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Fix GL reflection unit tests
* GL no longer reflects out fixed bindings and relies purely on queried uniforms.
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@@ -1362,16 +1362,19 @@ void Reflector::MakeReflection(const GraphicsAPI sourceAPI, const ShaderStage st
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// On GL if we have a location and no binding, put that in as the bind. It is not used
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// otherwise on GL as the bindings are dynamic. This should only happen for
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// bare uniforms and not for texture/buffer type uniforms which should have a binding
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if(sourceAPI == GraphicsAPI::OpenGL &&
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(decorations[global.id].flags & (Decorations::HasLocation | Decorations::HasBinding)) ==
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Decorations::HasLocation)
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if(sourceAPI == GraphicsAPI::OpenGL)
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{
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bind = decorations[global.id].location;
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}
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else if(sourceAPI == GraphicsAPI::OpenGL &&
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(decorations[global.id].flags & Decorations::HasLocation) == Decorations::NoFlags)
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{
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bind = ~0U;
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Decorations::Flags flags = Decorations::Flags(
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decorations[global.id].flags & (Decorations::HasLocation | Decorations::HasBinding));
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if(flags == Decorations::HasLocation)
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{
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bind = decorations[global.id].location;
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}
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else if(flags == Decorations::NoFlags)
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{
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bind = ~0U;
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}
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}
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if(usedIds.find(global.id) == usedIds.end())
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