From 782e626b3acfe552ce427de492f43f00a172b737 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tur=C3=A1nszki=20J=C3=A1nos?= Date: Wed, 28 May 2025 14:46:19 +0200 Subject: [PATCH] fix: it's valid now to have an invalid pso when drawing (pipeline compilation running in background), it will be just skipped --- WickedEngine/wiRenderer.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/WickedEngine/wiRenderer.cpp b/WickedEngine/wiRenderer.cpp index e33dbc37e..ff6525642 100644 --- a/WickedEngine/wiRenderer.cpp +++ b/WickedEngine/wiRenderer.cpp @@ -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;