Only call GodotProfileAlloc when the allocation actually happened.

This commit is contained in:
Lukas Tenbrink
2025-11-22 17:40:54 +01:00
parent 8deb221829
commit 70b7b44e5c

View File

@ -110,9 +110,9 @@ void *Memory::alloc_static(size_t p_bytes, bool p_pad_align) {
} else {
mem = malloc(p_bytes + (prepad ? DATA_OFFSET : 0));
}
GodotProfileAlloc(mem, p_bytes + (prepad ? DATA_OFFSET : 0));
ERR_FAIL_NULL_V(mem, nullptr);
GodotProfileAlloc(mem, p_bytes + (prepad ? DATA_OFFSET : 0));
if (prepad) {
uint8_t *s8 = (uint8_t *)mem;
@ -180,9 +180,9 @@ void *Memory::realloc_static(void *p_memory, size_t p_bytes, bool p_pad_align) {
} else {
GodotProfileFree(mem);
mem = (uint8_t *)realloc(mem, p_bytes);
GodotProfileAlloc(mem, p_bytes);
ERR_FAIL_COND_V(mem == nullptr && p_bytes > 0, nullptr);
GodotProfileAlloc(mem, p_bytes);
return mem;
}