message: Conservatively clamp number of samples when saving texture
  * No actual texture should be returned with 0 samples but if there are problems
  we want to avoid crashing by dividing by 0 later.
diff: @@ -589,7 +589,7 @@ bool ReplayController::SaveTexture(const TextureSave &saveData, const rdcstr &pa
  // store sample count so we know how many 'slices' is one real slice
  // multisampled textures cannot have mips, subresource layout is same as would be for mips:
  // [slice0 sample0], [slice0 sample1], [slice1 sample0], [slice1 sample1]
  - uint32_t sampleCount = td.msSamp;
  + uint32_t sampleCount = RDCMAX(td.msSamp, 1U);
  bool multisampled = td.msSamp > 1;
  if(sd.sample.mapToArray)
  