wined3d: Skip bindless samplers with no uniform location.
This can happen legitimately if the sampler access was optimized out.
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@ -10786,7 +10786,7 @@ static void shader_glsl_load_bindless_samplers(struct shader_glsl_priv *priv, st
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string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, entry->bind_idx);
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name_loc = GL_EXTCALL(glGetUniformLocation(ctx_data->glsl_program->id, sampler_name->buffer));
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if (name_loc == -1)
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ERR("No uniform location for shader %#x, binding %u, name %s.\n", shader_type, i, sampler_name->buffer);
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continue;
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if ((view = state->shader_resource_view[shader_type][entry->resource_idx]))
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{
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