render: GL_DestroyRender() should activate first.

Otherwise, we might destroy a different GL context's resources.
This commit is contained in:
Ryan C. Gordon 2017-05-18 21:00:11 -04:00
parent cff9e5a876
commit 02773811b3

View File

@ -1523,6 +1523,11 @@ GL_DestroyRenderer(SDL_Renderer * renderer)
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (data) {
if (data->context != NULL) {
/* make sure we delete the right resources! */
GL_ActivateRenderer(renderer);
}
GL_ClearErrors(renderer);
if (data->GL_ARB_debug_output_supported) {
PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");