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Don't force format on GL when remapping sRGB format
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@@ -2325,7 +2325,7 @@ void GLReplay::GetTextureData(ResourceId tex, const Subresource &sub,
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{
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MakeCurrentReplayContext(m_DebugCtx);
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GLenum finalFormat = IsSRGBFormat(intFormat) ? eGL_SRGB8_ALPHA8 : remapFormat;
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GLenum finalFormat = remapFormat;
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GLenum newtarget = (texType == eGL_TEXTURE_3D ? eGL_TEXTURE_3D : eGL_TEXTURE_2D);
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// create temporary texture of width/height in the new format to render to
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