message: Handle depth/stencil 3D textures exhausting UBO ring twice as fast
  * We do two renders per slice - for depth and stencil, make sure to account for
  that.
diff: @@ -3030,10 +3030,12 @@ void VulkanReplay::GetTextureData(ResourceId tex, const Subresource &sub,
  m_DebugWidth = imCreateInfo.extent.width;
  m_DebugHeight = imCreateInfo.extent.height;
  + int renderCount = 0;
  +
  // if 3d texture, render each slice separately, otherwise render once
  for(uint32_t i = 0; i < numFBs; i++)
  {
  - if(numFBs > 1 && (i % m_TexRender.UBO.GetRingCount()) == 0)
  + if(numFBs > 1 && (renderCount % m_TexRender.UBO.GetRingCount()) == 0)
  {
  m_pDriver->SubmitCmds();
  m_pDriver->FlushQ();
  @@ -3107,6 +3109,7 @@ void VulkanReplay::GetTextureData(ResourceId tex, const Subresource &sub,
  };
  RenderTextureInternal(texDisplay, rpbegin, renderFlags);
  + renderCount++;
  // for textures with stencil, do another draw to copy the stencil
  if(isStencil)
  @@ -3123,6 +3126,7 @@ void VulkanReplay::GetTextureData(ResourceId tex, const Subresource &sub,
  texDisplay.red = texDisplay.blue = texDisplay.alpha = false;
  RenderTextureInternal(texDisplay, rpbegin, (renderFlags & ~eTexDisplay_RemapFloat) |
  eTexDisplay_RemapUInt | eTexDisplay_GreenOnly);
  + renderCount++;
  }
  }
  