message: Fix mip info for rendering textures during remote replay
  Textures are not cached during remote replay at client side, so do not
  try to use mips from empty texture cache.
diff: @@ -1826,7 +1826,7 @@ bool GLReplay::RenderTextureInternal(TextureDisplay cfg, int flags)
  loc = gl.glGetUniformLocation(customProg, "RENDERDOC_TexDim");
  if(loc >= 0)
  gl.glProgramUniform4ui(customProg, loc, texDetails.width, texDetails.height, texDetails.depth,
  - m_CachedTextures[cfg.texid].mips);
  + texDetails.mips);
  loc = gl.glGetUniformLocation(customProg, "RENDERDOC_SelectedMip");
  if(loc >= 0)
  @@ -1868,7 +1868,7 @@ bool GLReplay::RenderTextureInternal(TextureDisplay cfg, int flags)
  GLint clampmaxlevel[4] = {};
  if(cfg.texid != DebugData.CustomShaderTexID)
  - clampmaxlevel[0] = GLint(m_CachedTextures[cfg.texid].mips - 1);
  + clampmaxlevel[0] = GLint(texDetails.mips - 1);
  gl.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, maxlevel);
  