Add ASTC texture compression on Android
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@@ -31,6 +31,7 @@
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#include "Engine/Graphics/Shaders/GPUShader.h"
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#include "Engine/Graphics/Textures/TextureData.h"
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#include "Engine/Graphics/Materials/MaterialShader.h"
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#include "Engine/Graphics/PixelFormatExtensions.h"
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#include "Engine/Particles/Graph/GPU/ParticleEmitterGraph.GPU.h"
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#include "Engine/Engine/Base/GameBase.h"
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#include "Engine/Engine/Globals.h"
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@@ -643,6 +644,7 @@ bool ProcessTextureBase(CookAssetsStep::AssetCookData& data)
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const auto& assetHeader = asset->StreamingTexture()->GetHeader();
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const auto format = asset->Format();
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const auto targetFormat = data.Data.Tools->GetTextureFormat(data.Data, asset, format);
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CHECK_RETURN(!PixelFormatExtensions::IsTypeless(targetFormat), true);
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const auto streamingSettings = StreamingSettings::Get();
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int32 mipLevelsMax = GPU_MAX_TEXTURE_MIP_LEVELS;
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if (assetHeader->TextureGroup >= 0 && assetHeader->TextureGroup < streamingSettings->TextureGroups.Count())
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