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Fix replay of single-int uniforms
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@@ -1118,6 +1118,7 @@ static void ForAllProgramUniforms(SerialiserType *ser, CaptureState state,
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case eGL_DOUBLE_VEC2: GL.glProgramUniform2dv(progDst, dstLocation, 1, dv); break;
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case eGL_DOUBLE_VEC3: GL.glProgramUniform3dv(progDst, dstLocation, 1, dv); break;
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case eGL_DOUBLE_VEC4: GL.glProgramUniform4dv(progDst, dstLocation, 1, dv); break;
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case eGL_INT: GL.glProgramUniform1iv(progDst, dstLocation, 1, iv); break;
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case eGL_INT_VEC2: GL.glProgramUniform2iv(progDst, dstLocation, 1, iv); break;
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case eGL_INT_VEC3: GL.glProgramUniform3iv(progDst, dstLocation, 1, iv); break;
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case eGL_INT_VEC4: GL.glProgramUniform4iv(progDst, dstLocation, 1, iv); break;
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@@ -1208,7 +1209,6 @@ static void ForAllProgramUniforms(SerialiserType *ser, CaptureState state,
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case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case eGL_UNSIGNED_INT_SAMPLER_BUFFER:
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case eGL_UNSIGNED_INT_SAMPLER_2D_RECT:
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case eGL_INT:
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if(!IsDstProgramSPIRV) // SPIR-V shaders treat samplers as immutable
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GL.glProgramUniform1iv(progDst, dstLocation, 1, iv);
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break;
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