message: 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
diff: @@ -728,6 +728,9 @@ bool ReplayController::SaveTexture(const TextureSave &saveData, const char *path
  uint32_t sampleCount = td.msSamp;
  bool multisampled = td.msSamp > 1;
  + if(sd.sample.mapToArray)
  + sd.sample.sampleIndex = 0;
  +
  bool resolveSamples = (sd.sample.sampleIndex == ~0U);
  if(resolveSamples)
  