message: Pass GL_RED_INTEGER instead of GL_RED to glClearBufferData
  * Mesa requires that we precisely specify it, and won't convert from
  'floating point' GL_RED. Although I'm not sure what that means with
  GL_RED and GL_UNSIGNED_INT...
diff: @@ -1125,7 +1125,8 @@ bool GLReplay::GetHistogram(ResourceId texid, uint32_t sliceFace, uint32_t mip,
  gl.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 0, DebugData.histogramBuf);
  GLuint zero = 0;
  - gl.glClearBufferData(eGL_SHADER_STORAGE_BUFFER, eGL_R32UI, eGL_RED, eGL_UNSIGNED_INT, &zero);
  + gl.glClearBufferData(eGL_SHADER_STORAGE_BUFFER, eGL_R32UI, eGL_RED_INTEGER, eGL_UNSIGNED_INT,
  + &zero);
  gl.glUseProgram(DebugData.histogramProgram[progIdx]);
  gl.glDispatchCompute(blocksX, blocksY, 1);
  