message: Don't use GetBaseFormat for compressed formats in GetTextureData
diff: @@ -2330,6 +2330,8 @@ byte *GLReplay::GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip,
  DebugData.outWidth = float(width);
  DebugData.outHeight = float(height);
  + GLenum baseFormat = !IsCompressedFormat(intFormat) ? GetBaseFormat(intFormat) : eGL_RGBA;
  +
  for(GLsizei d = 0; d < (newtarget == eGL_TEXTURE_3D ? depth : 1); d++)
  {
  TextureDisplay texDisplay;
  @@ -2366,8 +2368,7 @@ byte *GLReplay::GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip,
  // for depth, ensure we only write to the red channel, don't write into 'stencil' in green
  // with depth data
  - if(GetBaseFormat(intFormat) == eGL_DEPTH_COMPONENT ||
  - GetBaseFormat(intFormat) == eGL_DEPTH_STENCIL)
  + if(baseFormat == eGL_DEPTH_COMPONENT || baseFormat == eGL_DEPTH_STENCIL)
  {
  gl.glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
  }
  @@ -2378,7 +2379,7 @@ byte *GLReplay::GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip,
  }
  // do one more time for the stencil
  - if(GetBaseFormat(intFormat) == eGL_DEPTH_STENCIL)
  + if(baseFormat == eGL_DEPTH_STENCIL)
  {
  TextureDisplay texDisplay;
  