1. Add nullptr checks to prevent crashes when non-critical shaders fail to compile. (#5451)

2. Add a higher "launch_ap_timeout" for Mac because launching a newly built/downloaded AP can take a while.

Signed-off-by: amzn-sj <srikkant@amazon.com>
monroegm-disable-blank-issue-2
SJ 4 years ago committed by GitHub
parent adf3357176
commit 0c546828d6
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GPG Key ID: 4AEE18F83AFDEB23

@ -46,7 +46,11 @@ namespace AZ
void BlendColorGradingLutsPass::InitializeShaderVariant()
{
AZ_Assert(m_shader != nullptr, "BlendColorGradingLutsPass %s has a null shader when calling InitializeShaderVariant.", GetPathName().GetCStr());
if (m_shader == nullptr)
{
AZ_Assert(false, "BlendColorGradingLutsPass %s has a null shader when calling InitializeShaderVariant.", GetPathName().GetCStr());
return;
}
// Total variations is MaxBlendLuts plus one for the fallback case that none of the LUTs are found,
// and hence zero LUTs are blended resulting in an identity LUT.

@ -443,7 +443,12 @@ namespace AZ
{
// load shader
shader = RPI::LoadCriticalShader(filePath);
AZ_Error("ReflectionProbeFeatureProcessor", shader, "Failed to find asset for shader [%s]", filePath);
if (shader == nullptr)
{
AZ_Error("ReflectionProbeFeatureProcessor", false, "Failed to find asset for shader [%s]", filePath);
return;
}
// store drawlist tag
drawListTag = shader->GetDrawListTag();

@ -136,6 +136,12 @@ namespace AZ
RHI::DrawLinear draw = RHI::DrawLinear();
draw.m_vertexCount = 3;
if (m_shader == nullptr)
{
AZ_Error("PassSystem", false, "[FullscreenTrianglePass]: Shader not loaded!");
return;
}
RHI::PipelineStateDescriptorForDraw pipelineStateDescriptor;
// [GFX TODO][ATOM-872] The pass should be able to drive the shader variant

@ -0,0 +1,12 @@
{
"Amazon": {
"AzCore": {
"Bootstrap": {
// The first time an application is launched on MacOS, each
// dynamic library is inspected by the OS before being loaded.
// This can take a while on some Macs.
"launch_ap_timeout": 300
}
}
}
}
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