From ebd3aa528920bdd9e6e9725a0f3acb63c9d41d4a Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Mon, 24 Nov 2025 08:31:38 -0800
Subject: [PATCH] testgpu_spinning_cube: fixed error handling if texture
creation fails
---
test/testgpu_spinning_cube.c | 15 ++++++++++++---
1 file changed, 12 insertions(+), 3 deletions(-)
diff --git a/test/testgpu_spinning_cube.c b/test/testgpu_spinning_cube.c
index 3ccc86170ce40..c8dc6c6926620 100644
--- a/test/testgpu_spinning_cube.c
+++ b/test/testgpu_spinning_cube.c
@@ -240,7 +240,7 @@ static bool InitSpriteOverlay(SpriteRenderState *rs, SDL_Window *window)
return true;
}
-static void UpdateRenderTarget(SpriteRenderState *rs, SpriteWindowState *ws, int w, int h)
+static bool UpdateRenderTarget(SpriteRenderState *rs, SpriteWindowState *ws, int w, int h)
{
SDL_Renderer *renderer = rs->renderer;
SDL_Texture *target = ws->target;
@@ -249,18 +249,20 @@ static void UpdateRenderTarget(SpriteRenderState *rs, SpriteWindowState *ws, int
if (target) {
SDL_DestroyTexture(target);
ws->target = NULL;
+ ws->texture = NULL;
}
target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_BGRA32, SDL_TEXTUREACCESS_TARGET, w, h);
if (!target) {
SDL_Log("Couldn't create render target: %s", SDL_GetError());
- return;
+ return false;
}
SDL_SetRenderTarget(renderer, target);
ws->target = target;
ws->texture = (SDL_GPUTexture *)SDL_GetPointerProperty(SDL_GetTextureProperties(target), SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER, NULL);
}
+ return true;
}
static void UpdateSprites(SpriteRenderState *rs, SpriteWindowState *ws, int w, int h)
@@ -322,7 +324,9 @@ static void UpdateSpriteOverlay(SpriteRenderState *rs, SpriteWindowState *ws, in
{
SDL_Renderer *renderer = rs->renderer;
- UpdateRenderTarget(rs, ws, w, h);
+ if (!UpdateRenderTarget(rs, ws, w, h)) {
+ return;
+ }
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_TRANSPARENT);
SDL_RenderClear(renderer);
@@ -341,6 +345,11 @@ static void RenderSpriteOverlay(SDL_GPURenderPass *pass, SpriteRenderState *rs,
{
SDL_GPUTextureSamplerBinding binding;
+ if (!ws->texture) {
+ /* Failed to create a texture, nothing to do */
+ return;
+ }
+
SDL_zero(binding);
binding.texture = ws->texture;
binding.sampler = rs->sampler;