message: Don't query for built-in gl_* binding locations
  * We already avoid replaying and setting these, but we shouldn't query them
  either.
diff: @@ -1389,10 +1389,19 @@ bool SerialiseProgramBindings(SerialiserType &ser, CaptureState state,
  ProgramBinding bind;
  bind.Name = buf;
  + // don't query for gl_ bindings. Serialise it anyway to preserve legacy compatibility, but
  + // on replay below we won't try to set this binding either
  + if(bind.Name.beginsWith("gl_"))
  + {
  + bind.Binding = -1;
  + }
  + else
  + {
  if(sigType == 0)
  bind.Binding = GL.glGetAttribLocation(prog, buf);
  else
  bind.Binding = GL.glGetFragDataLocation(prog, buf);
  + }
  bindings.push_back(bind);
  }
  @@ -1425,9 +1434,10 @@ bool SerialiseProgramBindings(SerialiserType &ser, CaptureState state,
  used |= mask;
  - if(!strncmp("gl_", bind.Name.c_str(), 3))
  - continue; // GL_INVALID_OPERATION if name starts with reserved gl_ prefix (for both
  + // GL_INVALID_OPERATION if name starts with reserved gl_ prefix (for both
  // glBindAttribLocation and glBindFragDataLocation)
  + if(bind.Name.beginsWith("gl_"))
  + continue;
  if(sigType == 0)
  {
  