in check_end_texture_render(), test for presence of a renderbuffer and texobj
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@@ -913,8 +913,7 @@ check_end_texture_render(GLcontext *ctx, struct gl_framebuffer *fb)
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GLuint i;
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for (i = 0; i < BUFFER_COUNT; i++) {
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struct gl_renderbuffer_attachment *att = fb->Attachment + i;
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struct gl_texture_object *texObj = att->Texture;
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if (texObj) {
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if (att->Texture && att->Renderbuffer) {
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ctx->Driver.FinishRenderTexture(ctx, att);
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}
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}
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