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Fix issue where if Break on Load was set, we'd crash once we started running in a few games
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@ -612,6 +612,11 @@ public:
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}
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void BindTexture(int slot, GLRTexture *tex) {
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if (!curRenderStep_ && !tex) {
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// Likely a pre-emptive bindtexture for D3D11 to avoid hazards. Not necessary.
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// This can happen in BlitUsingRaster.
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return;
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}
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_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
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_dbg_assert_(slot < MAX_GL_TEXTURE_SLOTS);
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GLRRenderData data{ GLRRenderCommand::BINDTEXTURE };
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