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Don't fetch TEXTURE_VIEW_MIN_LEVEL for texture buffers
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@@ -1197,7 +1197,9 @@ void GLReplay::SavePipelineState()
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// very bespoke/specific
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GLint firstSlice = 0;
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gl.glGetTexParameteriv(target, eGL_TEXTURE_VIEW_MIN_LEVEL, &firstSlice);
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if(target != eGL_TEXTURE_BUFFER)
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gl.glGetTexParameteriv(target, eGL_TEXTURE_VIEW_MIN_LEVEL, &firstSlice);
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pipe.Textures[unit].Resource = rm->GetOriginalID(rm->GetID(TextureRes(ctx, tex)));
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pipe.Textures[unit].FirstSlice = (uint32_t)firstSlice;
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