Properly check for result when getting pipeline in Msaa (#11758)
# Objective - This aims to fix #11755 - After #10812 some pipeline compilation can take more time than before and all call to `get_render_pipeline` should check the result. ## Solution - Check `get_render_pipeline` call result for msaa_writeback - I checked that no other call to `get_render_pipeline` in bevy code base is missng the checking on the result.
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@ -78,9 +78,9 @@ impl Node for MsaaWritebackNode {
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if let Ok((target, blit_pipeline_id)) = self.cameras.get_manual(world, view_entity) {
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let blit_pipeline = world.resource::<BlitPipeline>();
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let pipeline_cache = world.resource::<PipelineCache>();
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let pipeline = pipeline_cache
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.get_render_pipeline(blit_pipeline_id.0)
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.unwrap();
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let Some(pipeline) = pipeline_cache.get_render_pipeline(blit_pipeline_id.0) else {
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return Ok(());
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};
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// The current "main texture" needs to be bound as an input resource, and we need the "other"
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// unused target to be the "resolve target" for the MSAA write. Therefore this is the same
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