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Fix priority of sample index (and resolve) vs mapping samples to arrays
* When saving a texture, if mapToArray is true then sampleIndex should be ignored
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@@ -728,6 +728,9 @@ bool ReplayController::SaveTexture(const TextureSave &saveData, const char *path
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uint32_t sampleCount = td.msSamp;
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bool multisampled = td.msSamp > 1;
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if(sd.sample.mapToArray)
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sd.sample.sampleIndex = 0;
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bool resolveSamples = (sd.sample.sampleIndex == ~0U);
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if(resolveSamples)
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