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Disable the glTexStorage2D path for now, too many issues.
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@ -1049,6 +1049,7 @@ void TextureCache::SetTexture(bool force) {
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// If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient.
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GLenum dstFmt = GetDestFormat(format, gstate.getClutPaletteFormat());
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#if 0 // Needs more testing
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#ifdef MAY_HAVE_GLES3
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if (gl_extensions.GLES3) {
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// glTexStorage2D requires the use of sized formats.
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@ -1066,6 +1067,7 @@ void TextureCache::SetTexture(bool force) {
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// Make sure we don't use glTexImage2D after glTexStorage2D.
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replaceImages = true;
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}
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#endif
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#endif
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// GLES2 doesn't have support for a "Max lod" which is critical as PSP games often
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