It seems worse than that: just multitexturing at all with different bindings can cause Radeon to recompile the shader every time. This basically means Pathfinder can’t be used on macOS Radeon GL, because the whole approach relies on multitexturing.
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Nice… GL on Mac is abandonware, wouldn’t expect any update until they drop it possibly this year. Better move to something else. Isn’t there any (good) open source reimplementation on top of Metal?
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I already have a Metal backend but some people want to use it with OpenGL
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That's really weird since well ... GCN / Navi texture units don't work that way. I can't think of a way to trick the GL driver to do it the right way right now though since I haven't used OpenGL on macOS for aeons. :CCCCC
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ARB_bindless_texture is the obvious answer, but that's of course missing on macOS :'''c
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