fix(rhi): validate opengl compute uav set bindings
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@@ -368,7 +368,7 @@ TEST_P(RHITestFixture, PipelineLayout_OpenGLSeparatesOverlappingBindingsAcrossSe
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GTEST_SKIP() << "OpenGL-specific binding point verification";
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}
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DescriptorSetLayoutBinding set0Bindings[3] = {};
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DescriptorSetLayoutBinding set0Bindings[4] = {};
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set0Bindings[0].binding = 0;
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set0Bindings[0].type = static_cast<uint32_t>(DescriptorType::CBV);
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set0Bindings[0].count = 1;
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@@ -376,10 +376,13 @@ TEST_P(RHITestFixture, PipelineLayout_OpenGLSeparatesOverlappingBindingsAcrossSe
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set0Bindings[1].type = static_cast<uint32_t>(DescriptorType::SRV);
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set0Bindings[1].count = 1;
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set0Bindings[2].binding = 0;
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set0Bindings[2].type = static_cast<uint32_t>(DescriptorType::Sampler);
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set0Bindings[2].type = static_cast<uint32_t>(DescriptorType::UAV);
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set0Bindings[2].count = 1;
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set0Bindings[3].binding = 0;
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set0Bindings[3].type = static_cast<uint32_t>(DescriptorType::Sampler);
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set0Bindings[3].count = 1;
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DescriptorSetLayoutBinding set1Bindings[3] = {};
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DescriptorSetLayoutBinding set1Bindings[4] = {};
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set1Bindings[0].binding = 0;
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set1Bindings[0].type = static_cast<uint32_t>(DescriptorType::CBV);
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set1Bindings[0].count = 1;
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@@ -387,14 +390,17 @@ TEST_P(RHITestFixture, PipelineLayout_OpenGLSeparatesOverlappingBindingsAcrossSe
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set1Bindings[1].type = static_cast<uint32_t>(DescriptorType::SRV);
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set1Bindings[1].count = 1;
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set1Bindings[2].binding = 0;
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set1Bindings[2].type = static_cast<uint32_t>(DescriptorType::Sampler);
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set1Bindings[2].type = static_cast<uint32_t>(DescriptorType::UAV);
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set1Bindings[2].count = 1;
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set1Bindings[3].binding = 0;
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set1Bindings[3].type = static_cast<uint32_t>(DescriptorType::Sampler);
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set1Bindings[3].count = 1;
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DescriptorSetLayoutDesc setLayouts[2] = {};
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setLayouts[0].bindings = set0Bindings;
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setLayouts[0].bindingCount = 3;
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setLayouts[0].bindingCount = 4;
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setLayouts[1].bindings = set1Bindings;
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setLayouts[1].bindingCount = 3;
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setLayouts[1].bindingCount = 4;
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RHIPipelineLayoutDesc desc = {};
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desc.setLayouts = setLayouts;
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@@ -412,6 +418,8 @@ TEST_P(RHITestFixture, PipelineLayout_OpenGLSeparatesOverlappingBindingsAcrossSe
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EXPECT_EQ(openGLLayout->GetConstantBufferBindingPoint(1, 0), 1u);
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EXPECT_EQ(openGLLayout->GetShaderResourceBindingPoint(0, 0), 0u);
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EXPECT_EQ(openGLLayout->GetShaderResourceBindingPoint(1, 0), 1u);
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EXPECT_EQ(openGLLayout->GetUnorderedAccessBindingPoint(0, 0), 0u);
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EXPECT_EQ(openGLLayout->GetUnorderedAccessBindingPoint(1, 0), 1u);
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EXPECT_EQ(openGLLayout->GetSamplerBindingPoint(0, 0), 0u);
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EXPECT_EQ(openGLLayout->GetSamplerBindingPoint(1, 0), 1u);
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