Add a check for device in shader lang to prevent startup editor crash
This commit is contained in:
parent
5cb6f39014
commit
0e2ef987b1
1 changed files with 4 additions and 1 deletions
|
@ -7595,7 +7595,10 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
|
|||
int instance_index = 0;
|
||||
#ifdef DEBUG_ENABLED
|
||||
int uniform_buffer_size = 0;
|
||||
int max_uniform_buffer_size = RenderingDevice::get_singleton()->limit_get(RenderingDevice::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
|
||||
int max_uniform_buffer_size = 0;
|
||||
if (RenderingDevice::get_singleton()) {
|
||||
max_uniform_buffer_size = RenderingDevice::get_singleton()->limit_get(RenderingDevice::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
|
||||
}
|
||||
#endif // DEBUG_ENABLED
|
||||
ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
|
||||
|
||||
|
|
Loading…
Reference in a new issue