Convert SDL_malloc to SDL_calloc if appropriate, slightly faster on operating systems which map the zero page for memory allocations.
OpenGL renderer in progress --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401965
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2b538200ba
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9 changed files with 218 additions and 212 deletions
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@ -346,12 +346,11 @@ SDL_AllocFormat(int bpp,
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Uint32 mask;
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/* Allocate an empty pixel format structure */
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format = SDL_malloc(sizeof(*format));
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format = SDL_calloc(1, sizeof(*format));
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if (format == NULL) {
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SDL_OutOfMemory();
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return (NULL);
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}
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SDL_memset(format, 0, sizeof(*format));
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format->alpha = SDL_ALPHA_OPAQUE;
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/* Set up the format */
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@ -714,22 +713,20 @@ SDL_AllocBlitMap(void)
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SDL_BlitMap *map;
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/* Allocate the empty map */
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map = (SDL_BlitMap *) SDL_malloc(sizeof(*map));
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map = (SDL_BlitMap *) SDL_calloc(1, sizeof(*map));
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if (map == NULL) {
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SDL_OutOfMemory();
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return (NULL);
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}
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SDL_memset(map, 0, sizeof(*map));
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/* Allocate the software blit data */
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map->sw_data =
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(struct private_swaccel *) SDL_malloc(sizeof(*map->sw_data));
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(struct private_swaccel *) SDL_calloc(1, sizeof(*map->sw_data));
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if (map->sw_data == NULL) {
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SDL_FreeBlitMap(map);
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SDL_OutOfMemory();
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return (NULL);
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}
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SDL_memset(map->sw_data, 0, sizeof(*map->sw_data));
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/* It's ready to go */
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return (map);
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