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render: GL_DestroyRender() should activate first.
Otherwise, we might destroy a different GL context's resources.
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@ -1523,6 +1523,11 @@ GL_DestroyRenderer(SDL_Renderer * renderer)
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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if (data) {
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if (data) {
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if (data->context != NULL) {
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/* make sure we delete the right resources! */
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GL_ActivateRenderer(renderer);
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}
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GL_ClearErrors(renderer);
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GL_ClearErrors(renderer);
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if (data->GL_ARB_debug_output_supported) {
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if (data->GL_ARB_debug_output_supported) {
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PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
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PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
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