Temporarily disable GL frame-init error checks, see #13639

This commit is contained in:
Henrik Rydgård 2020-11-09 00:30:24 +01:00
parent 7632c12189
commit 0c3ead1437

View file

@ -385,7 +385,7 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
CHECK_GL_ERROR_IF_DEBUG();
// TODO: Use GL_KHR_no_error or a debug callback, where supported?
if (allocatedTextures) {
if (false && allocatedTextures) {
// Users may use replacements or scaling, with high render resolutions, and run out of VRAM.
// This detects that, rather than looking like PPSSPP is broken.
// Calling glGetError() isn't great, but at the end of init, only after creating textures, shouldn't be too bad...