message: Always remap depth textures to RGBA32F if needed
diff: @@ -2206,9 +2206,13 @@ void ReplayProxy::RemapProxyTextureIfNeeded(TextureDescription &tex, GetTextureD
  else
  params.remap = RemapTexture::RGBA32;
  + // always remap depth to RGBA32F, because D16_UNORM will lose precision if remapped to R16_FLOAT
  if(tex.format.compType == CompType::Depth)
  + {
  + params.remap = RemapTexture::RGBA32;
  tex.format.compType = CompType::Float;
  }
  + }
  tex.format.SetBGRAOrder(false);
  tex.format.type = ResourceFormatType::Regular;
  