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[Fix, Test] (DirectGLES): name a repaired image uniform after its repair, not after its stage
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@@ -6437,11 +6437,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
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// declaration and preserves its binding - an image unit cannot be set from
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// the API in ES, so the qualifier is the only binding mechanism there is,
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// and both halves of the pair have to still be carrying theirs when it runs.
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// * and it needs the STAGE, because the qualifier it adds is a per-stage decision
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// and the rename that keeps two stages from declaring one image uniform
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// differently is keyed on it.
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// Takes no stage: the qualifier it adds is a decision about THIS text's accesses
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// and the rename that keeps two stages from declaring one image uniform
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// differently is keyed on that same decision, so two stages that agree still
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// share one uniform (see the location-budget note on the pass).
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Uint splitImageUniformCount = 0;
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source = SplitReadWriteImageUniforms(source, glShaderType, &splitImageUniformCount);
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source = SplitReadWriteImageUniforms(source, &splitImageUniformCount);
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if (splitImageUniformCount != 0) {
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splitImageUniformStages.push_back({shader->GetShaderStage(), splitImageUniformCount});
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}
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