Fix shader stage iteration to not miss the pixel stage

This commit is contained in:
Billy Laws 2022-09-29 21:11:46 +01:00
parent 0b808cc22b
commit d482e0ea98

View File

@ -204,7 +204,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
std::array<Pipeline::ShaderStage, engine::ShaderStageCount> shaderStages{};
for (size_t i{stageIdx(ignoreVertexCullBeforeFetch ? PipelineStage::Vertex : PipelineStage::VertexCullBeforeFetch)}; i < engine::ShaderStageCount; i++) {
for (size_t i{stageIdx(ignoreVertexCullBeforeFetch ? PipelineStage::Vertex : PipelineStage::VertexCullBeforeFetch)}; i < engine::PipelineCount; i++) {
if (!packedState.shaderHashes[i])
continue;