Fixed memory leak if the GPU renderer can't be initialized

DestroyRenderer needs to be set before we return false from GPU_CreateRenderer()
This commit is contained in:
Sam Lantinga
2024-08-30 14:48:08 -07:00
parent c38d3f0fe4
commit bef07023d6

View File

@@ -1170,20 +1170,40 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
{
GPU_RenderData *data = NULL;
SDL_SetupRendererColorspace(renderer, create_props);
if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) {
// TODO
return SDL_SetError("Unsupported output colorspace");
}
data = (GPU_RenderData *)SDL_calloc(1, sizeof(*data));
if (!data) {
return false;
}
renderer->SupportsBlendMode = GPU_SupportsBlendMode;
renderer->CreateTexture = GPU_CreateTexture;
renderer->UpdateTexture = GPU_UpdateTexture;
renderer->LockTexture = GPU_LockTexture;
renderer->UnlockTexture = GPU_UnlockTexture;
renderer->SetTextureScaleMode = GPU_SetTextureScaleMode;
renderer->SetRenderTarget = GPU_SetRenderTarget;
renderer->QueueSetViewport = GPU_QueueNoOp;
renderer->QueueSetDrawColor = GPU_QueueNoOp;
renderer->QueueDrawPoints = GPU_QueueDrawPoints;
renderer->QueueDrawLines = GPU_QueueDrawPoints; // lines and points queue vertices the same way.
renderer->QueueGeometry = GPU_QueueGeometry;
renderer->InvalidateCachedState = GPU_InvalidateCachedState;
renderer->RunCommandQueue = GPU_RunCommandQueue;
renderer->RenderReadPixels = GPU_RenderReadPixels;
renderer->RenderPresent = GPU_RenderPresent;
renderer->DestroyTexture = GPU_DestroyTexture;
renderer->DestroyRenderer = GPU_DestroyRenderer;
renderer->SetVSync = GPU_SetVSync;
renderer->internal = data;
SDL_SetupRendererColorspace(renderer, create_props);
if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) {
// TODO
SDL_SetError("Unsupported output colorspace");
return false;
}
renderer->window = window;
renderer->name = GPU_RenderDriver.name;
bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, false);
bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false);
@@ -1219,29 +1239,6 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
return false;
}
renderer->SupportsBlendMode = GPU_SupportsBlendMode;
renderer->CreateTexture = GPU_CreateTexture;
renderer->UpdateTexture = GPU_UpdateTexture;
renderer->LockTexture = GPU_LockTexture;
renderer->UnlockTexture = GPU_UnlockTexture;
renderer->SetTextureScaleMode = GPU_SetTextureScaleMode;
renderer->SetRenderTarget = GPU_SetRenderTarget;
renderer->QueueSetViewport = GPU_QueueNoOp;
renderer->QueueSetDrawColor = GPU_QueueNoOp;
renderer->QueueDrawPoints = GPU_QueueDrawPoints;
renderer->QueueDrawLines = GPU_QueueDrawPoints; // lines and points queue vertices the same way.
renderer->QueueGeometry = GPU_QueueGeometry;
renderer->InvalidateCachedState = GPU_InvalidateCachedState;
renderer->RunCommandQueue = GPU_RunCommandQueue;
renderer->RenderReadPixels = GPU_RenderReadPixels;
renderer->RenderPresent = GPU_RenderPresent;
renderer->DestroyTexture = GPU_DestroyTexture;
renderer->DestroyRenderer = GPU_DestroyRenderer;
renderer->SetVSync = GPU_SetVSync;
GPU_InvalidateCachedState(renderer);
renderer->window = window;
renderer->name = GPU_RenderDriver.name;
if (!SDL_ClaimGPUWindow(data->device, window)) {
return false;
}