GL Spec says that imageLoad from incomplete images must return 0.
This is not really spec compliant as for proper behavior nullDescriptor
and robustImageAccess2 is needed.
A workaround for lack of either of these requires a shader variant.
Clearing the null surface and hoping the app doesn't write to the image
is closer to spec, while avoiding a shader recompile.
KHR-GL46.shader_image_load_store.incomplete_textures tests this.
cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21135>
(cherry picked from commit
22e91af1a77361249b9c71ee609b67ec187e612c)
"description": "zink: clear null image surfaces to 0",
"nominated": true,
"nomination_type": 0,
- "resolution": 0,
+ "resolution": 1,
"main_sha": null,
"because_sha": null
},
{
if (!ctx->dummy_surface[samples_index]) {
ctx->dummy_surface[samples_index] = zink_surface_create_null(ctx, PIPE_TEXTURE_2D, 1024, 1024, BITFIELD_BIT(samples_index));
+ /* This is possibly used with imageLoad which according to GL spec must return 0 */
+ if (!samples_index) {
+ union pipe_color_union color = {0};
+ struct pipe_box box;
+ u_box_2d(0, 0, 1024, 1024, &box);
+ ctx->base.clear_texture(&ctx->base, ctx->dummy_surface[samples_index]->texture, 0, &box, &color);
+ }
}
return ctx->dummy_surface[samples_index];
}