Fix a Crash on Zelda BotW and Splatoon 2, and simplified LoadGLBuffer
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		@@ -833,27 +833,10 @@ void CachedSurface::LoadGLBuffer() {
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        ASSERT_MSG(params.block_width == 1, "Block width is defined as {} on texture type {}",
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                   params.block_width, static_cast<u32>(params.target));
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        switch (params.target) {
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        case SurfaceParams::SurfaceTarget::Texture2D:
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        if (params.target == SurfaceParams::SurfaceTarget::Texture2D) {
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            // TODO(Blinkhawk): Eliminate this condition once all texture types are implemented.
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            depth = 1U;
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            block_depth = 1U;
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            break;
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        case SurfaceParams::SurfaceTarget::Texture2DArray:
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        case SurfaceParams::SurfaceTarget::TextureCubemap:
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            depth = 1U;
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            block_depth = 1U;
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            for (std::size_t index = 0; index < params.depth; ++index) {
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                const std::size_t offset{index * copy_size};
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                morton_to_gl_fns[static_cast<std::size_t>(params.pixel_format)](
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                    params.width, params.block_height, params.height, 1U, 1U,
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                    gl_buffer.data() + offset, copy_size, params.addr + offset);
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            }
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            break;
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        default:
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            LOG_CRITICAL(HW_GPU, "Unimplemented tiled load for target={}",
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                         static_cast<u32>(params.target));
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            UNREACHABLE();
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        }
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        const std::size_t size = copy_size * depth;
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@@ -271,7 +271,7 @@ u32 BytesPerPixel(TextureFormat format) {
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std::vector<u8> UnswizzleTexture(VAddr address, u32 tile_size, u32 bytes_per_pixel, u32 width,
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                                 u32 height, u32 depth, u32 block_height, u32 block_depth) {
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    std::vector<u8> unswizzled_data(width * height * bytes_per_pixel);
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    std::vector<u8> unswizzled_data(width * height * depth * bytes_per_pixel);
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    CopySwizzledData(width / tile_size, height / tile_size, depth, bytes_per_pixel, bytes_per_pixel,
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                     Memory::GetPointer(address), unswizzled_data.data(), true, block_height,
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                     block_depth);
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