static void ForAllProgramUniforms()

in renderdoc/driver/gl/gl_program_iterate.cpp [556:1163]


static void ForAllProgramUniforms(SerialiserType *ser, CaptureState state,
                                  const PerStageReflections &srcStages, GLuint progSrc,
                                  const PerStageReflections &dstStages, GLuint progDst,
                                  std::map<GLint, GLint> *locTranslate)
{
  const bool ReadSourceProgram = CopyUniforms || (SerialiseUniforms && ser && ser->IsWriting());
  const bool WriteDestProgram = CopyUniforms || (SerialiseUniforms && ser && ser->IsReading());

  RDCCOMPILE_ASSERT((CopyUniforms && !SerialiseUniforms) || (!CopyUniforms && SerialiseUniforms),
                    "Invalid call to ForAllProgramUniforms");

  // When programs are SPIR-V we have to rely on our own reflection since the driver's reflection
  // can't be trusted, or at least used in a normal way. Since SPIR-V is immutable for many things
  // we only need to process uniform values - for compatibility we still serialise the same, but we
  // skip fetching or applying UBO bindings etc.
  bool IsSrcProgramSPIRV = false;
  for(size_t i = 0; i < NumShaderStages; i++)
    IsSrcProgramSPIRV |=
        srcStages.refls[i] && srcStages.refls[i]->encoding == ShaderEncoding::OpenGLSPIRV;

  bool IsDstProgramSPIRV = false;
  for(size_t i = 0; i < NumShaderStages; i++)
    IsDstProgramSPIRV |=
        dstStages.refls[i] && dstStages.refls[i]->encoding == ShaderEncoding::OpenGLSPIRV;

  RDCASSERTMSG("Expect both programs to be SPIR-V in ForAllProgramUniforms",
               IsSrcProgramSPIRV == IsDstProgramSPIRV, IsSrcProgramSPIRV, IsDstProgramSPIRV);

  // this struct will be serialised with the uniform binding data, or if we're just copying it will
  // be used to store the data fetched from the source program, before being applied to the
  // destination program. It's slightly redundant since we could unify the loops (as the code used
  // to do) but it's much better for code organisation and clarity to have a single path whether
  // serialising or not.
  ProgramUniforms serialisedUniforms;

  // if we're reading the source program, iterate over the interfaces and fetch the data.
  if(CheckConstParam(ReadSourceProgram))
  {
    constexpr size_t numProps = 5;
    constexpr GLenum resProps[numProps] = {
        eGL_BLOCK_INDEX, eGL_TYPE, eGL_NAME_LENGTH, eGL_ARRAY_SIZE, eGL_LOCATION,
    };
    GLint values[numProps];

    GLint NumUniforms = 0;
    rdcarray<UnrolledSPIRVConstant> spirvGlobals;

    if(IsSrcProgramSPIRV)
    {
      // Unfortunately since this is a program-global reflection we need to go through each shader
      // and add its variables (if they don't already exist) to get a union of all shaders for the
      // program.
      UnrollConstants(srcStages, spirvGlobals);

      NumUniforms = (GLint)spirvGlobals.size();
    }
    else
    {
      GL.glGetProgramInterfaceiv(progSrc, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &NumUniforms);
    }

    // this is a very conservative figure - many uniforms will be in UBOs and so will be ignored
    serialisedUniforms.ValueUniforms.reserve(NumUniforms);

    for(GLint i = 0; i < NumUniforms; i++)
    {
      GLenum type = eGL_NONE;
      int32_t arraySize = 0;
      int32_t srcLocation = 0;
      rdcstr basename;
      bool isArray = false;

      if(IsSrcProgramSPIRV)
      {
        // hardcode manual reflection from SPIR-V constant.
        RDCCOMPILE_ASSERT(numProps == 5 && resProps[0] == eGL_BLOCK_INDEX &&
                              resProps[1] == eGL_TYPE && resProps[2] == eGL_NAME_LENGTH &&
                              resProps[3] == eGL_ARRAY_SIZE && resProps[4] == eGL_LOCATION,
                          "reflection properties have changed - update manual SPIR-V reflection");

