shader_decode: keep it search on all code
It fixed opcode LD, LDG on Pokemon Sword that can't find the constant buffer. Not sure if it helps any on visual.
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@ -159,11 +159,19 @@ std::tuple<Node, u32, u32> ShaderIR::TrackCbuf(Node tracked, const NodeBlock& co
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}
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}
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// Reduce the cursor in one to avoid infinite loops when the instruction sets the same
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// Reduce the cursor in one to avoid infinite loops when the instruction sets the same
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// register that it uses as operand
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// register that it uses as operand
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const auto [source, new_cursor] = TrackRegister(gpr, code, cursor - 1);
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s64 current_cursor = cursor;
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while (current_cursor > 0) {
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const auto [source, new_cursor] = TrackRegister(gpr, code, current_cursor - 1);
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current_cursor = new_cursor;
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if (!source) {
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if (!source) {
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return {};
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continue;
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}
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}
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return TrackCbuf(source, code, new_cursor);
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const auto [base_address, index, offset] = TrackCbuf(source, code, current_cursor);
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if (base_address != nullptr) {
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return {base_address, index, offset};
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}
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}
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return {};
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}
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}
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if (const auto operation = std::get_if<OperationNode>(&*tracked)) {
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if (const auto operation = std::get_if<OperationNode>(&*tracked)) {
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for (std::size_t i = operation->GetOperandsCount(); i > 0; --i) {
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for (std::size_t i = operation->GetOperandsCount(); i > 0; --i) {
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