message: Handle unsized depth-stencil formats in GL overlay properly
diff: @@ -999,6 +999,24 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
  {
  ResourceId id = m_pDriver->GetResourceManager()->GetResID(RenderbufferRes(ctx, curDepth));
  fmt = m_pDriver->m_Textures[id].internalFormat;
  +
  + GLint depth = 0;
  + GLint stencil = 0;
  + GL.glGetNamedRenderbufferParameterivEXT(curDepth, eGL_RENDERBUFFER_DEPTH_SIZE, &depth);
  + GL.glGetNamedRenderbufferParameterivEXT(curDepth, eGL_RENDERBUFFER_STENCIL_SIZE, &stencil);
  +
  + if(depth == 16 && stencil == 0)
  + fmt = eGL_DEPTH_COMPONENT16;
  + else if(depth == 24 && stencil == 0)
  + fmt = eGL_DEPTH_COMPONENT24;
  + else if(depth == 24 && stencil == 8)
  + fmt = eGL_DEPTH24_STENCIL8;
  + else if(depth == 32 && stencil == 0)
  + fmt = eGL_DEPTH_COMPONENT32F;
  + else if(depth == 32 && stencil == 8)
  + fmt = eGL_DEPTH32F_STENCIL8;
  + else if(depth == 0 && stencil == 8)
  + fmt = eGL_STENCIL_INDEX8;
  }
  if(copyBindingEnum == eGL_TEXTURE_CUBE_MAP)
  @@ -1088,6 +1106,24 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
  {
  ResourceId id = m_pDriver->GetResourceManager()->GetResID(RenderbufferRes(ctx, curDepth));
  fmt = m_pDriver->m_Textures[id].internalFormat;
  +
  + GLint depth = 0;
  + GLint stencil = 0;
  + GL.glGetNamedRenderbufferParameterivEXT(curDepth, eGL_RENDERBUFFER_DEPTH_SIZE, &depth);
  + GL.glGetNamedRenderbufferParameterivEXT(curDepth, eGL_RENDERBUFFER_STENCIL_SIZE, &stencil);
  +
  + if(depth == 16 && stencil == 0)
  + fmt = eGL_DEPTH_COMPONENT16;
  + else if(depth == 24 && stencil == 0)
  + fmt = eGL_DEPTH_COMPONENT24;
  + else if(depth == 24 && stencil == 8)
  + fmt = eGL_DEPTH24_STENCIL8;
  + else if(depth == 32 && stencil == 0)
  + fmt = eGL_DEPTH_COMPONENT32F;
  + else if(depth == 32 && stencil == 8)
  + fmt = eGL_DEPTH32F_STENCIL8;
  + else if(depth == 0 && stencil == 8)
  + fmt = eGL_STENCIL_INDEX8;
  }
  GLuint curTex = 0;
  