From c4af41ba27fd401d88bf1b076cfc0d2af9240dc6 Mon Sep 17 00:00:00 2001 From: nmlgc Date: Mon, 23 Mar 2026 22:10:15 +0100 Subject: [PATCH] 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. (cherry picked from commit 989de77f4f7d8ec4e51c317371e9aeb502f48d51) --- src/render/SDL_render.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c index 7912117b2c..01938e4c1d 100644 --- a/src/render/SDL_render.c +++ b/src/render/SDL_render.c @@ -5157,7 +5157,7 @@ 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);