ASTC emulation: disable fallback to GPU decompression if CPU decompression fails.

Cherry pick from https://play-internal-review.git.corp.google.com/c/battlestar/aosp/device/generic/vulkan-cereal/+/101405
We originally did that because we were not sure of how reliable the CPU decompressor would be. However, after months of use in prod, we've never seen a case of CPU decoding failing.

Removing this fallback path reduces complexity.
Test: Fixes ATSC decoding for 3DMark
Bug: 283152809

Change-Id: I6154cc7badfe367d6ef72b33b74292b71354e594
diff --git a/host/vulkan/VkCommonOperations.cpp b/host/vulkan/VkCommonOperations.cpp
index 5e702c4..9d72017 100644
--- a/host/vulkan/VkCommonOperations.cpp
+++ b/host/vulkan/VkCommonOperations.cpp
@@ -73,6 +73,22 @@
 constexpr size_t kPageBits = 12;
 constexpr size_t kPageSize = 1u << kPageBits;
 
+static int kMaxDebugMarkerAnnotations = 10;
+
+static std::optional<std::string> sMemoryLogPath = std::nullopt;
+
+const char* string_AstcEmulationMode(AstcEmulationMode mode) {
+    switch (mode) {
+        case AstcEmulationMode::Disabled:
+            return "Disabled";
+        case AstcEmulationMode::Cpu:
+            return "Cpu";
+        case AstcEmulationMode::Gpu:
+            return "Gpu";
+    }
+    return "Unknown";
+}
+
 }  // namespace
 
 static StaticMap<VkDevice, uint32_t> sKnownStagingTypeIndices;