SDL: Clean up any renderer in SDL_DestroyWindowSurface() (8a390)

From 8a39054b547b4d09594d1e48f43a648d074b0f4a Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Sat, 29 Jun 2024 02:34:17 -0700
Subject: [PATCH] Clean up any renderer in SDL_DestroyWindowSurface()

Also added an automated test to verify window surface functionality.

Fixes https://github.com/libsdl-org/SDL/issues/10133

(cherry picked from commit a522bfe3f1402a3f47dfb90b6b44e2d5695fc953)
(cherry picked from commit a3f0c373d3435e7943924cccbe92a24df20fe5fb)
---
 src/video/SDL_video.c       | 131 +++++++++++++++++++-----------------
 test/testautomation_video.c |  76 ++++++++++++++++++++-
 2 files changed, 143 insertions(+), 64 deletions(-)

diff --git a/src/video/SDL_video.c b/src/video/SDL_video.c
index 26c7b8ad718a2..a557f0e1f98f6 100644
--- a/src/video/SDL_video.c
+++ b/src/video/SDL_video.c
@@ -1941,12 +1941,6 @@ int SDL_RecreateWindow(SDL_Window *window, Uint32 flags)
     /* Tear down the old native window */
     SDL_DestroyWindowSurface(window);
 
-    if (_this->checked_texture_framebuffer) { /* never checked? No framebuffer to destroy. Don't risk calling the wrong implementation. */
-        if (_this->DestroyWindowFramebuffer) {
-            _this->DestroyWindowFramebuffer(_this, window);
-        }
-    }
-
     if (_this->DestroyWindow && !(flags & SDL_WINDOW_FOREIGN)) {
         _this->DestroyWindow(_this, window);
     }
@@ -2661,55 +2655,57 @@ static SDL_Surface *SDL_CreateWindowFramebuffer(SDL_Window *window)
        using a GPU texture through the 2D render API, if we think this would
        be more efficient. This only checks once, on demand. */
     if (!_this->checked_texture_framebuffer) {
-        SDL_bool attempt_texture_framebuffer = SDL_TRUE;
-
-        /* See if the user or application wants to specifically disable the framebuffer */
-        const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
-        if (hint) {
-            if ((*hint == '0') || (SDL_strcasecmp(hint, "false") == 0) || (SDL_strcasecmp(hint, "software") == 0)) {
-                attempt_texture_framebuffer = SDL_FALSE;
-            }
-        }
+        SDL_bool attempt_texture_framebuffer;
 
         if (_this->is_dummy) { /* dummy driver never has GPU support, of course. */
             attempt_texture_framebuffer = SDL_FALSE;
-        }
+        } else {
+            /* See if the user or application wants to specifically disable the framebuffer */
+            const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
+            if (hint && *hint) {
+                if ((*hint == '0') || (SDL_strcasecmp(hint, "false") == 0) || (SDL_strcasecmp(hint, "software") == 0)) {
+                    attempt_texture_framebuffer = SDL_FALSE;
+                } else {
+                    attempt_texture_framebuffer = SDL_TRUE;
+                }
+            } else {
+                attempt_texture_framebuffer = SDL_TRUE;
 
 #if defined(__LINUX__)
-        /* On WSL, direct X11 is faster than using OpenGL for window framebuffers, so try to detect WSL and avoid texture framebuffer. */
-        else if ((_this->CreateWindowFramebuffer) && (SDL_strcmp(_this->name, "x11") == 0)) {
-            struct stat sb;
-            if ((stat("/proc/sys/fs/binfmt_misc/WSLInterop", &sb) == 0) || (stat("/run/WSL", &sb) == 0)) { /* if either of these exist, we're on WSL. */
-                attempt_texture_framebuffer = SDL_FALSE;
+            /* On WSL, direct X11 is faster than using OpenGL for window framebuffers, so try to detect WSL and avoid texture framebuffer. */
+            if ((_this->CreateWindowFramebuffer) && (SDL_strcmp(_this->name, "x11") == 0)) {
+                struct stat sb;
+                if ((stat("/proc/sys/fs/binfmt_misc/WSLInterop", &sb) == 0) || (stat("/run/WSL", &sb) == 0)) { /* if either of these exist, we're on WSL. */
+                    attempt_texture_framebuffer = SDL_FALSE;
+                }
             }
-        }
 #endif
 #if defined(__WIN32__) || defined(__WINGDK__) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */
-        else if ((_this->CreateWindowFramebuffer) && (SDL_strcmp(_this->name, "windows") == 0)) {
-            attempt_texture_framebuffer = SDL_FALSE;
-        }
+            if ((_this->CreateWindowFramebuffer) && (SDL_strcmp(_this->name, "windows") == 0)) {
+                attempt_texture_framebuffer = SDL_FALSE;
+            }
 #endif
 #if defined(__EMSCRIPTEN__)
-        else {
             attempt_texture_framebuffer = SDL_FALSE;
-        }
 #endif
+            }
 
