engine: fix stereo and parallel shader compilation
Another thing that got lost in the sea of merge conflicts that plagued the program cache feature...
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@@ -8,3 +8,4 @@ appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
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## Release notes for next branch cut
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- engine: fix shader compilation failure in TAA material
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- engine: fix stereo & parallel shader compilation
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@@ -168,8 +168,13 @@ FMaterial::FMaterial(FEngine& engine, const Builder& builder, MaterialDefinition
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FILAMENT_CHECK_PRECONDITION(!mUseUboBatching || engine.isUboBatchingEnabled())
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<< "UBO batching is not enabled.";
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mDepthPrecacheDisabled = engine.getDriverApi().isWorkaroundNeeded(
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Workaround::DISABLE_DEPTH_PRECACHE_FOR_DEFAULT_MATERIAL);
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DriverApi& driver = engine.getDriverApi();
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mIsStereoSupported = driver.isStereoSupported();
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mIsParallelShaderCompileSupported = driver.isParallelShaderCompileSupported();
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mDepthPrecacheDisabled =
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driver.isWorkaroundNeeded(Workaround::DISABLE_DEPTH_PRECACHE_FOR_DEFAULT_MATERIAL);
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mDefaultMaterial = engine.getDefaultMaterial();
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FixedCapacityVector<Program::SpecializationConstant> specializationConstants =
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processSpecializationConstants(builder);
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