Avoid allocating instance buffer for PointLight2D shadows when there are no instances #100612
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Fixes: #100609
The problem arises when shadows are enabled, but there are no occluders. The shadow rendering path tries to allocate a zero sized buffer which isn't allowed. The solution is to just not allocate the buffer when there are zero instances. That necessitates also skipping the render loop since we can't bind a buffer that doesn't exist. We still have to create the render pass though to clear the shadow atlas.