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Apply mipmap to width, height, depth for glTextureView replay
Closes #3279
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@@ -725,11 +725,11 @@ bool WrappedOpenGL::Serialise_glTextureView(SerialiserType &ser, GLuint textureH
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m_Textures[liveTexId].curType = TextureTarget(target);
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m_Textures[liveTexId].internalFormat = internalformat;
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m_Textures[liveTexId].view = true;
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m_Textures[liveTexId].width = m_Textures[liveOrigId].width;
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m_Textures[liveTexId].height = m_Textures[liveOrigId].height;
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m_Textures[liveTexId].width = RDCMAX(1U, m_Textures[liveOrigId].width >> minlevel);
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m_Textures[liveTexId].height = RDCMAX(1U, m_Textures[liveOrigId].height >> minlevel);
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m_Textures[liveTexId].depth = numlayers;
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if(target == eGL_TEXTURE_3D)
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m_Textures[liveTexId].depth = m_Textures[liveOrigId].depth;
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m_Textures[liveTexId].depth = RDCMAX(m_Textures[liveOrigId].depth >> minlevel);
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m_Textures[liveTexId].mipsValid = (1 << numlevels) - 1;
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m_Textures[liveTexId].emulated = emulated;
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