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Fix shader stage iteration to not miss the pixel stage
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@ -204,7 +204,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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std::array<Pipeline::ShaderStage, engine::ShaderStageCount> shaderStages{};
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std::array<Pipeline::ShaderStage, engine::ShaderStageCount> shaderStages{};
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for (size_t i{stageIdx(ignoreVertexCullBeforeFetch ? PipelineStage::Vertex : PipelineStage::VertexCullBeforeFetch)}; i < engine::ShaderStageCount; i++) {
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for (size_t i{stageIdx(ignoreVertexCullBeforeFetch ? PipelineStage::Vertex : PipelineStage::VertexCullBeforeFetch)}; i < engine::PipelineCount; i++) {
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if (!packedState.shaderHashes[i])
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if (!packedState.shaderHashes[i])
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continue;
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continue;
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