mirror of https://github.com/libsdl-org/SDL
Fixed memory leak at shutdown (thanks @1bsyl!)
Clean up the textures first, as destroying the current render target will queue viewport and clip rectangle commands
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5d1006657a
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ec1b42557f
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@ -2134,7 +2134,6 @@ static int UpdateLogicalPresentation(SDL_Renderer *renderer)
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}
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if (logical_w != existing_w || logical_h != existing_h) {
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SDL_DestroyTexture(renderer->logical_target);
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renderer->logical_target = NULL;
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}
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}
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if (!renderer->logical_target) {
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@ -2242,7 +2241,6 @@ int SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_R
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if (mode == SDL_LOGICAL_PRESENTATION_DISABLED) {
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if (renderer->logical_target) {
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SDL_DestroyTexture(renderer->logical_target);
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renderer->logical_target = NULL;
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}
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} else if (mode != SDL_LOGICAL_PRESENTATION_MATCH) {
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if (renderer->logical_target) {
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@ -2253,7 +2251,6 @@ int SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_R
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}
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if (w != existing_w || h != existing_h) {
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SDL_DestroyTexture(renderer->logical_target);
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renderer->logical_target = NULL;
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}
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}
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if (!renderer->logical_target) {
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@ -4052,6 +4049,11 @@ void SDL_DestroyTexture(SDL_Texture *texture)
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FlushRenderCommandsIfTextureNeeded(texture);
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}
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if (texture == renderer->logical_target) {
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renderer->logical_target = NULL;
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renderer->logical_presentation_mode = SDL_LOGICAL_PRESENTATION_DISABLED;
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}
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texture->magic = NULL;
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if (texture->next) {
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@ -4089,6 +4091,17 @@ void SDL_DestroyRenderer(SDL_Renderer *renderer)
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SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
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/* Make sure all rendering has been flushed */
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FlushRenderCommands(renderer);
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/* Free existing textures for this renderer */
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while (renderer->textures) {
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SDL_Texture *tex = renderer->textures;
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(void)tex;
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SDL_DestroyTexture(renderer->textures);
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SDL_assert(tex != renderer->textures); /* satisfy static analysis. */
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}
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if (renderer->render_commands_tail != NULL) {
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renderer->render_commands_tail->next = renderer->render_commands_pool;
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cmd = renderer->render_commands;
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@ -4108,14 +4121,6 @@ void SDL_DestroyRenderer(SDL_Renderer *renderer)
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SDL_free(renderer->vertex_data);
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/* Free existing textures for this renderer */
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while (renderer->textures) {
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SDL_Texture *tex = renderer->textures;
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(void)tex;
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SDL_DestroyTexture(renderer->textures);
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SDL_assert(tex != renderer->textures); /* satisfy static analysis. */
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}
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if (renderer->window) {
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SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
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}
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