Why not compress the texture using NTC, VAE-VQ or some neural codec into a general embedding space of uint8 and then just expand and create mipmaps and similar using the target hardware standard?
This question reminds me of one that people apparently have seriously asked: "Why didn't they simply send up the Space Shuttle to rescue the Apollo 13 astronauts?"
Yeah, but standard texture compression formats are built in and may be implemented directly in hardware, without requiring any custom compute shaders or any GPGPU capability at all to decompress.
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