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

Yuri Roubinsky 3 years ago
parent
commit
0e2ef987b1
1 changed files with 4 additions and 1 deletions
  1. 4 1
      servers/rendering/shader_language.cpp

+ 4 - 1
servers/rendering/shader_language.cpp

@@ -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;