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Add DummyShader handling to Dummy RenderingServer to ensure shader parameters are saved in headless export #87392
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LGTM, interesting use case, I think we would have run into this in the XR team as we're working on using CI to build APKs for standalone VR devices.
Thanks! |
The dummy renderer sets |
Cherry-picked for 4.2.2. |
Supersedes: #76121
Fixes #66842 (including the MRP in #76121 (comment))
This introduces the minimal set of logic needed by
get_shader_parameter_list()
which is used by materials to figure out what shader parameters need to be exported.We can get away with a single shader compiler for all shader types since we don't care about the generated code, we just need the uniforms.
Also, we need to validate the existence of
RendererSceneOcclusionCull::get_singleton()
inRendererSceneCull::free()
now since that gets called to free certain shaders.