        // these are implicitly globals
        values[0] = -1;
        values[1] = spirvGlobals[i].glType;
        values[2] = 1;    // unused
        values[3] = spirvGlobals[i].arraySize;
        values[4] = spirvGlobals[i].location;
      }
      else
      {
        GL.glGetProgramResourceiv(progSrc, eGL_UNIFORM, i, numProps, resProps, numProps, NULL,
                                  values);
      }

      // we don't need to consider uniforms within UBOs
      if(values[0] >= 0)
        continue;

      // get the metadata we need for fetching the data
      type = (GLenum)values[1];
      arraySize = values[3];
      srcLocation = values[4];

      char n[1024] = {0};
      if(IsSrcProgramSPIRV)
      {
        RDCCOMPILE_ASSERT(sizeof(n) == sizeof(spirvGlobals[i].name), "Array sizes have changed");
        memcpy(n, spirvGlobals[i].name, sizeof(n));
      }
      else
      {
        GL.glGetProgramResourceName(progSrc, eGL_UNIFORM, i, values[2], NULL, n);
      }

      if(arraySize > 1)
      {
        isArray = true;

        size_t len = strlen(n);

        if(n[len - 3] == '[' && n[len - 2] == '0' && n[len - 1] == ']')
          n[len - 3] = 0;
      }
      else
      {
        arraySize = 1;
      }

      basename = n;

      // push it onto the list
      serialisedUniforms.ValueUniforms.push_back(ProgramUniform());
      ProgramUniform &uniform = serialisedUniforms.ValueUniforms.back();

      uniform.Basename = basename;
      uniform.IsArray = isArray;
      uniform.Values.resize(arraySize);

      GLuint baseLocation = srcLocation;

      // loop over every element in the array (arraySize = 1 for non arrays)
      for(GLint arr = 0; arr < arraySize; arr++)
      {
        ProgramUniformValue &uniformVal = uniform.Values[arr];
        uniformVal.Type = type;
        uniformVal.Location = srcLocation;

        rdcstr name = basename;

        // atomic counters cannot be changed, don't fetch their value
        if(type == eGL_UNSIGNED_INT_ATOMIC_COUNTER)
          continue;

        if(srcLocation == -1)
          RDCWARN("Couldn't get srcLocation for %s", name.c_str());

        // append the subscript if this item is an array.
        if(isArray)
        {
          name += StringFormat::Fmt("[%d]", arr);

          if(IsSrcProgramSPIRV)
            uniformVal.Location = srcLocation = baseLocation + arr;
          else
            uniformVal.Location = srcLocation = GL.glGetUniformLocation(progSrc, name.c_str());

          if(srcLocation == -1)
            RDCWARN("Couldn't get srcLocation for %s", name.c_str());
        }

        if(srcLocation == -1)
          continue;

        // fetch the data into the ProgramUniformValue, with the appropriate method for its type
        double *dv = uniformVal.data.dval;
        float *fv = uniformVal.data.fval;
        int32_t *iv = uniformVal.data.ival;
        uint32_t *uiv = uniformVal.data.uval;

        switch(type)
        {
          case eGL_FLOAT_MAT4:
          case eGL_FLOAT_MAT4x3:
          case eGL_FLOAT_MAT4x2:
          case eGL_FLOAT_MAT3:
          case eGL_FLOAT_MAT3x4:
          case eGL_FLOAT_MAT3x2:
          case eGL_FLOAT_MAT2:
          case eGL_FLOAT_MAT2x4:
          case eGL_FLOAT_MAT2x3:
          case eGL_FLOAT:
          case eGL_FLOAT_VEC2:
          case eGL_FLOAT_VEC3:
          case eGL_FLOAT_VEC4: GL.glGetUniformfv(progSrc, srcLocation, fv); break;
          case eGL_DOUBLE_MAT4:
          case eGL_DOUBLE_MAT4x3:
          case eGL_DOUBLE_MAT4x2:
          case eGL_DOUBLE_MAT3:
          case eGL_DOUBLE_MAT3x4:
          case eGL_DOUBLE_MAT3x2:
          case eGL_DOUBLE_MAT2:
          case eGL_DOUBLE_MAT2x4:
          case eGL_DOUBLE_MAT2x3:
          case eGL_DOUBLE:
          case eGL_DOUBLE_VEC2:
          case eGL_DOUBLE_VEC3:
          case eGL_DOUBLE_VEC4: GL.glGetUniformdv(progSrc, srcLocation, dv); break;

