Fixed bug #1116
Don't allocate the window's texture data until after creating the renderer, in case the renderer recreates the window.
--- a/src/video/SDL_video.c Sat Feb 12 17:36:09 2011 -0800
+++ b/src/video/SDL_video.c Sat Feb 12 17:51:47 2011 -0800
@@ -214,16 +214,6 @@
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 @@
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;
}