Fix for potential lighting pass crash with uninitialized pipeline
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@@ -175,12 +175,18 @@ namespace AZ
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void LightCullingTilePreparePass::OnShaderReinitialized(const AZ::RPI::Shader&)
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{
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LoadShader();
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ChooseShaderVariant();
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if (!m_flags.m_queuedForBuildAttachment && !m_flags.m_isBuildingAttachments)
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{
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ChooseShaderVariant();
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}
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}
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void LightCullingTilePreparePass::OnShaderAssetReinitialized(const Data::Asset<AZ::RPI::ShaderAsset>&)
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{
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LoadShader();
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ChooseShaderVariant();
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if (!m_flags.m_queuedForBuildAttachment && !m_flags.m_isBuildingAttachments)
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{
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ChooseShaderVariant();
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}
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}
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void LightCullingTilePreparePass::OnShaderVariantReinitialized(
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@@ -188,7 +194,10 @@ namespace AZ
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AZ::RPI::ShaderVariantStableId)
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{
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LoadShader();
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ChooseShaderVariant();
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if (!m_flags.m_queuedForBuildAttachment && !m_flags.m_isBuildingAttachments)
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{
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ChooseShaderVariant();
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}
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}
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} // namespace Render
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