Fix compression for non multiple of 4 texture size
If the width or the height was not a multiple of 4, we would read data outside of the bitmap array
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@ -262,8 +262,8 @@ void FloatColorCompressorTask(void * data, int i)
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Vector4 colors[16];
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float weights[16];
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const uint block_w = min(d->w, 4U);
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const uint block_h = min(d->h, 4U);
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const uint block_w = min(d->w - block_x * 4U, 4U);
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const uint block_h = min(d->h - block_y * 4U, 4U);
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uint x, y;
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for (y = 0; y < block_h; y++) {
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