message: Fix slice calculation for displaying 3D textures on D3D12
diff: @@ -8171,9 +8171,6 @@ bool D3D12DebugManager::RenderTextureInternal(D3D12_CPU_DESCRIPTOR_HANDLE rtv, T
  if(resourceDesc.DepthOrArraySize > 1 && resourceDesc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D)
  pixelData.TextureResolutionPS.z = float(resourceDesc.DepthOrArraySize);
  - if(resourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
  - pixelData.Slice = float(cfg.sliceFace) / float(resourceDesc.DepthOrArraySize);
  -
  vertexData.Scale = cfg.scale;
  pixelData.ScalePS = cfg.scale;
  @@ -8202,6 +8199,9 @@ bool D3D12DebugManager::RenderTextureInternal(D3D12_CPU_DESCRIPTOR_HANDLE rtv, T
  pixelData.OutputDisplayFormat = RESTYPE_TEX2D;
  pixelData.Slice = float(RDCCLAMP(cfg.sliceFace, 0U, uint32_t(resourceDesc.DepthOrArraySize - 1)));
  + if(resourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
  + pixelData.Slice = (float(cfg.sliceFace) / float(resourceDesc.DepthOrArraySize)) + 0.001f;
  +
  vector<D3D12_RESOURCE_BARRIER> barriers;
  int resType = 0;
  PrepareTextureSampling(resource, cfg.typeHint, resType, barriers);
  