Add shader_cache_dir_valid check to _save_to_cache
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@ -611,6 +611,7 @@ void ShaderGLES3::_save_to_cache(Version *p_version) {
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#ifdef WEB_ENABLED // not supported in webgl
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return;
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#else
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ERR_FAIL_COND(!shader_cache_dir_valid);
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#if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED)
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if (RasterizerGLES3::is_gles_over_gl() && (glGetProgramBinary == NULL)) { // ARB_get_program_binary extension not available.
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return;
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@ -209,8 +209,10 @@ protected:
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_compile_specialization(s, p_variant, version, p_specialization);
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version->variants[p_variant].insert(p_specialization, s);
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spec = version->variants[p_variant].lookup_ptr(p_specialization);
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if (shader_cache_dir_valid) {
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_save_to_cache(version);
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}
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}
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} else if (spec->build_queued) {
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// Still queued, wait
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spec = version->variants[p_variant].lookup_ptr(specialization_default_mask);
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@ -463,6 +463,7 @@ bool ShaderRD::_load_from_cache(Version *p_version, int p_group) {
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}
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void ShaderRD::_save_to_cache(Version *p_version, int p_group) {
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ERR_FAIL_COND(!shader_cache_dir_valid);
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String sha1 = _version_get_sha1(p_version);
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String path = shader_cache_dir.path_join(name).path_join(group_sha256[p_group]).path_join(sha1) + ".cache";
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