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Don't query sampler params from MSAA textures
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@@ -1212,7 +1212,8 @@ void GLReplay::SavePipelineState()
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pipe.samplers[unit].resourceId = rm->GetOriginalID(rm->GetID(SamplerRes(ctx, samp)));
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if(target != eGL_TEXTURE_BUFFER)
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if(target != eGL_TEXTURE_BUFFER && target != eGL_TEXTURE_2D_MULTISAMPLE &&
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target != eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
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{
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if(samp != 0)
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drv.glGetSamplerParameterfv(samp, eGL_TEXTURE_BORDER_COLOR,
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