-        if (attempt_texture_framebuffer) {
-            if (SDL_CreateWindowTexture(_this, window, &format, &pixels, &pitch) == -1) {
-                /* !!! FIXME: if this failed halfway (made renderer, failed to make texture, etc),
-                   !!! FIXME:  we probably need to clean this up so it doesn't interfere with
-                   !!! FIXME:  a software fallback at the system level (can we blit to an
-                   !!! FIXME:  OpenGL window? etc). */
-            } else {
-                /* future attempts will just try to use a texture framebuffer. */
-                /* !!! FIXME:  maybe we shouldn't override these but check if we used a texture
-                   !!! FIXME:  framebuffer at the right places; is it feasible we could have an
-                   !!! FIXME:  accelerated OpenGL window and a second ends up in software? */
-                _this->CreateWindowFramebuffer = SDL_CreateWindowTexture;
-                _this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
-                _this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
-                created_framebuffer = SDL_TRUE;
+            if (attempt_texture_framebuffer) {
+                if (SDL_CreateWindowTexture(_this, window, &format, &pixels, &pitch) == -1) {
+                    /* !!! FIXME: if this failed halfway (made renderer, failed to make texture, etc),
+                       !!! FIXME:  we probably need to clean this up so it doesn't interfere with
+                       !!! FIXME:  a software fallback at the system level (can we blit to an
+                       !!! FIXME:  OpenGL window? etc). */
+                } else {
+                    /* future attempts will just try to use a texture framebuffer. */
+                    /* !!! FIXME:  maybe we shouldn't override these but check if we used a texture
+                       !!! FIXME:  framebuffer at the right places; is it feasible we could have an
+                       !!! FIXME:  accelerated OpenGL window and a second ends up in software? */
+                    _this->CreateWindowFramebuffer = SDL_CreateWindowTexture;
+                    _this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
+                    _this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
+                    created_framebuffer = SDL_TRUE;
+                }
             }
         }
 
@@ -2718,6 +2714,7 @@ static SDL_Surface *SDL_CreateWindowFramebuffer(SDL_Window *window)
 
     if (!created_framebuffer) {
         if (!_this->CreateWindowFramebuffer || !_this->UpdateWindowFramebuffer) {
+            SDL_SetError("Window framebuffer support not available");
             return NULL;
         }
 
@@ -2727,6 +2724,7 @@ static SDL_Surface *SDL_CreateWindowFramebuffer(SDL_Window *window)
     }
 
     if (window->surface) {
+        /* We may have gone recursive and already created the surface */
         return window->surface;
     }
 
@@ -2749,7 +2747,12 @@ SDL_Surface *SDL_GetWindowSurface(SDL_Window *window)
     CHECK_WINDOW_MAGIC(window, NULL);
 
     if (!window->surface_valid) {
-        SDL_DestroyWindowSurface(window);
+        if (window->surface) {
+            window->surface->flags &= ~SDL_DONTFREE;
+            SDL_FreeSurface(window->surface);
+            window->surface = NULL;
+        }
+
         window->surface = SDL_CreateWindowFramebuffer(window);
         if (window->surface) {
             window->surface_valid = SDL_TRUE;
@@ -2786,6 +2789,25 @@ int SDL_UpdateWindowSurfaceRects(SDL_Window *window, const SDL_Rect *rects,
     return _this->UpdateWindowFramebuffer(_this, window, rects, numrects);
 }
 