          // treat all samplers as just an int (since they just store their binding value)
          case eGL_SAMPLER_1D:
          case eGL_SAMPLER_2D:
          case eGL_SAMPLER_3D:
          case eGL_SAMPLER_CUBE:
          case eGL_SAMPLER_CUBE_MAP_ARRAY:
          case eGL_SAMPLER_1D_SHADOW:
          case eGL_SAMPLER_2D_SHADOW:
          case eGL_SAMPLER_1D_ARRAY:
          case eGL_SAMPLER_2D_ARRAY:
          case eGL_SAMPLER_1D_ARRAY_SHADOW:
          case eGL_SAMPLER_2D_ARRAY_SHADOW:
          case eGL_SAMPLER_2D_MULTISAMPLE:
          case eGL_SAMPLER_2D_MULTISAMPLE_ARRAY:
          case eGL_SAMPLER_CUBE_SHADOW:
          case eGL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
          case eGL_SAMPLER_BUFFER:
          case eGL_SAMPLER_2D_RECT:
          case eGL_SAMPLER_2D_RECT_SHADOW:
          case eGL_INT_SAMPLER_1D:
          case eGL_INT_SAMPLER_2D:
          case eGL_INT_SAMPLER_3D:
          case eGL_INT_SAMPLER_CUBE:
          case eGL_INT_SAMPLER_CUBE_MAP_ARRAY:
          case eGL_INT_SAMPLER_1D_ARRAY:
          case eGL_INT_SAMPLER_2D_ARRAY:
          case eGL_INT_SAMPLER_2D_MULTISAMPLE:
          case eGL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
          case eGL_INT_SAMPLER_BUFFER:
          case eGL_INT_SAMPLER_2D_RECT:
          case eGL_UNSIGNED_INT_SAMPLER_1D:
          case eGL_UNSIGNED_INT_SAMPLER_2D:
          case eGL_UNSIGNED_INT_SAMPLER_3D:
          case eGL_UNSIGNED_INT_SAMPLER_CUBE:
          case eGL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY:
          case eGL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
          case eGL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
          case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
          case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
          case eGL_UNSIGNED_INT_SAMPLER_BUFFER:
          case eGL_UNSIGNED_INT_SAMPLER_2D_RECT:
          case eGL_IMAGE_1D:
          case eGL_IMAGE_2D:
          case eGL_IMAGE_3D:
          case eGL_IMAGE_2D_RECT:
          case eGL_IMAGE_CUBE:
          case eGL_IMAGE_BUFFER:
          case eGL_IMAGE_1D_ARRAY:
          case eGL_IMAGE_2D_ARRAY:
          case eGL_IMAGE_CUBE_MAP_ARRAY:
          case eGL_IMAGE_2D_MULTISAMPLE:
          case eGL_IMAGE_2D_MULTISAMPLE_ARRAY:
          case eGL_INT_IMAGE_1D:
          case eGL_INT_IMAGE_2D:
          case eGL_INT_IMAGE_3D:
          case eGL_INT_IMAGE_2D_RECT:
          case eGL_INT_IMAGE_CUBE:
          case eGL_INT_IMAGE_BUFFER:
          case eGL_INT_IMAGE_1D_ARRAY:
          case eGL_INT_IMAGE_2D_ARRAY:
          case eGL_INT_IMAGE_2D_MULTISAMPLE:
          case eGL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
          case eGL_UNSIGNED_INT_IMAGE_1D:
          case eGL_UNSIGNED_INT_IMAGE_2D:
          case eGL_UNSIGNED_INT_IMAGE_3D:
          case eGL_UNSIGNED_INT_IMAGE_2D_RECT:
          case eGL_UNSIGNED_INT_IMAGE_CUBE:
          case eGL_UNSIGNED_INT_IMAGE_BUFFER:
          case eGL_UNSIGNED_INT_IMAGE_1D_ARRAY:
          case eGL_UNSIGNED_INT_IMAGE_2D_ARRAY:
          case eGL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY:
          case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
          case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
          case eGL_INT:
          case eGL_INT_VEC2:
          case eGL_INT_VEC3:
          case eGL_INT_VEC4: GL.glGetUniformiv(progSrc, srcLocation, iv); break;
          // bools are unsigned integers
          case eGL_UNSIGNED_INT:
          case eGL_BOOL:
          case eGL_UNSIGNED_INT_VEC2:
          case eGL_BOOL_VEC2:
          case eGL_UNSIGNED_INT_VEC3:
          case eGL_BOOL_VEC3:
          case eGL_UNSIGNED_INT_VEC4:
          case eGL_BOOL_VEC4: GL.glGetUniformuiv(progSrc, srcLocation, uiv); break;
          default: RDCERR("Unhandled uniform type '%s'", ToStr(type).c_str());
        }
      }
    }

