GL: Add all image types in binding setup.
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@@ -117,7 +117,28 @@ static inline int image_binding(int32_t program,
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switch (type) {
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case GL_IMAGE_1D:
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case GL_IMAGE_2D:
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case GL_IMAGE_3D: {
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case GL_IMAGE_3D:
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case GL_IMAGE_CUBE:
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case GL_IMAGE_BUFFER:
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case GL_IMAGE_1D_ARRAY:
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case GL_IMAGE_2D_ARRAY:
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case GL_IMAGE_CUBE_MAP_ARRAY:
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case GL_INT_IMAGE_1D:
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case GL_INT_IMAGE_2D:
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case GL_INT_IMAGE_3D:
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case GL_INT_IMAGE_CUBE:
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case GL_INT_IMAGE_BUFFER:
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case GL_INT_IMAGE_1D_ARRAY:
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case GL_INT_IMAGE_2D_ARRAY:
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case GL_INT_IMAGE_CUBE_MAP_ARRAY:
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case GL_UNSIGNED_INT_IMAGE_1D:
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case GL_UNSIGNED_INT_IMAGE_2D:
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case GL_UNSIGNED_INT_IMAGE_3D:
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case GL_UNSIGNED_INT_IMAGE_CUBE:
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case GL_UNSIGNED_INT_IMAGE_BUFFER:
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case GL_UNSIGNED_INT_IMAGE_1D_ARRAY:
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case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
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case GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY: {
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/* For now just assign a consecutive index. In the future, we should set it in
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* the shader using layout(binding = i) and query its value. */
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int binding = *image_len;
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