GL: Improve error handling with texture creation
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@ -46,13 +46,12 @@ private:
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std::tuple<s32, s32> ConvertToFramebufferCoordinates(s32 x, s32 y);
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void SetCapabilities(HostDisplay* host_display);
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void CreateFramebuffer();
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bool CreateFramebuffer();
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void ClearFramebuffer();
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void DestroyFramebuffer();
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void CreateVertexBuffer();
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void CreateUniformBuffer();
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void CreateTextureBuffer();
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bool CreateVertexBuffer();
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bool CreateUniformBuffer();
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bool CreateTextureBuffer();
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bool CompilePrograms();
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void SetDrawState(BatchRenderMode render_mode);
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@ -60,10 +59,10 @@ private:
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void UploadUniformBlock(const void* data, u32 data_size);
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// downsample texture - used for readbacks at >1xIR.
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std::unique_ptr<GL::Texture> m_vram_texture;
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std::unique_ptr<GL::Texture> m_vram_read_texture;
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std::unique_ptr<GL::Texture> m_vram_encoding_texture;
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std::unique_ptr<GL::Texture> m_display_texture;
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GL::Texture m_vram_texture;
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GL::Texture m_vram_read_texture;
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GL::Texture m_vram_encoding_texture;
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GL::Texture m_display_texture;
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std::unique_ptr<GL::StreamBuffer> m_vertex_stream_buffer;
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GLuint m_vao_id = 0;
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