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VideoBackends: Add Metal renderer
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@ -2924,7 +2924,8 @@ bool TextureCacheBase::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, con
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auto dispatch_groups =
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TextureConversionShaderTiled::GetDispatchCount(info, aligned_width, aligned_height);
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g_renderer->DispatchComputeShader(shader, dispatch_groups.first, dispatch_groups.second, 1);
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g_renderer->DispatchComputeShader(shader, info->group_size_x, info->group_size_y, 1,
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dispatch_groups.first, dispatch_groups.second, 1);
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// Copy from decoding texture -> final texture
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// This is because we don't want to have to create compute view for every layer
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