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Don't crash on missing readback formats.
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@ -81,7 +81,6 @@ bool Thin3DFormatToFormatAndType(DataFormat fmt, GLuint &internalFormat, GLuint
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#endif
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default:
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_assert_msg_(G3D, false, "Thin3d GL: Unsupported texture format %d", (int)fmt);
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return false;
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}
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return true;
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@ -984,7 +984,8 @@ void GLQueueRunner::PerformReadback(const GLRStep &pass) {
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GLuint type;
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int alignment;
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if (!Draw::Thin3DFormatToFormatAndType(pass.readback.dstFormat, internalFormat, format, type, alignment)) {
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assert(false);
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ELOG("Readback failed - format %d not available", (int)pass.readback.dstFormat);
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return;
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}
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int pixelStride = pass.readback.srcRect.w;
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// Apply the correct alignment.
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