for (uint subblock_idx = BLOCKS_PER_STREAM; subblock_idx --> 0; ) {
// TODO: Use SSBOs instead of a texture?
uint x = (streamgroup_num * BLOCKS_PER_STREAM + subblock_idx) % 160;
uint y = (streamgroup_num * BLOCKS_PER_STREAM + subblock_idx) / 160;
uint f = imageLoad(tex, ivec2(x, y * 8 + coeff_row)).x;
for (uint subblock_idx = BLOCKS_PER_STREAM; subblock_idx --> 0; ) {
// TODO: Use SSBOs instead of a texture?
uint x = (streamgroup_num * BLOCKS_PER_STREAM + subblock_idx) % 160;
uint y = (streamgroup_num * BLOCKS_PER_STREAM + subblock_idx) / 160;
uint f = imageLoad(tex, ivec2(x, y * 8 + coeff_row)).x;