fix: it's valid now to have an invalid pso when drawing (pipeline compilation running in background), it will be just skipped

This commit is contained in:
Turánszki János
2025-05-28 14:46:19 +02:00
parent be1c8c6fd2
commit 782e626b3a
+1 -2
View File
@@ -3193,7 +3193,6 @@ void RenderMeshes(
variant.bits.mesh_shader = meshShaderRequested;
pso = GetObjectPSO(variant);
assert(pso->IsValid());
if ((filterMask & FILTER_TRANSPARENT) && variant.bits.cullmode == (uint32_t)CullMode::NONE)
{
@@ -3204,7 +3203,7 @@ void RenderMeshes(
}
if (pso == nullptr || !pso->IsValid())
continue;
continue; // This can happen if the pipeline compilation was not completed for this draw yet
const bool meshShaderPSO = pso->desc.ms != nullptr;
STENCILREF engineStencilRef = material.engineStencilRef;