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VideoCommon: Fix CMPR compute shader layout
Looks like a copy-paste gone wrong. The compute shaders for the other formats use a group size of 8 * 8, whereas the CMPR compute shader is supposed to use a flattened 64 * 1 as I understand it.
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@ -1119,7 +1119,7 @@ static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
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GROUP_SHARED uint2 shared_temp[BLOCKS_PER_GROUP];
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DEFINE_MAIN(GROUP_SIZE, 8)
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DEFINE_MAIN(GROUP_SIZE, 1)
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{
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uint local_thread_id = gl_LocalInvocationID.x;
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uint block_in_group = local_thread_id / BLOCK_SIZE;
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