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UncompressedImageSubData fails to update the correct Z/depth of a 3d texture [fixed] #87

@EvilTrev

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@EvilTrev

Make the following change in Device.cpp to fix this, it is incorrectly ignoring the .z offset when deciding the current offset.

            // Each depth layer in a 3D texture is copied separately.
            for (auto z = 0U; z < pSubDataInfo->imageExtent.depth; z += maxExtent.depth)
            {
                // Set current destination image z offset.
                curOffset.z = pSubDataInfo->imageOffset.z + z;

Also whilst I'm at it, GetUncompressedImageFormatSize returns the wrong size for VK_FORMAT_R16G16_SFLOAT in VkHelpers.h. It should read:

            case VK_FORMAT_R16G16_SFLOAT: return 4;

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