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::ConstantPropagationPass(program); | ||||
|  | ||||
|     Optimization::GlobalMemoryToStorageBufferPass(program); | ||||
|     Optimization::TexturePass(env, program); | ||||
|  | ||||
|     Optimization::ConstantPropagationPass(program); | ||||
|  | ||||
|     if (Settings::values.resolution_info.active) { | ||||
|         Optimization::RescalingPass(program); | ||||
|     } | ||||
|   | ||||
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