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	Fixed bug 3544 - Memory freeing bug in SDL_DestroyRenderer/SDL_DestroyTexture
felix
Here's a snippet of SDL_DestroyRenderer from hg revision 10746:7540ff5d0e0e:
    SDL_Texture *texture = NULL;
    SDL_Texture *nexttexture = NULL;
    /* ... */
    for (texture = renderer->textures; texture; texture = nexttexture) {
        nexttexture = texture->next;
        SDL_DestroyTexture(texture);
    }
SDL_DestroyTexture removes the texture from the linked list pointed to by the renderer and ends up calling SDL_DestroyTextureInternal, which contains this:
    if (texture->native) {
        SDL_DestroyTexture(texture->native);
    }
If it happens that texture->native is an alias of nexttexture two stack frames up, SDL_DestroyRenderer will end up trying to destroy an already freed texture. I've had this very situation happen in dosemu2.
Bug introduced in revision 10650:a8253d439914, which has a somewhat ironic description of "Fixed all known static analysis bugs"...
			
			
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			@ -1951,11 +1951,9 @@ SDL_DestroyRenderer(SDL_Renderer * renderer)
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    /* Free existing textures for this renderer */
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    SDL_SetRenderTarget(renderer, NULL);
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    for (texture = renderer->textures; texture; texture = nexttexture) {
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        nexttexture = texture->next;
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        SDL_DestroyTexture(texture);
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    while (renderer->textures) {
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        SDL_DestroyTexture(renderer->textures);
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    }
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    renderer->textures = NULL;
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    if (renderer->window) {
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        SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
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