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glmemory: Use g_try_malloc() in the appropriate places
g_malloc() aborts if allocation fails, it's pointless to check against NULL afterwards. That's why g_try_malloc() exists.
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1 changed files with 9 additions and 4 deletions
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@ -852,7 +852,12 @@ _gl_mem_copy (GstGLMemory * src, gssize offset, gssize size)
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if (GST_GL_MEMORY_FLAG_IS_SET (src, GST_GL_MEMORY_FLAG_NEED_UPLOAD)) {
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dest = _gl_mem_new (src->mem.allocator, NULL, src->context, &src->info,
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src->plane, NULL, NULL);
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dest->data = g_malloc (src->mem.maxsize);
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dest->data = g_try_malloc (src->mem.maxsize);
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if (dest->data == NULL) {
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GST_CAT_WARNING (GST_CAT_GL_MEMORY, "Could not copy GL Memory");
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gst_memory_unref ((GstMemory *) dest);
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return NULL;
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}
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memcpy (dest->data, src->data, src->mem.maxsize);
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GST_GL_MEMORY_FLAG_SET (dest, GST_GL_MEMORY_FLAG_NEED_UPLOAD);
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} else {
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@ -879,7 +884,7 @@ _gl_mem_copy (GstGLMemory * src, gssize offset, gssize size)
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}
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dest->tex_id = copy_params.tex_id;
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dest->data = g_malloc (src->mem.maxsize);
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dest->data = g_try_malloc (src->mem.maxsize);
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if (dest->data == NULL) {
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GST_CAT_WARNING (GST_CAT_GL_MEMORY, "Could not copy GL Memory");
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gst_memory_unref ((GstMemory *) dest);
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@ -1005,7 +1010,7 @@ gst_gl_memory_wrapped_texture (GstGLContext * context, guint texture_id,
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mem->tex_id = texture_id;
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mem->texture_wrapped = TRUE;
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mem->data = g_malloc (mem->mem.maxsize);
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mem->data = g_try_malloc (mem->mem.maxsize);
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if (mem->data == NULL) {
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gst_memory_unref ((GstMemory *) mem);
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return NULL;
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@ -1031,7 +1036,7 @@ gst_gl_memory_alloc (GstGLContext * context, GstVideoInfo * info, guint plane)
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mem = _gl_mem_new (_gl_allocator, NULL, context, info, plane, NULL, NULL);
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mem->data = g_malloc (mem->mem.maxsize);
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mem->data = g_try_malloc (mem->mem.maxsize);
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if (mem->data == NULL) {
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gst_memory_unref ((GstMemory *) mem);
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return NULL;
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