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Allocate video surface object statically as a global
The SDL Perl bindings incorrectly call SDL_FreeSurface() on the result of functions that return a "borrowed" pointer to the video surface, namely SDL_SetVideoMode() and SDL_GetVideoSurface(). (See PerlGameDev/SDL#305) When we would previously have allocated or freed the video surface wrapper object, instead allocate or free its contents in-place. When checking whether the video surface exists, because we never destroy it, we must now also check whether its underlying SDL2 video surface exists. Resolves: #305 Signed-off-by: Simon McVittie <[email protected]>
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