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GE Debugger: Fix asserts when reading debug tex.
This is unfortunate, but right now BuildTexture() applies the sampling settings which happen within a render pass. So we must have a render pass.
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@ -841,6 +841,8 @@ bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level)
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// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
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TexCacheEntry *entry = nextTexture_;
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// We might need a render pass to set the sampling params, unfortunately. Otherwise BuildTexture may crash.
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framebufferManagerGL_->RebindFramebuffer();
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ApplyTexture();
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// TODO: Centralize?
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