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* For APIs where the shader namespace/bindpoint (which may be arbitrary like 'the Nth texture resource' can be mapped, at each event, to the actual API bind point where the object is. * On D3D11 this is pass-through, on GL this returns the value of each uniform. * This also means GL shader reflection structures are properly immutable and the variance in the uniform values is handled elsewhere. * In future this might need to be expanded to support more complex binding methods, where the mapping returns the resource rather than just mapping to an integer bind ponit.