Don't automatically free temporary memory, let the application call SDL_FreeTemporaryMemory() when it's ready.
Also mark up all functions that return temporary memory with SDL_DECLSPEC_TEMP, to help people implementing language bindings. Fixes https://github.com/libsdl-org/SDL/issues/10378
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@@ -154,9 +154,6 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
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* "direct3d12" or "metal". These never have Unicode characters, and are not
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* meant to be proper names.
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*
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* This returns temporary memory which will be automatically freed later, and
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* can be claimed with SDL_ClaimTemporaryMemory().
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*
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* \param index the index of the rendering driver; the value ranges from 0 to
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* SDL_GetNumRenderDrivers() - 1.
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* \returns the name of the rendering driver at the requested index, or NULL
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@@ -166,7 +163,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
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*
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* \sa SDL_GetNumRenderDrivers
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetRenderDriver(int index);
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extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetRenderDriver(int index);
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/**
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* Create a window and default renderer.
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@@ -325,9 +322,6 @@ extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *rende
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/**
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* Get the name of a renderer.
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*
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* This returns temporary memory which will be automatically freed later, and
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* can be claimed with SDL_ClaimTemporaryMemory().
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*
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* \param renderer the rendering context.
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* \returns the name of the selected renderer, or NULL on failure; call
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* SDL_GetError() for more information.
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@@ -337,7 +331,7 @@ extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *rende
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* \sa SDL_CreateRenderer
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* \sa SDL_CreateRendererWithProperties
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer);
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extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer);
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/**
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* Get the properties associated with a renderer.
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