SDL_GL_DeleteContext would leave an invalid current_glctx.

Calling SDL_GL_DeleteContext wouldn't update current_glctx, so you could
end up with use-after-free and other goodies when you deleted a context.
This commit is contained in:
Jørgen P. Tjernø 2013-04-22 18:15:08 -07:00
parent 5a4c9c40f2
commit 187143d618
2 changed files with 12 additions and 8 deletions

View file

@ -1242,7 +1242,6 @@ GL_DestroyRenderer(SDL_Renderer * renderer)
SDL_free(data->framebuffers);
data->framebuffers = nextnode;
}
/* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
SDL_GL_DeleteContext(data->context);
}
SDL_free(data);

View file

@ -2690,13 +2690,14 @@ SDL_GL_MakeCurrent(SDL_Window * window, SDL_GLContext ctx)
{
int retval;
if (!ctx) {
window = NULL;
} else {
CHECK_WINDOW_MAGIC(window, -1);
if (!(window->flags & SDL_WINDOW_OPENGL)) {
return SDL_SetError("The specified window isn't an OpenGL window");
}
if (!ctx) {
window = NULL;
}
if ((window == _this->current_glwin) && (ctx == _this->current_glctx)) {
@ -2758,7 +2759,11 @@ SDL_GL_DeleteContext(SDL_GLContext context)
if (!_this || !context) {
return;
}
_this->GL_MakeCurrent(_this, NULL, NULL);
if (_this->current_glctx == context) {
SDL_GL_MakeCurrent(NULL, NULL);
}
_this->GL_DeleteContext(_this, context);
}