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@@ -3685,8 +3685,9 @@ typedef struct sg_frame_stats {
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_SG_LOGITEM_XMACRO(GL_ARRAY_TEXTURES_NOT_SUPPORTED, "array textures not supported (gl)") \
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_SG_LOGITEM_XMACRO(GL_SHADER_COMPILATION_FAILED, "shader compilation failed (gl)") \
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_SG_LOGITEM_XMACRO(GL_SHADER_LINKING_FAILED, "shader linking failed (gl)") \
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- _SG_LOGITEM_XMACRO(GL_VERTEX_ATTRIBUTE_NOT_FOUND_IN_SHADER, "vertex attribute not found in shader (gl)") \
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- _SG_LOGITEM_XMACRO(GL_IMAGE_SAMPLER_NAME_NOT_FOUND_IN_SHADER, "image-sampler name not found in shader (gl)") \
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+ _SG_LOGITEM_XMACRO(GL_VERTEX_ATTRIBUTE_NOT_FOUND_IN_SHADER, "vertex attribute not found in shader; NOTE: may be caused by GL driver's GLSL compiler removing unused globals") \
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+ _SG_LOGITEM_XMACRO(GL_UNIFORMBLOCK_NAME_NOT_FOUND_IN_SHADER, "uniform block name not found in shader; NOTE: may be caused by GL driver's GLSL compiler removing unused globals") \
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+ _SG_LOGITEM_XMACRO(GL_IMAGE_SAMPLER_NAME_NOT_FOUND_IN_SHADER, "image-sampler name not found in shader; NOTE: may be caused by GL driver's GLSL compiler removing unused globals") \
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_SG_LOGITEM_XMACRO(GL_FRAMEBUFFER_STATUS_UNDEFINED, "framebuffer completeness check failed with GL_FRAMEBUFFER_UNDEFINED (gl)") \
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_SG_LOGITEM_XMACRO(GL_FRAMEBUFFER_STATUS_INCOMPLETE_ATTACHMENT, "framebuffer completeness check failed with GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (gl)") \
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_SG_LOGITEM_XMACRO(GL_FRAMEBUFFER_STATUS_INCOMPLETE_MISSING_ATTACHMENT, "framebuffer completeness check failed with GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT (gl)") \
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@@ -8768,6 +8769,10 @@ _SOKOL_PRIVATE sg_resource_state _sg_gl_create_shader(_sg_shader_t* shd, const s
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u->offset = (uint16_t) cur_uniform_offset;
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SOKOL_ASSERT(u_desc->glsl_name);
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u->gl_loc = glGetUniformLocation(gl_prog, u_desc->glsl_name);
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+ if (u->gl_loc == -1) {
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+ _SG_WARN(GL_UNIFORMBLOCK_NAME_NOT_FOUND_IN_SHADER);
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+ _SG_LOGMSG(GL_UNIFORMBLOCK_NAME_NOT_FOUND_IN_SHADER, u_desc->glsl_name);
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+ }
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cur_uniform_offset += u_size;
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ub->num_uniforms++;
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}
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@@ -8806,7 +8811,7 @@ _SOKOL_PRIVATE sg_resource_state _sg_gl_create_shader(_sg_shader_t* shd, const s
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shd->gl.tex_slot[img_smp_index] = (int8_t)gl_tex_slot++;
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} else {
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shd->gl.tex_slot[img_smp_index] = -1;
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- _SG_ERROR(GL_IMAGE_SAMPLER_NAME_NOT_FOUND_IN_SHADER);
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+ _SG_WARN(GL_IMAGE_SAMPLER_NAME_NOT_FOUND_IN_SHADER);
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_SG_LOGMSG(GL_IMAGE_SAMPLER_NAME_NOT_FOUND_IN_SHADER, img_smp_desc->glsl_name);
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}
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}
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