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GPU: Don't pass null properties to SDL_CopyProperties()
This commit is contained in:

committed by
Sam Lantinga

parent
8ad64aba1b
commit
300013cea7
@@ -3454,7 +3454,9 @@ static SDL_GPUTexture *D3D12_CreateTexture(
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// Copy properties so we don't lose information when the client destroys them
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container->header.info = *createinfo;
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container->header.info.props = SDL_CreateProperties();
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SDL_CopyProperties(createinfo->props, container->header.info.props);
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if (createinfo->props) {
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SDL_CopyProperties(createinfo->props, container->header.info.props);
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}
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container->textureCapacity = 1;
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container->textureCount = 1;
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@@ -1508,7 +1508,9 @@ static SDL_GPUTexture *METAL_CreateTexture(
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// Copy properties so we don't lose information when the client destroys them
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container->header.info = *createinfo;
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container->header.info.props = SDL_CreateProperties();
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SDL_CopyProperties(createinfo->props, container->header.info.props);
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if (createinfo->props) {
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SDL_CopyProperties(createinfo->props, container->header.info.props);
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}
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container->activeTexture = texture;
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container->textureCapacity = 1;
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@@ -6750,7 +6750,9 @@ static SDL_GPUTexture *VULKAN_CreateTexture(
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// Copy properties so we don't lose information when the client destroys them
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container->header.info = *createinfo;
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container->header.info.props = SDL_CreateProperties();
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SDL_CopyProperties(createinfo->props, container->header.info.props);
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if (createinfo->props) {
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SDL_CopyProperties(createinfo->props, container->header.info.props);
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}
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container->canBeCycled = true;
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container->activeTexture = texture;
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