glFramebufferTexture2D implementation bug
Detaching an already deleted texture while FBO is not bound make the driver to freeze.
GLuint textureId;
GLuint fboId;
glGenFramebuffersEXT(1, &fboId);
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(GL_TEXTURE_2D, 0, 6408, 512, 2, 0, GL_BGRA, GL_UNSIGNED_BYTE, 00000000);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, textureId, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteTextures(1, &textureId);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);
//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 0, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffers(1, &fboId);