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Fix sample clamping on D3D11
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@@ -2138,7 +2138,7 @@ void D3D11Replay::GetTextureData(ResourceId tex, const Subresource &sub,
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s.mip = RDCMIN(mips - 1, s.mip);
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s.slice = RDCMIN(desc.ArraySize - 1, s.slice);
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s.sample = RDCMIN(desc.SampleDesc.Count - 1, s.sample);
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s.sample = RDCMIN(sampleCount - 1, s.sample);
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if(params.remap != RemapTexture::NoRemap)
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{
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