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https://github.com/PixarAnimationStudios/OpenSubdiv
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glViewer: don't generate GL errors with invalid UBO indices (happens on OSX since tessellation is not supported)
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@ -971,21 +971,23 @@ EffectDrawRegistry::_CreateDrawConfig(
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ConfigType * config = BaseRegistry::_CreateDrawConfig(desc.first, sconfig);
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assert(config);
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GLuint uboIndex;
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// XXXdyu can use layout(binding=) with GLSL 4.20 and beyond
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g_transformBinding = 0;
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glUniformBlockBinding(config->program,
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glGetUniformBlockIndex(config->program, "Transform"),
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g_transformBinding);
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uboIndex = glGetUniformBlockIndex(config->program, "Transform");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(config->program, uboIndex, g_transformBinding);
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g_tessellationBinding = 1;
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glUniformBlockBinding(config->program,
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glGetUniformBlockIndex(config->program, "Tessellation"),
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g_tessellationBinding);
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uboIndex = glGetUniformBlockIndex(config->program, "Tessellation");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(config->program, uboIndex, g_tessellationBinding);
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g_lightingBinding = 2;
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glUniformBlockBinding(config->program,
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glGetUniformBlockIndex(config->program, "Lighting"),
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g_lightingBinding);
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uboIndex = glGetUniformBlockIndex(config->program, "Lighting");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(config->program, uboIndex, g_lightingBinding);
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GLint loc;
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#if not defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1)
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