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Fix GL binding applying re-sort permutation to binding points
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@@ -2309,7 +2309,7 @@ void ResortBindings(ShaderReflection *refl, ShaderBindpointMapping *mapping)
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});
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for(size_t i = 0; i < permutation.size(); i++)
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refl->readOnlyResources[i].bindPoint = (int)permutation[i].first;
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refl->readOnlyResources[permutation[i].first].bindPoint = (int)i;
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permutation.resize(mapping->readWriteResources.size());
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for(size_t i = 0; i < mapping->readWriteResources.size(); i++)
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@@ -2322,7 +2322,7 @@ void ResortBindings(ShaderReflection *refl, ShaderBindpointMapping *mapping)
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});
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for(size_t i = 0; i < permutation.size(); i++)
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refl->readWriteResources[i].bindPoint = (int)permutation[i].first;
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refl->readWriteResources[permutation[i].first].bindPoint = (int)i;
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permutation.resize(mapping->constantBlocks.size());
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for(size_t i = 0; i < mapping->constantBlocks.size(); i++)
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@@ -2335,5 +2335,5 @@ void ResortBindings(ShaderReflection *refl, ShaderBindpointMapping *mapping)
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});
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for(size_t i = 0; i < permutation.size(); i++)
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refl->constantBlocks[i].bindPoint = (int)permutation[i].first;
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refl->constantBlocks[permutation[i].first].bindPoint = (int)i;
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}
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