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Address feedback from previous PR #17089 (thanks Unknown).
Additionally, implement BC compressed texture support in D3D11. Though, need to do some trickery to turn off R/B swap in the shader for those..
Also implement it for OpenGL, though without any of the required feature checks. Works on PC though.
In D3D9 later, we can get BC1/2/3 support, and in ES 2.0 we'll be able to get at least ETC2. Those are enough to support basis but not UASTC. I suppose we could go full software decode to RGBA as a fallback.
Fixes part of #17092 .