Shader decompiler: do constant propgation before texture pass.
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		| @@ -212,11 +212,11 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo | |||||||
|     } |     } | ||||||
|     Optimization::SsaRewritePass(program); |     Optimization::SsaRewritePass(program); | ||||||
|  |  | ||||||
|  |     Optimization::ConstantPropagationPass(program); | ||||||
|  |  | ||||||
|     Optimization::GlobalMemoryToStorageBufferPass(program); |     Optimization::GlobalMemoryToStorageBufferPass(program); | ||||||
|     Optimization::TexturePass(env, program); |     Optimization::TexturePass(env, program); | ||||||
|  |  | ||||||
|     Optimization::ConstantPropagationPass(program); |  | ||||||
|  |  | ||||||
|     if (Settings::values.resolution_info.active) { |     if (Settings::values.resolution_info.active) { | ||||||
|         Optimization::RescalingPass(program); |         Optimization::RescalingPass(program); | ||||||
|     } |     } | ||||||
|   | |||||||
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