15:34uis: sarbes: If a fragment program samples from a texture target on a texture
15:34uis: image unit where the bound texture object is not complete, as
15:34uis: defined in section 3.8.9, the result will be the vector
15:34uis: (R, G, B, A) = (0, 0, 0, 1).
19:28anarsoul: there is no such thing as "texture object is not complete" in hardware. If anything is wrong in texture descriptor GPU will crash in one way or another
19:51sarbes: There might be a texture type for incomplete textures. There is an ARM errata talking about a "NO_TEXTURE" type, which I suspect is 0x3f.
20:01sarbes: uis @_oftc_uis:matrix.org: if you are refering to the depth mode of my recent MR, I'd have to test it again if I really wanted to know what the value "0" means. But as it seems that Mesa bakes the mode into the shader, I don't see too much value in that.
20:03sarbes: This mode might just be invalid, or it might require some other fields to be set up differently.
20:10sarbes: This being said, the bit "Unknown 5" (6:15) has some effect on shadows, but it might be layout related.