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Vulkan: Avoid crash on bad shader.
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1 changed files with 3 additions and 0 deletions
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@ -907,6 +907,9 @@ void DrawEngineVulkan::DoFlush() {
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VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(renderManager, pipelineLayout_, renderPass, pipelineKey_, &dec_->decFmt, vshader, fshader, false);
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VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(renderManager, pipelineLayout_, renderPass, pipelineKey_, &dec_->decFmt, vshader, fshader, false);
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if (!pipeline || !pipeline->pipeline) {
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if (!pipeline || !pipeline->pipeline) {
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// Already logged, let's bail out.
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// Already logged, let's bail out.
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decodedVerts_ = 0;
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numDrawCalls = 0;
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decodeCounter_ = 0;
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return;
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return;
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}
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}
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BindShaderBlendTex(); // This might cause copies so super important to do before BindPipeline.
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BindShaderBlendTex(); // This might cause copies so super important to do before BindPipeline.
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