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Move some shader binding validation code out of the opengl backend
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@@ -243,6 +243,9 @@ protected:
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static bool validateInternal(ShaderStage* vertex, ShaderStage* pixel, std::string& err, ValidationReflection &reflection);
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static bool validateTexture(const UniformInfo *info, Texture *tex, bool internalUpdate);
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static bool validateBuffer(const UniformInfo *info, Buffer *buffer, bool internalUpdate);
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StrongRef<ShaderStage> stages[ShaderStage::STAGE_MAX_ENUM];
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ValidationReflection validationReflection;
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