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[Fix, Test] (MG_Backend, MG_Impl, MG_State): advertise the uniform-block and stencil-texturing strings a 4.0 context hides behind, forward DEPTH_STENCIL_TEXTURE_MODE to both backends, and stop a reserved transform feedback name passing for an object
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@@ -517,6 +517,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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E_GL_ARB_gpu_shader_int64, E_GL_KHR_debug, E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind,
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E_GL_ARB_shading_language_420pack, E_GL_ARB_vertex_attrib_binding, E_GL_ARB_shader_image_size,
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E_GL_ARB_explicit_attrib_location,
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// Core since GL 3.1 and implemented for every version advertised here. The string
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// matters because applications gate the ENTRY POINTS on it rather than on the
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// version: a caller that finds the extension missing never resolves
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// glGetUniformBlockIndex / glUniformBlockBinding, and one that then uses uniform
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// blocks anyway calls through a null pointer.
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E_GL_ARB_uniform_buffer_object,
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// Sampling the stencil aspect through DEPTH_STENCIL_TEXTURE_MODE. Core from 4.3,
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// so on a 4.0 context the string is the only way to reach it.
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E_GL_ARB_stencil_texturing,
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// Advertised with GL_NUM_PROGRAM_BINARY_FORMATS = 0, which the
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// extension explicitly permits. It is also the only thing that
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// exposes glProgramParameteri before GL 4.1.
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