Fixed order of operations problem when tearing down the window

Make sure the window framebuffer is cleaned up before shutting down OpenGL, as it might be implemented using an OpenGL texture.

Fixes this call stack:
```
(gdb) p _this
$1 = (SDL_VideoDevice *) 0x42e360
(gdb) p _this->egl_data
$2 = (struct SDL_EGL_VideoData *) 0x0
```
main
Sam Lantinga 2022-12-17 07:09:24 -08:00
parent b678a98024
commit d305bc6d55
1 changed files with 21 additions and 18 deletions

View File

@ -1876,6 +1876,13 @@ int SDL_RecreateWindow(SDL_Window *window, Uint32 flags)
window->surface_valid = SDL_FALSE; window->surface_valid = SDL_FALSE;
} }
if (_this->checked_texture_framebuffer) { /* never checked? No framebuffer to destroy. Don't risk calling the wrong implementation. */
if (_this->DestroyWindowFramebuffer) {
_this->DestroyWindowFramebuffer(_this, window);
}
_this->checked_texture_framebuffer = SDL_FALSE;
}
if ((window->flags & SDL_WINDOW_OPENGL) != (flags & SDL_WINDOW_OPENGL)) { if ((window->flags & SDL_WINDOW_OPENGL) != (flags & SDL_WINDOW_OPENGL)) {
if (flags & SDL_WINDOW_OPENGL) { if (flags & SDL_WINDOW_OPENGL) {
need_gl_load = SDL_TRUE; need_gl_load = SDL_TRUE;
@ -1906,12 +1913,6 @@ int SDL_RecreateWindow(SDL_Window *window, Uint32 flags)
SDL_Vulkan_UnloadLibrary(); SDL_Vulkan_UnloadLibrary();
} }
if (_this->checked_texture_framebuffer) { /* never checked? No framebuffer to destroy. Don't risk calling the wrong implementation. */
if (_this->DestroyWindowFramebuffer) {
_this->DestroyWindowFramebuffer(_this, window);
}
}
if (_this->DestroyWindow && !(flags & SDL_WINDOW_FOREIGN)) { if (_this->DestroyWindow && !(flags & SDL_WINDOW_FOREIGN)) {
_this->DestroyWindow(_this, window); _this->DestroyWindow(_this, window);
} }
@ -3084,30 +3085,32 @@ void SDL_DestroyWindow(SDL_Window *window)
SDL_SetMouseFocus(NULL); SDL_SetMouseFocus(NULL);
} }
/* make no context current if this is the current context window. */
if (window->flags & SDL_WINDOW_OPENGL) {
if (_this->current_glwin == window) {
SDL_GL_MakeCurrent(window, NULL);
}
}
if (window->surface) { if (window->surface) {
window->surface->flags &= ~SDL_DONTFREE; window->surface->flags &= ~SDL_DONTFREE;
SDL_FreeSurface(window->surface); SDL_FreeSurface(window->surface);
window->surface = NULL; window->surface = NULL;
window->surface_valid = SDL_FALSE; window->surface_valid = SDL_FALSE;
} }
if (_this->checked_texture_framebuffer) { /* never checked? No framebuffer to destroy. Don't risk calling the wrong implementation. */
if (_this->DestroyWindowFramebuffer) {
_this->DestroyWindowFramebuffer(_this, window);
}
}
/* make no context current if this is the current context window. */
if (window->flags & SDL_WINDOW_OPENGL) {
if (_this->current_glwin == window) {
SDL_GL_MakeCurrent(window, NULL);
}
}
if (window->flags & SDL_WINDOW_OPENGL) { if (window->flags & SDL_WINDOW_OPENGL) {
SDL_GL_UnloadLibrary(); SDL_GL_UnloadLibrary();
} }
if (window->flags & SDL_WINDOW_VULKAN) { if (window->flags & SDL_WINDOW_VULKAN) {
SDL_Vulkan_UnloadLibrary(); SDL_Vulkan_UnloadLibrary();
} }
if (_this->checked_texture_framebuffer) { /* never checked? No framebuffer to destroy. Don't risk calling the wrong implementation. */
if (_this->DestroyWindowFramebuffer) {
_this->DestroyWindowFramebuffer(_this, window);
}
}
if (_this->DestroyWindow) { if (_this->DestroyWindow) {
_this->DestroyWindow(_this, window); _this->DestroyWindow(_this, window);
} }