+int SDL_DestroyWindowSurface(SDL_Window *window)
+{
+    CHECK_WINDOW_MAGIC(window, -1);
+
+    if (window->surface) {
+        window->surface->flags &= ~SDL_DONTFREE;
+        SDL_FreeSurface(window->surface);
+        window->surface = NULL;
+        window->surface_valid = SDL_FALSE;
+    }
+
+    if (_this->checked_texture_framebuffer) { /* never checked? No framebuffer to destroy. Don't risk calling the wrong implementation. */
+        if (_this->DestroyWindowFramebuffer) {
+            _this->DestroyWindowFramebuffer(_this, window);
+        }
+    }
+    return 0;
+}
+
 int SDL_SetWindowBrightness(SDL_Window * window, float brightness)
 {
     Uint16 ramp[256];
@@ -2831,19 +2853,6 @@ int SDL_SetWindowOpacity(SDL_Window * window, float opacity)
     return retval;
 }
 
-int SDL_DestroyWindowSurface(SDL_Window *window)
-{
-    CHECK_WINDOW_MAGIC(window, -1);
-
-    if (window->surface) {
-        window->surface->flags &= ~SDL_DONTFREE;
-        SDL_FreeSurface(window->surface);
-        window->surface = NULL;
-        window->surface_valid = SDL_FALSE;
-    }
-    return 0;
-}
-
 int SDL_GetWindowOpacity(SDL_Window *window, float *out_opacity)
 {
     CHECK_WINDOW_MAGIC(window, -1);
@@ -3282,19 +3291,15 @@ void SDL_DestroyWindow(SDL_Window *window)
         SDL_SetMouseFocus(NULL);
     }
 
-    /* make no context current if this is the current context window. */
+    SDL_DestroyWindowSurface(window);
+
+    /* Make no context current if this is the current context window */
     if (window->flags & SDL_WINDOW_OPENGL) {
         if (_this->current_glwin == window) {
             SDL_GL_MakeCurrent(window, NULL);
         }
     }
 
-    SDL_DestroyWindowSurface(window);
-    if (_this->checked_texture_framebuffer) { /* never checked? No framebuffer to destroy. Don't risk calling the wrong implementation. */
-        if (_this->DestroyWindowFramebuffer) {
-            _this->DestroyWindowFramebuffer(_this, window);
-        }
-    }
     if (_this->DestroyWindow) {
         _this->DestroyWindow(_this, window);
     }
diff --git a/test/testautomation_video.c b/test/testautomation_video.c
index dd8f1c5c25b85..d9d7d2b6dc708 100644
--- a/test/testautomation_video.c
+++ b/test/testautomation_video.c
@@ -2181,6 +2181,76 @@ int video_setWindowCenteredOnDisplay(void *arg)
     return TEST_COMPLETED;
 }
 
