Add a check for device in shader lang to prevent startup editor crash

This commit is contained in:
Yuri Roubinsky 2022-01-04 08:56:33 +03:00
parent 5cb6f39014
commit 0e2ef987b1

View file

@ -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;