mirror of https://github.com/libsdl-org/SDL
e9a0edc847
A surface of width (0x7fff'ffff) / 2 = 0x3fff'ffff is not quite large enough to make the pitch overflow in the way we wanted to test here: with a 32-bit format, that makes each row 0xffff'fffc bytes, which (just) fits in a 32-bit unsigned size_t. Increasing it to 0x4000'0000 pixels per row is enough to trigger the overflow we intended to test. In SDL 2, this test bug was hidden by the fact that allocating 0xffff'fffc bytes on a 32-bit platform is very likely to fail, and SDL 2 reported both "malloc() failed" and "this amount of memory is too large for a size_t" with the same error code. Signed-off-by: Simon McVittie <smcv@collabora.com> |
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android-project | ||
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cmake | ||
docs | ||
include | ||
mingw/pkg-support/cmake | ||
src | ||
test | ||
wayland-protocols | ||
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BUGS.txt | ||
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INSTALL.md | ||
LICENSE.txt | ||
README-SDL.txt | ||
README.md | ||
WhatsNew.txt |
README.md
Simple DirectMedia Layer (SDL) Version 3.0
Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting with README.md. If you are migrating to SDL 3.0 from SDL 2.0, the changes are extensively documented in README-migration.md.
Enjoy!
Sam Lantinga (slouken@libsdl.org)