We might get requests to redraw even during destruction; we should
ignore them and do some NULL checks instead of blindly invoking
functions.
_clutter_stage_has_full_redraw_queued (ClutterStage *stage)
{
ClutterStageWindow *stage_window = _clutter_stage_get_window (stage);
+ gboolean in_destruction;
+
+ in_destruction =
+ ((CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_IN_DESTRUCTION) != FALSE);
+
+ if (in_destruction || stage_window == NULL)
+ return FALSE;
if (stage->priv->redraw_pending &&
!_clutter_stage_window_has_redraw_clips (stage_window))