mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-05-17 18:28:28 +00:00
Fixed all known static analysis bugs, with checker-279 on macOS.
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parent
fd250bd636
commit
fb5fd67ccb
8 changed files with 159 additions and 88 deletions
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@ -734,8 +734,8 @@ SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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/* We can lock the texture and copy to it */
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void *native_pixels;
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int native_pitch;
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void *native_pixels = NULL;
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int native_pitch = 0;
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if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
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return -1;
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@ -745,18 +745,18 @@ SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
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SDL_UnlockTexture(native);
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} else {
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/* Use a temporary buffer for updating */
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void *temp_pixels;
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int temp_pitch;
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temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
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temp_pixels = SDL_malloc(rect->h * temp_pitch);
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if (!temp_pixels) {
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return SDL_OutOfMemory();
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const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
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const size_t alloclen = rect->h * temp_pitch;
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if (alloclen > 0) {
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void *temp_pixels = SDL_malloc(alloclen);
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if (!temp_pixels) {
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return SDL_OutOfMemory();
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}
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SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
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rect->w, rect->h, temp_pixels, temp_pitch);
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SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
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SDL_free(temp_pixels);
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}
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SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
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rect->w, rect->h, temp_pixels, temp_pitch);
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SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
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SDL_free(temp_pixels);
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}
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return 0;
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}
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@ -767,10 +767,14 @@ SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
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{
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SDL_Texture *native = texture->native;
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if (!rect->w || !rect->h) {
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return 0; /* nothing to do. */
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}
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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/* We can lock the texture and copy to it */
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void *native_pixels;
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int native_pitch;
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void *native_pixels = NULL;
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int native_pitch = 0;
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if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
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return -1;
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@ -781,19 +785,19 @@ SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
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SDL_UnlockTexture(native);
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} else {
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/* Use a temporary buffer for updating */
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void *temp_pixels;
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int temp_pitch;
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temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
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temp_pixels = SDL_malloc(rect->h * temp_pitch);
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if (!temp_pixels) {
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return SDL_OutOfMemory();
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const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
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const size_t alloclen = rect->h * temp_pitch;
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if (alloclen > 0) {
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void *temp_pixels = SDL_malloc(alloclen);
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if (!temp_pixels) {
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return SDL_OutOfMemory();
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}
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SDL_ConvertPixels(rect->w, rect->h,
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texture->format, pixels, pitch,
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native->format, temp_pixels, temp_pitch);
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SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
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SDL_free(temp_pixels);
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}
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SDL_ConvertPixels(rect->w, rect->h,
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texture->format, pixels, pitch,
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native->format, temp_pixels, temp_pitch);
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SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
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SDL_free(temp_pixels);
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}
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return 0;
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}
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@ -853,10 +857,14 @@ SDL_UpdateTextureYUVPlanar(SDL_Texture * texture, const SDL_Rect * rect,
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full_rect.h = texture->h;
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rect = &full_rect;
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if (!rect->w || !rect->h) {
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return 0; /* nothing to do. */
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}
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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/* We can lock the texture and copy to it */
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void *native_pixels;
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int native_pitch;
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void *native_pixels = NULL;
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int native_pitch = 0;
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if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
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return -1;
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@ -866,18 +874,18 @@ SDL_UpdateTextureYUVPlanar(SDL_Texture * texture, const SDL_Rect * rect,
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SDL_UnlockTexture(native);
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} else {
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/* Use a temporary buffer for updating */
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void *temp_pixels;
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int temp_pitch;
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temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
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temp_pixels = SDL_malloc(rect->h * temp_pitch);
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if (!temp_pixels) {
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return SDL_OutOfMemory();
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const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
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const size_t alloclen = rect->h * temp_pitch;
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if (alloclen > 0) {
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void *temp_pixels = SDL_malloc(alloclen);
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if (!temp_pixels) {
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return SDL_OutOfMemory();
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}
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SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
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rect->w, rect->h, temp_pixels, temp_pitch);
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SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
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SDL_free(temp_pixels);
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}
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SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
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rect->w, rect->h, temp_pixels, temp_pitch);
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SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
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SDL_free(temp_pixels);
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}
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return 0;
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}
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@ -924,6 +932,10 @@ int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect,
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rect = &full_rect;
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}
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if (!rect->w || !rect->h) {
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return 0; /* nothing to do. */
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}
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if (texture->yuv) {
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return SDL_UpdateTextureYUVPlanar(texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
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} else {
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@ -1882,29 +1894,12 @@ SDL_RenderPresent(SDL_Renderer * renderer)
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renderer->RenderPresent(renderer);
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}
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void
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SDL_DestroyTexture(SDL_Texture * texture)
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/* this isn't responsible for removing the deleted texture from the list!
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(this is to keep static analysis happy in SDL_DestroyRenderer().) */
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static void
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SDL_DestroyTextureInternal(SDL_Texture * texture)
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{
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SDL_Renderer *renderer;
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CHECK_TEXTURE_MAGIC(texture, );
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renderer = texture->renderer;
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if (texture == renderer->target) {
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SDL_SetRenderTarget(renderer, NULL);
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}
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texture->magic = NULL;
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if (texture->next) {
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texture->next->prev = texture->prev;
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}
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if (texture->prev) {
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texture->prev->next = texture->next;
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} else {
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renderer->textures = texture->next;
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}
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SDL_Renderer *renderer = texture->renderer;
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if (texture->native) {
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SDL_DestroyTexture(texture->native);
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}
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@ -1917,17 +1912,50 @@ SDL_DestroyTexture(SDL_Texture * texture)
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SDL_free(texture);
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}
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void
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SDL_DestroyTexture(SDL_Texture * texture)
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{
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SDL_Renderer *renderer;
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CHECK_TEXTURE_MAGIC(texture, );
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renderer = texture->renderer;
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if (texture == renderer->target) {
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SDL_SetRenderTarget(renderer, NULL);
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}
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texture->magic = NULL; /* just in case, but we're about to free this... */
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if (texture->next) {
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texture->next->prev = texture->prev;
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}
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if (texture->prev) {
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texture->prev->next = texture->next;
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} else {
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renderer->textures = texture->next;
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}
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SDL_DestroyTextureInternal(texture);
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}
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void
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SDL_DestroyRenderer(SDL_Renderer * renderer)
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{
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SDL_Texture *texture = NULL;
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SDL_Texture *nexttexture = NULL;
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CHECK_RENDERER_MAGIC(renderer, );
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SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
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/* Free existing textures for this renderer */
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while (renderer->textures) {
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SDL_DestroyTexture(renderer->textures);
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SDL_SetRenderTarget(renderer, NULL);
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for (texture = renderer->textures; texture; texture = nexttexture) {
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nexttexture = texture->next;
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SDL_DestroyTexture(texture);
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}
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renderer->textures = NULL;
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if (renderer->window) {
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SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
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