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Clamp height to non-zero in GL initial state
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@@ -1610,8 +1610,8 @@ bool GLResourceManager::Serialise_InitialState(SerialiserType &ser, ResourceId i
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{
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fmt = GetBaseFormat(TextureState.internalformat);
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type = GetDataType(TextureState.internalformat);
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size = (uint32_t)GetByteSize(TextureState.width, TextureState.height, copySlices, fmt,
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type);
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size = (uint32_t)GetByteSize(RDCMAX(1U, TextureState.width),
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RDCMAX(1U, TextureState.height), copySlices, fmt, type);
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}
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// on read and write, we allocate a single buffer big enough for all mips and re-use it
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