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Fix accidental fallthrough in BPStructs
This caused us to update the indirect texture information in shaders more often than we needed to, which probably doesn't matter in practice since it's only used in ubershaders and copyyscale and stride are generally only updated before EFB/XFB copies, which generally will have other changes afterwards.
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@ -525,6 +525,7 @@ static void BPWritten(PixelShaderManager& pixel_shader_manager,
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case BPMEM_EFB_STRIDE: // Display Copy Stride
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case BPMEM_EFB_STRIDE: // Display Copy Stride
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case BPMEM_COPYYSCALE: // Display Copy Y Scale
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case BPMEM_COPYYSCALE: // Display Copy Y Scale
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return;
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/* 24 RID
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/* 24 RID
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* 21 BC3 - Ind. Tex Stage 3 NTexCoord
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* 21 BC3 - Ind. Tex Stage 3 NTexCoord
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