{"record":{"id":"c7d6163a2a29dfde","repo":"FyroxEngine/Fyrox","slug":"couldn-t-find-uniform-block-u","errorCode":null,"errorMessage":"Couldn't find uniform block U{}","messagePattern":"Couldn't find uniform block U(.+?)","errorType":"console","errorClass":null,"httpStatus":null,"severity":"warning","filePath":"fyrox-graphics-gl/src/program.rs","lineNumber":407,"sourceCode":"                        .get_uniform_location(program.id, &resource_definition.name)\n                    {\n                        server\n                            .gl\n                            .uniform_1_i32(Some(&location), resource_definition.binding as i32);\n                    }\n                }\n                ShaderResourceKind::PropertyGroup { .. } => {\n                    if let Some(shader_block_index) = server.gl.get_uniform_block_index(\n                        program.id,\n                        &format!(\"U{}\", resource_definition.name),\n                    ) {\n                        server.gl.uniform_block_binding(\n                            program.id,\n                            shader_block_index,\n                            resource_definition.binding as u32,\n                        )\n                    } else {\n                        Log::warn(format!(\n                            \"Couldn't find uniform block U{}\",\n                            resource_definition.name\n                        ));\n                    }\n                }\n            }\n        }\n    }\n}\n\nimpl GlProgram {\n    pub fn from_source_and_resources(\n        server: &GlGraphicsServer,\n        program_name: &str,\n        vertex_source: String,\n        vertex_source_line_offset: isize,\n        fragment_source: String,\n        fragment_source_line_offset: isize,","sourceCodeStart":389,"sourceCodeEnd":425,"githubUrl":"https://github.com/FyroxEngine/Fyrox/blob/76c91aad8eca488ce527b1af707be8b3b24ad72d/fyrox-graphics-gl/src/program.rs#L389-L425","documentation":"When binding shader resources, the GL backend looks up each named uniform block by its resource definition; if the shader's compiled uniform block list contains no block matching the definition name, the block binding cannot be set and this warning is logged. The GPU program still runs, but the uniform block keeps default binding 0.","triggerScenarios":"A shader material references a uniform block (PropertyGroup) that the shader program never declares (name mismatch or the block was optimized out / skipped as empty as in the 'Uniform block ... is empty' path).","commonSituations":"Renaming a property group in a shader file without updating material code; the GLSL compiler eliminating an unused uniform block; mixing shader versions where one declares the block and another doesn't.","solutions":["Verify the uniform block name in the shader GLSL exactly matches the resource definition name","Ensure the property group is non-empty and actually used in the shader so it is not eliminated","Rebuild/reimport the shader so its reflection data includes the block"],"exampleFix":"// before (shader GLSL)\n// no declaration of the block\n// after\nuniform TLight { vec4 light_color; } Light; // name must match the definition's","handlingStrategy":"validation","validationCode":"// confirm the shader declares the block before binding\nlet declared = glsl_source.contains(\"uniform T\") && glsl_source.contains(&definition_name);\nassert!(declared, \"shader does not declare uniform block {}\", definition_name);","typeGuard":null,"tryCatchPattern":null,"preventionTips":["Keep uniform block names in GLSL and resource definitions identical","Avoid relying on uniform blocks the GLSL compiler may strip as unused","Reimport shaders after editing property groups"],"tags":["opengl","shader","uniform-block","binding"],"backgroundTag":"resource-not-found","analyzedSha":"76c91aad8eca488ce527b1af707be8b3b24ad72d","analyzedAt":"2026-09-10T16:04:01.633Z","contentChangedAt":"2026-09-10T16:04:01.633Z","schemaVersion":2},"datasetVersion":"2026-09-16T09:17:16.951Z"}