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Emulate ARB_vertex_attrib_binding on replay if it's not available
* Fortunately the extension doesn't add any functionality that can't be achieved through the old bindings, it's just better decoupled. * What we do is set up our own VAO attrib/binding tracking, and translate all the functions (old and new style) into the equivalent modifications of that state, then each time a change happens we flush out the attribs and bindings using the old attrib functions. * We also intercept the queries to the new bindings and return the right values, so even if loading a capture that uses ARB_vertex_attrib_binding would work as expected (as all the translation to old bindings happens under the emulation layer).
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@@ -21,7 +21,6 @@ Replay requirements
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RenderDoc assumes a certain minimum feature set on replay. On desktop this means you must be able to create a 3.2 context with the following extensions available:
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* GL_ARB_vertex_attrib_binding
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* GL_ARB_program_interface_query
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* GL_ARB_separate_shader_objects
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* GL_ARB_sampler_objects
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