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@@ -240,7 +240,7 @@ static bool InitSpriteOverlay(SpriteRenderState *rs, SDL_Window *window)
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return true;
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}
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-static void UpdateRenderTarget(SpriteRenderState *rs, SpriteWindowState *ws, int w, int h)
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+static bool UpdateRenderTarget(SpriteRenderState *rs, SpriteWindowState *ws, int w, int h)
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{
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SDL_Renderer *renderer = rs->renderer;
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SDL_Texture *target = ws->target;
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@@ -249,18 +249,20 @@ static void UpdateRenderTarget(SpriteRenderState *rs, SpriteWindowState *ws, int
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if (target) {
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SDL_DestroyTexture(target);
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ws->target = NULL;
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+ ws->texture = NULL;
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}
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target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_BGRA32, SDL_TEXTUREACCESS_TARGET, w, h);
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if (!target) {
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SDL_Log("Couldn't create render target: %s", SDL_GetError());
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- return;
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+ return false;
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}
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SDL_SetRenderTarget(renderer, target);
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ws->target = target;
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ws->texture = (SDL_GPUTexture *)SDL_GetPointerProperty(SDL_GetTextureProperties(target), SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER, NULL);
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}
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+ return true;
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}
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static void UpdateSprites(SpriteRenderState *rs, SpriteWindowState *ws, int w, int h)
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@@ -322,7 +324,9 @@ static void UpdateSpriteOverlay(SpriteRenderState *rs, SpriteWindowState *ws, in
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{
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SDL_Renderer *renderer = rs->renderer;
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- UpdateRenderTarget(rs, ws, w, h);
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+ if (!UpdateRenderTarget(rs, ws, w, h)) {
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+ return;
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+ }
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_TRANSPARENT);
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SDL_RenderClear(renderer);
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@@ -341,6 +345,11 @@ static void RenderSpriteOverlay(SDL_GPURenderPass *pass, SpriteRenderState *rs,
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{
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SDL_GPUTextureSamplerBinding binding;
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+ if (!ws->texture) {
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+ /* Failed to create a texture, nothing to do */
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+ return;
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+ }
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+
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SDL_zero(binding);
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binding.texture = ws->texture;
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binding.sampler = rs->sampler;
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