DrwManager: Remove the need for buffers to be available.
This way we can just avoid binding a texture by setting it's ref to NULL.
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@ -1733,6 +1733,10 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
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break;
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}
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tex = *((GPUTexture **)uni->value);
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if (tex == NULL) {
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/* In case texture is not yet available */
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break;
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}
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GPU_texture_bind(tex, uni->bindloc);
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bound_tex = MEM_callocN(sizeof(DRWBoundTexture), "DRWBoundTexture");
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