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Handle unsized DEPTH_STENCIL as a texture format
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@@ -1658,6 +1658,7 @@ void GLReplay::PickPixel(ResourceId texture, uint32_t x, uint32_t y, uint32_t sl
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// at the same time.
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if(texDetails.internalFormat == eGL_DEPTH24_STENCIL8 ||
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texDetails.internalFormat == eGL_DEPTH32F_STENCIL8 ||
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texDetails.internalFormat == eGL_DEPTH_STENCIL ||
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texDetails.internalFormat == eGL_STENCIL_INDEX8)
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{
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texDisplay.red = texDisplay.blue = texDisplay.alpha = false;
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@@ -147,6 +147,7 @@ bool GLReplay::RenderTextureInternal(TextureDisplay cfg, int flags)
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// fall through
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case eGL_DEPTH24_STENCIL8:
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case eGL_DEPTH32F_STENCIL8:
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case eGL_DEPTH_STENCIL:
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case eGL_STENCIL_INDEX8: rangeScale = 255.0f; break;
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case eGL_STENCIL_INDEX16: rangeScale = 65535.0f; break;
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}
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