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Sync SDL3 wiki -> header
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@ -1445,13 +1445,22 @@ extern SDL_DECLSPEC void * SDLCALL SDL_AllocateTemporaryMemory(size_t size);
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*
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* Essentially you have 3 options for handling temporary memory:
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*
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* 1. After calling a function that returns temporary memory, pass that pointer to SDL_FreeTemporaryMemory(). This gives you full control over the management of allocations.
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* 1. After calling a function that returns temporary memory, pass that
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* pointer to SDL_FreeTemporaryMemory(). This gives you full control over the
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* management of allocations.
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*
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* 2. On your main thread, temporary memory is automatically cleaned up when processing events. On other threads, you can periodically call SDL_FreeTemporaryMemory(NULL) to clean up any temporary memory that has accumulated.
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* 2. On your main thread, temporary memory is automatically cleaned up when
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* processing events. On other threads, you can periodically call
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* SDL_FreeTemporaryMemory(NULL) to clean up any temporary memory that has
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* accumulated.
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*
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* 3. After calling a function that returns temporary memory, pass that pointer to SDL_ClaimTemporaryMemory(). This transfers ownership of the memory to your application and you can pass it to other threads or save it indefinitely, calling SDL_free() to free it when you're ready.
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* 3. After calling a function that returns temporary memory, pass that
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* pointer to SDL_ClaimTemporaryMemory(). This transfers ownership of the
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* memory to your application and you can pass it to other threads or save it
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* indefinitely, calling SDL_free() to free it when you're ready.
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*
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* Any of the three options are valid, and you can mix and match them to suit your application.
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* Any of the three options are valid, and you can mix and match them to suit
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* your application.
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*
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* \param mem a pointer allocated with SDL_AllocateTemporaryMemory().
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* \returns a pointer to the memory now owned by the application, which must
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