    // now find how many UBOs we have, and store their binding indices
    GLint numUBOs = 0;

    // SPIR-V shaders don't allow changing UBO values, so simply omit them entirely
    if(!IsSrcProgramSPIRV)
      GL.glGetProgramInterfaceiv(progSrc, eGL_UNIFORM_BLOCK, eGL_ACTIVE_RESOURCES, &numUBOs);

    serialisedUniforms.UBOBindings.reserve(numUBOs);

    for(GLint i = 0; i < numUBOs; i++)
    {
      GLenum prop = eGL_BUFFER_BINDING;
      uint32_t bind = 0;

      GL.glGetProgramResourceiv(progSrc, eGL_UNIFORM_BLOCK, i, 1, &prop, 1, NULL, (GLint *)&bind);

      char n[1024] = {0};
      GL.glGetProgramResourceName(progSrc, eGL_UNIFORM_BLOCK, i, 1023, NULL, n);

      serialisedUniforms.UBOBindings.push_back(ProgramBinding(n, bind));
    }

    // finally, if SSBOs are supported on this implementation, fetch their bindings
    GLint numSSBOs = 0;

    // SPIR-V shaders don't allow changing SSBO values, so simply omit them entirely
    if(HasExt[ARB_shader_storage_buffer_object] && !IsSrcProgramSPIRV)
      GL.glGetProgramInterfaceiv(progSrc, eGL_SHADER_STORAGE_BLOCK, eGL_ACTIVE_RESOURCES, &numSSBOs);

    serialisedUniforms.SSBOBindings.reserve(numSSBOs);

    for(GLint i = 0; i < numSSBOs; i++)
    {
      GLenum prop = eGL_BUFFER_BINDING;
      uint32_t bind = 0;

      GL.glGetProgramResourceiv(progSrc, eGL_SHADER_STORAGE_BLOCK, i, 1, &prop, 1, NULL,
                                (GLint *)&bind);

      char n[1024] = {0};
      GL.glGetProgramResourceName(progSrc, eGL_SHADER_STORAGE_BLOCK, i, 1023, NULL, n);

      serialisedUniforms.SSBOBindings.push_back(ProgramBinding(n, bind));
    }
  }

  // now serialise all the bindings if we are serialising
  if(CheckConstParam(SerialiseUniforms) && ser)
  {
    ser->Serialise("ProgramUniforms"_lit, serialisedUniforms);
  }

  // if we are writing to a destination program and replaying, then apply the stored data from
  // serialisedUniforms
  if(CheckConstParam(WriteDestProgram) && IsReplayMode(state))
  {
    rdcarray<UnrolledSPIRVConstant> spirvGlobals;
    if(IsDstProgramSPIRV)
      UnrollConstants(dstStages, spirvGlobals);

