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Fix crash when GL_LoadFunctions()/GLES2_LoadFunctions() fails
https://bugzilla.libsdl.org/show_bug.cgi?id=4350 We can't safely call GL_DestroyRenderer() until GL_LoadFunctions() succeeds because we will be missing functions that we try to use when activating the renderer for destruction if we have an GL context.
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@ -420,7 +420,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
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GL_DestroyRenderer(renderer);
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SDL_free(renderer);
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SDL_OutOfMemory();
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goto error;
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}
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@ -455,16 +455,21 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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data->context = SDL_GL_CreateContext(window);
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if (!data->context) {
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GL_DestroyRenderer(renderer);
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SDL_free(renderer);
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SDL_free(data);
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goto error;
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}
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if (SDL_GL_MakeCurrent(window, data->context) < 0) {
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GL_DestroyRenderer(renderer);
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SDL_GL_DeleteContext(data->context);
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SDL_free(renderer);
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SDL_free(data);
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goto error;
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}
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if (GL_LoadFunctions(data) < 0) {
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GL_DestroyRenderer(renderer);
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SDL_GL_DeleteContext(data->context);
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SDL_free(renderer);
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SDL_free(data);
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goto error;
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}
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@ -2122,7 +2122,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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data = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
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if (!data) {
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GLES2_DestroyRenderer(renderer);
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SDL_free(renderer);
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SDL_OutOfMemory();
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goto error;
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}
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@ -2134,16 +2134,21 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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/* Create an OpenGL ES 2.0 context */
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data->context = SDL_GL_CreateContext(window);
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if (!data->context) {
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GLES2_DestroyRenderer(renderer);
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SDL_free(renderer);
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SDL_free(data);
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goto error;
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}
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if (SDL_GL_MakeCurrent(window, data->context) < 0) {
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GLES2_DestroyRenderer(renderer);
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SDL_GL_DeleteContext(data->context);
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SDL_free(renderer);
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SDL_free(data);
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goto error;
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}
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if (GLES2_LoadFunctions(data) < 0) {
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GLES2_DestroyRenderer(renderer);
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SDL_GL_DeleteContext(data->context);
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SDL_free(renderer);
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SDL_free(data);
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goto error;
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}
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