I should note that the description is somewhat inaccurate:
1) Multi-head isn't really the problem, just the easiest way to reproduce it. A 
single display with a high enough resolution can trigger it as well.
2) There are two separate limits: max texture size and max framebuffer size. 
The former can be worked around by breaking large windows into multiple 
textures, but this won't help the latter. GL init fails and all drawing 
operations do nothing, leaving the user with a display of random uninitialized 
VRAM (i.e. corrupted display, thick slanted lines, chunks of wallpaper etc).

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https://bugs.launchpad.net/bugs/824099

Title:
  Max GL texture size can break multi-head

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