Properly utilize surface information when creating pipelines and vertex arrays in canvas renderer #97792
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Fixes: #97793
The deleted code was unnecessary as it should be calculated within
_get_pipeline_specialization_or_ubershader()
. BUT_get_pipeline_specialization_or_ubershader()
needs everything to be passed in, which was missing.Finally, the VertexAttribute variable needs to be reset while inside the loop otherwise variables leak between attributes. This didn't impact the 3D renderers because they disable any unused attributes.
CC @YeldhamDev @stuartcarnie @DarioSamo