render: Skip UV check when software-rendering untextured quads

Fixes a crash when calling SDL_RenderGeometryRaw() with both `texture`
and `uv` set to `NULL`, and with geometry that is laid out in a way
that passes the quad checks.
This commit is contained in:
nmlgc
2026-03-23 22:10:15 +01:00
committed by Sam Lantinga
parent 998159fa95
commit 989de77f4f

View File

@@ -5163,7 +5163,7 @@ static bool SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
}
// Check if UVs within range
if (is_quad) {
if (is_quad && uv) {
const float *uv0_ = (const float *)((const char *)uv + A * color_stride);
const float *uv1_ = (const float *)((const char *)uv + B * color_stride);
const float *uv2_ = (const float *)((const char *)uv + C * color_stride);