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Always remap depth textures to RGBA32F if needed
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@@ -2206,8 +2206,12 @@ void ReplayProxy::RemapProxyTextureIfNeeded(TextureDescription &tex, GetTextureD
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else
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params.remap = RemapTexture::RGBA32;
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// always remap depth to RGBA32F, because D16_UNORM will lose precision if remapped to R16_FLOAT
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if(tex.format.compType == CompType::Depth)
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{
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params.remap = RemapTexture::RGBA32;
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tex.format.compType = CompType::Float;
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}
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}
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tex.format.SetBGRAOrder(false);
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