fix: it's valid now to have an invalid pso when drawing (pipeline compilation running in background), it will be just skipped
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@@ -3193,7 +3193,6 @@ void RenderMeshes(
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variant.bits.mesh_shader = meshShaderRequested;
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pso = GetObjectPSO(variant);
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assert(pso->IsValid());
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if ((filterMask & FILTER_TRANSPARENT) && variant.bits.cullmode == (uint32_t)CullMode::NONE)
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{
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@@ -3204,7 +3203,7 @@ void RenderMeshes(
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}
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if (pso == nullptr || !pso->IsValid())
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continue;
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continue; // This can happen if the pipeline compilation was not completed for this draw yet
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const bool meshShaderPSO = pso->desc.ms != nullptr;
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STENCILREF engineStencilRef = material.engineStencilRef;
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