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