    // loop over the loose global uniforms, see if there is an equivalent, and apply it.
    for(const ProgramUniform &uniform : serialisedUniforms.ValueUniforms)
    {
      for(size_t arr = 0; arr < uniform.Values.size(); arr++)
      {
        const ProgramUniformValue &val = uniform.Values[arr];

        rdcstr name = uniform.Basename;

        if(uniform.IsArray)
          name += StringFormat::Fmt("[%u]", (uint32_t)arr);

        GLint dstLocation = -1;

        if(IsDstProgramSPIRV)
        {
          dstLocation = -1;

          int32_t baseLocation = val.Location - (int32_t)arr;

          RDCASSERT(baseLocation == uniform.Values[0].Location);

          // for SPIR-V the locations are fixed in the shader and are not mutable. We just check for
          // existance of something with this location. If nothing is found, we return -1
          // (non-existant) which prevents us from trying to write to a bad location.
          for(const UnrolledSPIRVConstant &var : spirvGlobals)
          {
            if(var.location == baseLocation)
            {
              dstLocation = val.Location;
              break;
            }
          }
        }
        else
        {
          dstLocation = GL.glGetUniformLocation(progDst, name.c_str());
        }

        if(locTranslate)
          (*locTranslate)[val.Location] = dstLocation;

        // don't try and apply the uniform if the new location is -1
        if(dstLocation == -1)
          continue;

        const double *dv = val.data.dval;
        const float *fv = val.data.fval;
        const int32_t *iv = val.data.ival;
        const uint32_t *uiv = val.data.uval;

        // call the appropriate function to apply the data to the destination program
        switch(val.Type)
        {
          case eGL_FLOAT_MAT4:
            GL.glProgramUniformMatrix4fv(progDst, dstLocation, 1, false, fv);
            break;
          case eGL_FLOAT_MAT4x3:
            GL.glProgramUniformMatrix4x3fv(progDst, dstLocation, 1, false, fv);
            break;
          case eGL_FLOAT_MAT4x2:
            GL.glProgramUniformMatrix4x2fv(progDst, dstLocation, 1, false, fv);
            break;
          case eGL_FLOAT_MAT3:
            GL.glProgramUniformMatrix3fv(progDst, dstLocation, 1, false, fv);
            break;
          case eGL_FLOAT_MAT3x4:
            GL.glProgramUniformMatrix3x4fv(progDst, dstLocation, 1, false, fv);
            break;
          case eGL_FLOAT_MAT3x2:
            GL.glProgramUniformMatrix3x2fv(progDst, dstLocation, 1, false, fv);
            break;
          case eGL_FLOAT_MAT2:
            GL.glProgramUniformMatrix2fv(progDst, dstLocation, 1, false, fv);
            break;
          case eGL_FLOAT_MAT2x4:
            GL.glProgramUniformMatrix2x4fv(progDst, dstLocation, 1, false, fv);
            break;
          case eGL_FLOAT_MAT2x3:
