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Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs')
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
index 7db627ba..e4e1e0d6 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
@@ -110,16 +110,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
Logger.Error?.Print(LogClass.Gpu, $"{resourceName} index {index} exceeds per stage limit of {maxPerStage}.");
}
- return GetStageIndex() * (int)maxPerStage + index;
+ return GetStageIndex(_stageIndex) * (int)maxPerStage + index;
}
- private int GetStageIndex()
+ public static int GetStageIndex(int stageIndex)
{
// This is just a simple remapping to ensure that most frequently used shader stages
// have the lowest binding numbers.
// This is useful because if we need to run on a system with a low limit on the bindings,
// then we can still get most games working as the most common shaders will have low binding numbers.
- return _stageIndex switch
+ return stageIndex switch
{
4 => 1, // Fragment
3 => 2, // Geometry