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Don't call GetBaseFormat on compressed texture format
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@@ -971,7 +971,8 @@ bool GLReplay::GetMinMax(ResourceId texid, uint32_t sliceFace, uint32_t mip, uin
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{
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auto &texDetails = m_pDriver->m_Textures[texid];
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if(GetBaseFormat(texDetails.internalFormat) == eGL_DEPTH_STENCIL)
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if(!IsCompressedFormat(texDetails.internalFormat) &&
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GetBaseFormat(texDetails.internalFormat) == eGL_DEPTH_STENCIL)
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{
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// for depth/stencil we need to run the code twice - once to fetch depth and once to fetch
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// stencil - since we can't process float depth and int stencil at the same time
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