            GL.glProgramUniformMatrix2x3fv(progDst, dstLocation, 1, false, fv);
            break;
          case eGL_DOUBLE_MAT4:
            GL.glProgramUniformMatrix4dv(progDst, dstLocation, 1, false, dv);
            break;
          case eGL_DOUBLE_MAT4x3:
            GL.glProgramUniformMatrix4x3dv(progDst, dstLocation, 1, false, dv);
            break;
          case eGL_DOUBLE_MAT4x2:
            GL.glProgramUniformMatrix4x2dv(progDst, dstLocation, 1, false, dv);
            break;
          case eGL_DOUBLE_MAT3:
            GL.glProgramUniformMatrix3dv(progDst, dstLocation, 1, false, dv);
            break;
          case eGL_DOUBLE_MAT3x4:
            GL.glProgramUniformMatrix3x4dv(progDst, dstLocation, 1, false, dv);
            break;
          case eGL_DOUBLE_MAT3x2:
            GL.glProgramUniformMatrix3x2dv(progDst, dstLocation, 1, false, dv);
            break;
          case eGL_DOUBLE_MAT2:
            GL.glProgramUniformMatrix2dv(progDst, dstLocation, 1, false, dv);
            break;
          case eGL_DOUBLE_MAT2x4:
            GL.glProgramUniformMatrix2x4dv(progDst, dstLocation, 1, false, dv);
            break;
          case eGL_DOUBLE_MAT2x3:
            GL.glProgramUniformMatrix2x3dv(progDst, dstLocation, 1, false, dv);
            break;
          case eGL_FLOAT: GL.glProgramUniform1fv(progDst, dstLocation, 1, fv); break;
          case eGL_FLOAT_VEC2: GL.glProgramUniform2fv(progDst, dstLocation, 1, fv); break;
          case eGL_FLOAT_VEC3: GL.glProgramUniform3fv(progDst, dstLocation, 1, fv); break;
          case eGL_FLOAT_VEC4: GL.glProgramUniform4fv(progDst, dstLocation, 1, fv); break;
          case eGL_DOUBLE: GL.glProgramUniform1dv(progDst, dstLocation, 1, dv); break;
          case eGL_DOUBLE_VEC2: GL.glProgramUniform2dv(progDst, dstLocation, 1, dv); break;
          case eGL_DOUBLE_VEC3: GL.glProgramUniform3dv(progDst, dstLocation, 1, dv); break;
          case eGL_DOUBLE_VEC4: GL.glProgramUniform4dv(progDst, dstLocation, 1, dv); break;
          case eGL_INT: GL.glProgramUniform1iv(progDst, dstLocation, 1, iv); break;
          case eGL_INT_VEC2: GL.glProgramUniform2iv(progDst, dstLocation, 1, iv); break;
          case eGL_INT_VEC3: GL.glProgramUniform3iv(progDst, dstLocation, 1, iv); break;
          case eGL_INT_VEC4: GL.glProgramUniform4iv(progDst, dstLocation, 1, iv); break;
          case eGL_UNSIGNED_INT:
          case eGL_BOOL: GL.glProgramUniform1uiv(progDst, dstLocation, 1, uiv); break;
          case eGL_UNSIGNED_INT_VEC2:
          case eGL_BOOL_VEC2: GL.glProgramUniform2uiv(progDst, dstLocation, 1, uiv); break;
          case eGL_UNSIGNED_INT_VEC3:
          case eGL_BOOL_VEC3: GL.glProgramUniform3uiv(progDst, dstLocation, 1, uiv); break;
          case eGL_UNSIGNED_INT_VEC4:
          case eGL_BOOL_VEC4: GL.glProgramUniform4uiv(progDst, dstLocation, 1, uiv); break;

