engine: fix stereo and parallel shader compilation

Another thing that got lost in the sea of merge conflicts that plagued the
program cache feature...
This commit is contained in:
Eliza Velasquez
2026-01-29 16:20:23 -08:00
committed by Eliza
parent b85d52f727
commit 0131949aff
2 changed files with 8 additions and 2 deletions

View File

@@ -8,3 +8,4 @@ appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
## Release notes for next branch cut
- engine: fix shader compilation failure in TAA material
- engine: fix stereo & parallel shader compilation

View File

@@ -168,8 +168,13 @@ FMaterial::FMaterial(FEngine& engine, const Builder& builder, MaterialDefinition
FILAMENT_CHECK_PRECONDITION(!mUseUboBatching || engine.isUboBatchingEnabled())
<< "UBO batching is not enabled.";
mDepthPrecacheDisabled = engine.getDriverApi().isWorkaroundNeeded(
Workaround::DISABLE_DEPTH_PRECACHE_FOR_DEFAULT_MATERIAL);
DriverApi& driver = engine.getDriverApi();
mIsStereoSupported = driver.isStereoSupported();
mIsParallelShaderCompileSupported = driver.isParallelShaderCompileSupported();
mDepthPrecacheDisabled =
driver.isWorkaroundNeeded(Workaround::DISABLE_DEPTH_PRECACHE_FOR_DEFAULT_MATERIAL);
mDefaultMaterial = engine.getDefaultMaterial();
FixedCapacityVector<Program::SpecializationConstant> specializationConstants =
processSpecializationConstants(builder);