ffplay: Fix realloc_texture when input texture is NULL.

SDL_QueryTexture and SDL_DestroyTexture require that the input texture
pointer be non-null. Debug builds of SDL will correctly check for this
and break program execution. This patch fixes this by checking the
status of the texture pointer.

Signed-off-by: Matt Oliver <protogonoi@gmail.com>
This commit is contained in:
Matt Oliver 2018-04-10 23:01:18 +10:00
parent 223f3dff8c
commit 6be690685a
1 changed files with 3 additions and 2 deletions

View File

@ -834,10 +834,11 @@ static int realloc_texture(SDL_Texture **texture, Uint32 new_format, int new_wid
{
Uint32 format;
int access, w, h;
if (SDL_QueryTexture(*texture, &format, &access, &w, &h) < 0 || new_width != w || new_height != h || new_format != format) {
if (!*texture || SDL_QueryTexture(*texture, &format, &access, &w, &h) < 0 || new_width != w || new_height != h || new_format != format) {
void *pixels;
int pitch;
SDL_DestroyTexture(*texture);
if (*texture)
SDL_DestroyTexture(*texture);
if (!(*texture = SDL_CreateTexture(renderer, new_format, SDL_TEXTUREACCESS_STREAMING, new_width, new_height)))
return -1;
if (SDL_SetTextureBlendMode(*texture, blendmode) < 0)