Move shader state mapping to renderer gl
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@@ -285,6 +285,13 @@ void exposes_shader_attribute_binding_catalog(pp::tests::Harness& h)
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{
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const auto bindings = pp::renderer::gl::panopainter_shader_attribute_bindings();
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PP_EXPECT(h, pp::renderer::gl::vertex_shader_stage() == 0x8B31U);
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PP_EXPECT(h, pp::renderer::gl::fragment_shader_stage() == 0x8B30U);
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PP_EXPECT(h, pp::renderer::gl::shader_compile_status_query() == 0x8B81U);
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PP_EXPECT(h, pp::renderer::gl::program_link_status_query() == 0x8B82U);
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PP_EXPECT(h, pp::renderer::gl::active_uniform_count_query() == 0x8B86U);
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PP_EXPECT(h, pp::renderer::gl::matrix_uniform_not_transposed() == 0U);
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PP_EXPECT(h, bindings.size() == 5U);
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PP_EXPECT(h, pp::renderer::gl::validate_shader_attribute_bindings(bindings).ok());
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PP_EXPECT(h, std::strcmp(bindings[0].name, "pos") == 0);
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