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Fix clamping of subresource parameters in D3D11 texture data fetch
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@@ -2253,6 +2253,10 @@ void D3D11Replay::GetTextureData(ResourceId tex, const Subresource &sub,
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UINT sampleCount = desc.SampleDesc.Count;
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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(sampleCount - 1, s.sample);
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if(desc.SampleDesc.Count > 1)
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{
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desc.ArraySize *= desc.SampleDesc.Count;
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@@ -2266,10 +2270,6 @@ void D3D11Replay::GetTextureData(ResourceId tex, const Subresource &sub,
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mips = desc.MipLevels ? desc.MipLevels : CalcNumMips(desc.Width, desc.Height, 1);
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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(sampleCount - 1, s.sample);
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if(params.remap != RemapTexture::NoRemap)
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{
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if(params.remap == RemapTexture::RGBA8)
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