Clarify error message due to missing shader file (#13766)

# Objective

The error printed-out due to a missing shader file was confusing; This
PR changes the error message.

Fixes #13644 

## Solution

I replaced the confusing wording (`... shader is not loaded yet`) with a
clear explanation (`... shader could not be loaded`)

## Testing

> Did you test these changes? If so, how?

removing `assets/shaders/game_of_life.wgsl` & running its associated
example now produces the following error:

```
thread '<unnamed>' panicked at examples/shader/compute_shader_game_of_life.rs:233:25:
Initializing assets/shaders/game_of_life.wgsl:
Pipeline could not be compiled because the following shader could not be loaded: AssetId<bevy_render::render_resource::shader::Shader>{ index: 0, generation: 0}
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_render::renderer::render_system`!
```

I don't think there are any tests expecting the previous error message,
so this change should not break anything.

> Are there any parts that need more testing?

If there was an intent behind the original message, this might need more
attention.

> How can other people (reviewers) test your changes? Is there anything
specific they need to know?

One should be able to preview the changes by running any example after
deleting/renaming their associated shader(s).

> If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

N/A
This commit is contained in:
Isaïe 2024-06-10 15:15:54 +02:00 committed by François
parent 854983dc7e
commit c060e3e1fe
No known key found for this signature in database

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@ -1017,7 +1017,7 @@ fn create_pipeline_task(
#[derive(Error, Debug)]
pub enum PipelineCacheError {
#[error(
"Pipeline could not be compiled because the following shader is not loaded yet: {0:?}"
"Pipeline could not be compiled because the following shader could not be loaded: {0:?}"
)]
ShaderNotLoaded(AssetId<Shader>),
#[error(transparent)]