Fix crash when constant buffer is unused by shader but still exists
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@@ -53,19 +53,9 @@ bool VolumetricFogPass::setupResources()
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if (!_shader->IsLoaded())
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return true;
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auto shader = _shader->GetShader();
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// Validate shader constant buffers sizes
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if (shader->GetCB(0)->GetSize() != sizeof(Data))
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{
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REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data);
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return true;
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}
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CHECK_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data);
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// CB1 is used for per-draw info (ObjectIndex)
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if (shader->GetCB(2)->GetSize() != sizeof(PerLight))
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{
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REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 2, PerLight);
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return true;
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}
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CHECK_INVALID_SHADER_PASS_CB_SIZE(shader, 2, PerLight);
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// Cache compute shaders
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_csInitialize = shader->GetCS("CS_Initialize");
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