Commit fbfad975 authored by Sam Lantinga's avatar Sam Lantinga

Fixed bug #1116

Don't allocate the window's texture data until after creating the renderer, in case the renderer recreates the window.
parent 9526c9da
...@@ -214,16 +214,6 @@ SDL_CreateWindowTexture(_THIS, SDL_Window * window, Uint32 * format, void ** pix ...@@ -214,16 +214,6 @@ SDL_CreateWindowTexture(_THIS, SDL_Window * window, Uint32 * format, void ** pix
data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA); data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA);
if (!data) { if (!data) {
data = (SDL_WindowTextureData *)SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
SDL_SetWindowData(window, SDL_WINDOWTEXTUREDATA, data);
}
renderer = data->renderer;
if (!renderer) {
SDL_RendererInfo info; SDL_RendererInfo info;
int i; int i;
const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION); const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
...@@ -254,6 +244,16 @@ SDL_CreateWindowTexture(_THIS, SDL_Window * window, Uint32 * format, void ** pix ...@@ -254,6 +244,16 @@ SDL_CreateWindowTexture(_THIS, SDL_Window * window, Uint32 * format, void ** pix
if (!renderer) { if (!renderer) {
return -1; return -1;
} }
/* Create the data after we successfully create the renderer (bug #1116) */
data = (SDL_WindowTextureData *)SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_DestroyRenderer(renderer);
SDL_OutOfMemory();
return -1;
}
SDL_SetWindowData(window, SDL_WINDOWTEXTUREDATA, data);
data->renderer = renderer; data->renderer = renderer;
} }
......
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