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Only do early channelExtract splatting for regular formatted textures
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@@ -1049,8 +1049,8 @@ bool ReplayController::SaveTexture(const TextureSave &saveData, const char *path
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// if we want a grayscale image of one channel, splat it across all channels
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// and set alpha to full
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if(sd.channelExtract >= 0 && td.format.compByteWidth == 1 &&
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(uint32_t)sd.channelExtract < td.format.compCount)
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if(sd.channelExtract >= 0 && td.format.type == ResourceFormatType::Regular &&
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td.format.compByteWidth == 1 && (uint32_t)sd.channelExtract < td.format.compCount)
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{
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uint32_t cc = td.format.compCount;
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