          case eGL_IMAGE_1D:
          case eGL_IMAGE_2D:
          case eGL_IMAGE_3D:
          case eGL_IMAGE_2D_RECT:
          case eGL_IMAGE_CUBE:
          case eGL_IMAGE_BUFFER:
          case eGL_IMAGE_1D_ARRAY:
          case eGL_IMAGE_2D_ARRAY:
          case eGL_IMAGE_CUBE_MAP_ARRAY:
          case eGL_IMAGE_2D_MULTISAMPLE:
          case eGL_IMAGE_2D_MULTISAMPLE_ARRAY:
          case eGL_INT_IMAGE_1D:
          case eGL_INT_IMAGE_2D:
          case eGL_INT_IMAGE_3D:
          case eGL_INT_IMAGE_2D_RECT:
          case eGL_INT_IMAGE_CUBE:
          case eGL_INT_IMAGE_BUFFER:
          case eGL_INT_IMAGE_1D_ARRAY:
          case eGL_INT_IMAGE_2D_ARRAY:
          case eGL_INT_IMAGE_2D_MULTISAMPLE:
          case eGL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
          case eGL_UNSIGNED_INT_IMAGE_1D:
          case eGL_UNSIGNED_INT_IMAGE_2D:
          case eGL_UNSIGNED_INT_IMAGE_3D:
          case eGL_UNSIGNED_INT_IMAGE_2D_RECT:
          case eGL_UNSIGNED_INT_IMAGE_CUBE:
          case eGL_UNSIGNED_INT_IMAGE_BUFFER:
          case eGL_UNSIGNED_INT_IMAGE_1D_ARRAY:
          case eGL_UNSIGNED_INT_IMAGE_2D_ARRAY:
          case eGL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY:
          case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
          case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
          case eGL_UNSIGNED_INT_ATOMIC_COUNTER:
            if(IsGLES || IsDstProgramSPIRV)
              // Image uniforms cannot be re-assigned in GLES or with SPIR-V programs.
              break;
            DELIBERATE_FALLTHROUGH();
          // treat all samplers as just an int (since they just store their binding value)
          case eGL_SAMPLER_1D:
          case eGL_SAMPLER_2D:
          case eGL_SAMPLER_3D:
          case eGL_SAMPLER_CUBE:
          case eGL_SAMPLER_CUBE_MAP_ARRAY:
          case eGL_SAMPLER_1D_SHADOW:
          case eGL_SAMPLER_2D_SHADOW:
          case eGL_SAMPLER_1D_ARRAY:
          case eGL_SAMPLER_2D_ARRAY:
          case eGL_SAMPLER_1D_ARRAY_SHADOW:
          case eGL_SAMPLER_2D_ARRAY_SHADOW:
          case eGL_SAMPLER_2D_MULTISAMPLE:
          case eGL_SAMPLER_2D_MULTISAMPLE_ARRAY:
          case eGL_SAMPLER_CUBE_SHADOW:
          case eGL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
          case eGL_SAMPLER_BUFFER:
          case eGL_SAMPLER_2D_RECT:
          case eGL_SAMPLER_2D_RECT_SHADOW:
          case eGL_INT_SAMPLER_1D:
          case eGL_INT_SAMPLER_2D:
          case eGL_INT_SAMPLER_3D:
          case eGL_INT_SAMPLER_CUBE:
          case eGL_INT_SAMPLER_CUBE_MAP_ARRAY:
          case eGL_INT_SAMPLER_1D_ARRAY:
          case eGL_INT_SAMPLER_2D_ARRAY:
          case eGL_INT_SAMPLER_2D_MULTISAMPLE:
          case eGL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
          case eGL_INT_SAMPLER_BUFFER:
          case eGL_INT_SAMPLER_2D_RECT:
          case eGL_UNSIGNED_INT_SAMPLER_1D:
          case eGL_UNSIGNED_INT_SAMPLER_2D:
          case eGL_UNSIGNED_INT_SAMPLER_3D:
          case eGL_UNSIGNED_INT_SAMPLER_CUBE:
          case eGL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY:
          case eGL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
          case eGL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
          case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
          case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
          case eGL_UNSIGNED_INT_SAMPLER_BUFFER:
          case eGL_UNSIGNED_INT_SAMPLER_2D_RECT:
            if(!IsDstProgramSPIRV)    // SPIR-V shaders treat samplers as immutable
              GL.glProgramUniform1iv(progDst, dstLocation, 1, iv);
            break;
          default: RDCERR("Unhandled uniform type '%s'", ToStr(val.Type).c_str());
        }
      }
    }

    if(!IsDstProgramSPIRV)
    {
      // apply UBO bindings
      for(const ProgramBinding &bind : serialisedUniforms.UBOBindings)
      {
        GLuint idx = GL.glGetUniformBlockIndex(progDst, bind.Name.c_str());
        if(idx != GL_INVALID_INDEX)
          GL.glUniformBlockBinding(progDst, idx, bind.Binding);
      }
    }

    // apply SSBO bindings
    // GLES does not allow modification of SSBO bindings - which is good as we don't need to restore
    // them, since they're immutable.
    if(!IsDstProgramSPIRV && !IsGLES)
    {
      for(const ProgramBinding &bind : serialisedUniforms.SSBOBindings)
      {
        GLuint idx =
            GL.glGetProgramResourceIndex(progDst, eGL_SHADER_STORAGE_BLOCK, bind.Name.c_str());
        if(idx != GL_INVALID_INDEX)
        {
          if(GL.glShaderStorageBlockBinding)
          {
            GL.glShaderStorageBlockBinding(progDst, idx, bind.Binding);
          }
          else
          {
            RDCERR("glShaderStorageBlockBinding is not supported!");
          }
        }
      }
    }
  }
}