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textures: add BC1 and BC3 compressors and recompression setting
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@ -1664,7 +1664,7 @@ typename BufferCache<P>::Binding BufferCache<P>::StorageBufferBinding(GPUVAddr s
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// cbufs, which do not store the sizes adjacent to the addresses, so use the fully
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// mapped buffer size for now.
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const u32 memory_layout_size = static_cast<u32>(gpu_memory->GetMemoryLayoutSize(gpu_addr));
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return memory_layout_size;
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return std::min(memory_layout_size, static_cast<u32>(8_MiB));
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}();
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const std::optional<VAddr> cpu_addr = gpu_memory->GpuToCpuAddress(gpu_addr);
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if (!cpu_addr || size == 0) {
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