message: Fix wrong enum being used in GL overlay for MSAA textures
diff: @@ -350,7 +350,7 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOve
  drv.glTexParameteri(texBindingEnum, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
  drv.glTexParameteri(texBindingEnum, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
  }
  - drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, eGL_TEXTURE_2D,
  + drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, texBindingEnum,
  DebugData.overlayTex, 0);
  drv.glBindTexture(texBindingEnum, curTex);
  @@ -1016,7 +1016,7 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOve
  // bind our FBO
  drv.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, overlayFBO);
  - drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, eGL_TEXTURE_2D,
  + drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, texBindingEnum,
  DebugData.overlayTex, 0);
  // now apply the depth texture binding
  @@ -1328,11 +1328,14 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOve
  GLenum fmt = eGL_DEPTH32F_STENCIL8;
  + if(curDepth)
  + {
  if(depthType == eGL_TEXTURE)
  {
  drv.glGetNamedFramebufferAttachmentParameterivEXT(
  - rs.DrawFBO.name, eGL_DEPTH_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &mip);
  - drv.glGetTextureLevelParameterivEXT(curDepth, texBindingEnum, mip,
  + rs.DrawFBO.name, eGL_DEPTH_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL,
  + &mip);
  + drv.glGetTextureLevelParameterivEXT(curDepth, eGL_TEXTURE_2D, mip,
  eGL_TEXTURE_INTERNAL_FORMAT, (GLint *)&fmt);
  }
  else
  @@ -1340,6 +1343,7 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOve
  drv.glGetNamedRenderbufferParameterivEXT(curDepth, eGL_RENDERBUFFER_INTERNAL_FORMAT,
  (GLint *)&fmt);
  }
  + }
  drv.glBindTexture(eGL_TEXTURE_2D, quadtexs[1]);
  drv.glTextureImage2DEXT(quadtexs[1], eGL_TEXTURE_2D, 0, fmt, texDetails.width,
  @@ -1464,9 +1468,9 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOve
  // modify our fbo to attach the overlay texture instead
  drv.glBindFramebuffer(eGL_FRAMEBUFFER, replacefbo);
  - drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, eGL_TEXTURE_2D,
  + drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, texBindingEnum,
  DebugData.overlayTex, 0);
  - drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_DEPTH_STENCIL_ATTACHMENT, eGL_TEXTURE_2D,
  + drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_DEPTH_STENCIL_ATTACHMENT, texBindingEnum,
  0, 0);
  drv.glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  