Don't allocate the window's texture data until after creating the renderer, in case the renderer recreates the window.
This commit is contained in:
Sam Lantinga 2011-02-12 17:51:47 -08:00
parent 9526c9da70
commit fbfad97573

View file

@ -214,16 +214,6 @@ SDL_CreateWindowTexture(_THIS, SDL_Window * window, Uint32 * format, void ** pix
data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA);
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;
int i;
const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
@ -254,6 +244,16 @@ SDL_CreateWindowTexture(_THIS, SDL_Window * window, Uint32 * format, void ** pix
if (!renderer) {
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;
}