Module: wine Branch: master Commit: 37d71415edf7670ba5da70fc55c19c4e0f9b0463 URL: https://gitlab.winehq.org/wine/wine/-/commit/37d71415edf7670ba5da70fc55c19c4...
Author: Zebediah Figura zfigura@codeweavers.com Date: Fri Mar 15 16:34:03 2024 -0500
wined3d: Skip bindless samplers with no uniform location.
This can happen legitimately if the sampler access was optimized out.
---
dlls/wined3d/glsl_shader.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 42cdb585c50..933f134830a 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -10786,7 +10786,7 @@ static void shader_glsl_load_bindless_samplers(struct shader_glsl_priv *priv, st string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, entry->bind_idx); name_loc = GL_EXTCALL(glGetUniformLocation(ctx_data->glsl_program->id, sampler_name->buffer)); if (name_loc == -1) - ERR("No uniform location for shader %#x, binding %u, name %s.\n", shader_type, i, sampler_name->buffer); + continue;
if ((view = state->shader_resource_view[shader_type][entry->resource_idx])) {