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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 989de77f4f)
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@@ -5157,7 +5157,7 @@ static bool SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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}
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}
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// Check if UVs within range
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// Check if UVs within range
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if (is_quad) {
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if (is_quad && uv) {
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const float *uv0_ = (const float *)((const char *)uv + A * color_stride);
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const float *uv0_ = (const float *)((const char *)uv + A * color_stride);
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const float *uv1_ = (const float *)((const char *)uv + B * color_stride);
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const float *uv1_ = (const float *)((const char *)uv + B * color_stride);
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const float *uv2_ = (const float *)((const char *)uv + C * color_stride);
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const float *uv2_ = (const float *)((const char *)uv + C * color_stride);
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