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Handle missing/unsized formats on replay
* This can happen if someone binds an uncreated texture (!).
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@@ -1035,6 +1035,9 @@ bool GLReplay::RenderTextureInternal(TextureDisplay cfg, bool blendAlpha)
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auto &texDetails = m_pDriver->m_Textures[cfg.texid];
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if(texDetails.internalFormat == eGL_NONE)
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return false;
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bool renderbuffer = false;
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int intIdx = 0;
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@@ -1454,6 +1454,7 @@ void GLReplay::SavePipelineState()
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GLenum levelQueryType = target == eGL_TEXTURE_CUBE_MAP ? eGL_TEXTURE_CUBE_MAP_POSITIVE_X : target;
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GLenum fmt = eGL_NONE;
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gl.glGetTexLevelParameteriv(levelQueryType, 0, eGL_TEXTURE_INTERNAL_FORMAT, (GLint *)&fmt);
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fmt = GetSizedFormat(gl.GetHookset(), target, fmt);
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if(IsDepthStencilFormat(fmt))
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{
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GLint depthMode;
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