From: Zebediah Figura zfigura@codeweavers.com
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 9ba9b2e1d4c..698f8ceb13a 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -10784,7 +10784,7 @@ 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])) {