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.
@@ -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);