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With GL we can have binding aliasing. Keep searching for a used binding
* If we have multiple bindings aliasing the same slot, we want to keep going if the first one we find is unused to see if the slot is aliased with one that *is* used. We'll still use the last unused one if we don't find any used at all (and with aliasing any one we pick is as valid as another).
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@@ -922,7 +922,11 @@ void GLPipelineStateViewer::setShaderState(const GLPipe::Shader &stage, RDLabel
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{
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shaderCBuf = &bind;
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map = &mapping.constantBlocks[bind.bindPoint];
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break;
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// if this one is used, break immediately. Otherwise keep going to see if we find one that
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// is used
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if(map->used)
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break;
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}
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idx++;
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