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![David Gow](/assets/img/avatar_default.png)
It's possible to destroy an SDL_Renderer without freeing it using SDL_DestroyRendererWithoutFreeing(), which is used to make it possible to destroy windows and their renderers in either order. However, if a renderer has already been destroyed before it is freed (e.g., the window was destroyed before the renderer), the object is never marked invalid. This means the SDL_Renderer is reported as leaked, even if SDL_DestroyRenderer() is called. SDL_GetWindowSurface() will trigger this, as the window texture is cleaned up _after_ the window destroys its associated renderer. This makes it impossible to use SDL_FRAMEBUFFER_ACCELERATION without triggering a leak warning. Fix this by unconditionally marking the SDL_Renderer object as invalid in SDL_DestroyRenderer().
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Simple DirectMedia Layer (SDL) Version 3.0
Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting with README.md. If you are migrating to SDL 3.0 from SDL 2.0, the changes are extensively documented in README-migration.md.
Enjoy!
Sam Lantinga (slouken@libsdl.org)
Description
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