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 <protogo...@gmail.com> --- fftools/ffplay.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/fftools/ffplay.c b/fftools/ffplay.c index bc9ddb8885..dcca9c26d8 100644 --- a/fftools/ffplay.c +++ b/fftools/ffplay.c @@ -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) --
ffplay-Fix-realloc_texture-when-input-texture-is-NUL.patch
Description: Binary data
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