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@@ -1136,6 +1136,9 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
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state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
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bool rebind = state.scene_shader.bind();
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+ if (!ShaderGLES3::get_active()) {
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+ return false;
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+ }
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if (p_material->ubo_id) {
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, p_material->ubo_id);
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@@ -2173,6 +2176,9 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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storage->info.render.shader_rebind_count++;
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}
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}
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+ if (!ShaderGLES3::get_active()) {
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+ continue;
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+ }
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if (!(e->sort_key & SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
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_setup_light(e, p_view_transform);
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@@ -2319,6 +2325,11 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
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if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || ((has_base_alpha || p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) || p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER || p_material->shader->spatial.no_depth_test) {
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return; //bye
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}
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+ if (!p_material->shader->shader->is_custom_code_ready_for_render(p_material->shader->custom_code_id)) {
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+ // The shader is not guaranteed to be able to render (i.e., a not yet ready async hidden one);
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+ // skip depth rendering because otherwise we risk masking out pixels that won't get written to at the actual render pass
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+ return;
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+ }
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if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
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//shader does not use discard and does not write a vertex position, use generic material
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