Fix for potential lighting pass crash with uninitialized pipeline

This commit is contained in:
antonmic
2021-05-22 00:27:06 -07:00
parent 6388277cd1
commit 0b9e98c50e
@@ -175,12 +175,18 @@ namespace AZ
void LightCullingTilePreparePass::OnShaderReinitialized(const AZ::RPI::Shader&)
{
LoadShader();
ChooseShaderVariant();
if (!m_flags.m_queuedForBuildAttachment && !m_flags.m_isBuildingAttachments)
{
ChooseShaderVariant();
}
}
void LightCullingTilePreparePass::OnShaderAssetReinitialized(const Data::Asset<AZ::RPI::ShaderAsset>&)
{
LoadShader();
ChooseShaderVariant();
if (!m_flags.m_queuedForBuildAttachment && !m_flags.m_isBuildingAttachments)
{
ChooseShaderVariant();
}
}
void LightCullingTilePreparePass::OnShaderVariantReinitialized(
@@ -188,7 +194,10 @@ namespace AZ
AZ::RPI::ShaderVariantStableId)
{
LoadShader();
ChooseShaderVariant();
if (!m_flags.m_queuedForBuildAttachment && !m_flags.m_isBuildingAttachments)
{
ChooseShaderVariant();
}
}
} // namespace Render