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Temporarily disable GL frame-init error checks, see #13639
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@ -385,7 +385,7 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
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CHECK_GL_ERROR_IF_DEBUG();
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// TODO: Use GL_KHR_no_error or a debug callback, where supported?
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if (allocatedTextures) {
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if (false && allocatedTextures) {
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// Users may use replacements or scaling, with high render resolutions, and run out of VRAM.
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// This detects that, rather than looking like PPSSPP is broken.
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// Calling glGetError() isn't great, but at the end of init, only after creating textures, shouldn't be too bad...
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