Fix "GPUTexture: texture alloc failed. Not enough Video Memory." in area resizing
`gpu_texture_try_alloc` invalidates zero-sized textures. The message in the console is not correct in this case (because it is not due to lack of memory).
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@ -157,7 +157,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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}
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DRW_framebuffer_init(&fbl->downsample_fb, &draw_engine_eevee_type,
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(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
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max_ii((int)viewport_size[0] / 2, 1), max_ii((int)viewport_size[1] / 2, 1),
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&texmax, 1);
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@ -2308,6 +2308,7 @@ void DRW_framebuffer_init(
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DRWFboTexture textures[MAX_FBO_TEX], int textures_len)
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{
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BLI_assert(textures_len <= MAX_FBO_TEX);
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BLI_assert(width > 0 && height > 0);
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bool create_fb = false;
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int color_attachment = -1;
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