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shader/track: Search inside of conditional nodes
Some games search conditionally use global memory instructions. This allows the heuristic to search inside conditional nodes for the source constant buffer.
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1 changed files with 11 additions and 0 deletions
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@ -19,6 +19,13 @@ std::pair<Node, s64> FindOperation(const NodeBlock& code, s64 cursor,
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if (operation->GetCode() == operation_code)
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if (operation->GetCode() == operation_code)
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return {node, cursor};
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return {node, cursor};
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}
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}
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if (const auto conditional = std::get_if<ConditionalNode>(node)) {
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const auto& code = conditional->GetCode();
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const auto [found, internal_cursor] =
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FindOperation(code, static_cast<s64>(code.size() - 1), operation_code);
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if (found)
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return {found, cursor};
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}
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}
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}
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return {};
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return {};
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}
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}
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@ -50,6 +57,10 @@ Node ShaderIR::TrackCbuf(Node tracked, const NodeBlock& code, s64 cursor) {
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}
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}
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return nullptr;
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return nullptr;
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}
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}
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if (const auto conditional = std::get_if<ConditionalNode>(tracked)) {
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const auto& code = conditional->GetCode();
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return TrackCbuf(tracked, code, static_cast<s64>(code.size()));
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}
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return nullptr;
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return nullptr;
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}
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}
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