buflen = (size_t) (rect->h * temp_pitch);
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if (buflen == 0) {
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return 0; /* nothing to do. */
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}
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temp_pixels = SDL_malloc(buflen);
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if (!temp_pixels) {
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return SDL_OutOfMemory();
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}
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