+/**
+ * Tests window surface functionality
+ */
+static int video_getWindowSurface(void *arg)
+{
+    const char *title = "video_getWindowSurface Test Window";
+    SDL_Window *window;
+    SDL_Surface *surface;
+    SDL_Renderer *renderer;
+    Uint32 renderer_flags = SDL_RENDERER_ACCELERATED;
+    int result;
+
+    if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "dummy") == 0) {
+        renderer_flags = SDL_RENDERER_SOFTWARE;
+    }
+
+    /* Make sure we're testing interaction with an accelerated renderer */
+    SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION, "1");
+
+    window = SDL_CreateWindow(title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 320, 320, 0);
+    SDLTest_AssertPass("Call to SDL_CreateWindow('%s', SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 320, 320, 0)", title);
+    SDLTest_AssertCheck(window != NULL, "Validate that returned window is not NULL");
+
+    surface = SDL_GetWindowSurface(window);
+    SDLTest_AssertPass("Call to SDL_GetWindowSurface(window)");
+    SDLTest_AssertCheck(surface != NULL, "Validate that returned surface is not NULL");
+    SDLTest_AssertCheck(SDL_HasWindowSurface(window), "Validate that window has a surface");
+
+    result = SDL_UpdateWindowSurface(window);
+    SDLTest_AssertPass("Call to SDL_UpdateWindowSurface(window)");
+    SDLTest_AssertCheck(result == 0, "Verify return value; expected: 0, got: %d", result);
+
+    /* We shouldn't be able to create a renderer on a window with a surface */
+    renderer = SDL_CreateRenderer(window, -1, renderer_flags);
+    SDLTest_AssertPass("Call to SDL_CreateRenderer(window, -1, 0x%x)", renderer_flags);
+    SDLTest_AssertCheck(renderer == NULL, "Validate that returned renderer is NULL");
+
+    result = SDL_DestroyWindowSurface(window);
+    SDLTest_AssertPass("Call to SDL_DestroyWindowSurface(window)");
+    SDLTest_AssertCheck(result == 0, "Verify return value; expected: 0, got: %d", result);
+    SDLTest_AssertCheck(!SDL_HasWindowSurface(window), "Validate that window does not have a surface");
+
+    /* We should be able to create a renderer on the window now */
+    renderer = SDL_CreateRenderer(window, -1, renderer_flags);
+    SDLTest_AssertPass("Call to SDL_CreateRenderer(window, -1, 0x%x)", renderer_flags);
+    SDLTest_AssertCheck(renderer != NULL, "Validate that returned renderer is not NULL");
+
+    /* We should not be able to create a window surface now, unless it was created by the renderer */
+    if (!SDL_HasWindowSurface(window)) {
+        surface = SDL_GetWindowSurface(window);
+        SDLTest_AssertPass("Call to SDL_GetWindowSurface(window)");
+        SDLTest_AssertCheck(surface == NULL, "Validate that returned surface is NULL");
+    }
+
+    SDL_DestroyRenderer(renderer);
+    SDLTest_AssertPass("Call to SDL_DestroyRenderer(renderer)");
+    SDLTest_AssertCheck(!SDL_HasWindowSurface(window), "Validate that window does not have a surface");
+
+    /* We should be able to create a window surface again */
+    surface = SDL_GetWindowSurface(window);
+    SDLTest_AssertPass("Call to SDL_GetWindowSurface(window)");
+    SDLTest_AssertCheck(surface != NULL, "Validate that returned surface is not NULL");
+    SDLTest_AssertCheck(SDL_HasWindowSurface(window), "Validate that window has a surface");
+
+    /* Clean up */
+    SDL_DestroyWindow(window);
+
+    return TEST_COMPLETED;
+}
+
 /* ================= Test References ================== */
 
 /* Video test cases */
@@ -2265,13 +2335,17 @@ static const SDLTest_TestCaseReference videoTest23 =
 static const SDLTest_TestCaseReference videoTest24 =
         { (SDLTest_TestCaseFp) video_setWindowCenteredOnDisplay, "video_setWindowCenteredOnDisplay", "Checks using SDL_WINDOWPOS_CENTERED_DISPLAY centers the window on a display", TEST_ENABLED };
 
+static const SDLTest_TestCaseReference videoTest25 = {
+    (SDLTest_TestCaseFp)video_getWindowSurface, "video_getWindowSurface", "Checks window surface functionality", TEST_ENABLED
+};
+
 /* Sequence of Video test cases */
 static const SDLTest_TestCaseReference *videoTests[] = {
     &videoTest1, &videoTest2, &videoTest3, &videoTest4, &videoTest5, &videoTest6,
     &videoTest7, &videoTest8, &videoTest9, &videoTest10, &videoTest11, &videoTest12,
     &videoTest13, &videoTest14, &videoTest15, &videoTest16, &videoTest17,
     &videoTest18, &videoTest19, &videoTest20, &videoTest21, &videoTest22,
-    &videoTest23, &videoTest24, NULL
+    &videoTest23, &videoTest24, &videoTest25, NULL
 };
 
 /* Video test suite (global) */