auto i = lower_bound_member(uniform_blocks, binding, &BoundUniformBlock::binding);
if(i==uniform_blocks.end() || i->binding!=binding)
i = uniform_blocks.insert(i, BoundUniformBlock(binding));
+ i->used = block;
if(block!=i->block || binding<0)
{
i->block = block;
auto i = lower_bound_member(textures, binding, &BoundTexture::binding);
if(i==textures.end() || i->binding!=binding)
i = textures.insert(i, BoundTexture(binding));
+ i->used = (tex && samp);
if(tex!=i->texture || samp!=i->sampler)
{
i->texture = tex;