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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - texelFetch(usampler) returns black color"
href="https://bugs.freedesktop.org/show_bug.cgi?id=101224#c6">Comment # 6</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - texelFetch(usampler) returns black color"
href="https://bugs.freedesktop.org/show_bug.cgi?id=101224">bug 101224</a>
from <span class="vcard"><a class="email" href="mailto:sroland@vmware.com" title="Roland Scheidegger <sroland@vmware.com>"> <span class="fn">Roland Scheidegger</span></a>
</span></b>
<pre>This is certainly not the first time it came up fwiw, especially since there's
binary drivers which will just ignore the incomplete texture since obviously
that sampler state isn't needed at all for texture fetch (yes technically they
are wrong). It is also very easy to miss since it's really not obvious you have
to worry about it for texel fetches (it is logical given how the incomplete
texture is defined, but still sort of surprising, especially when you might
have experience with d3d10 which doesn't have sampler state at all for just
fetches (loads)).
So I think everybody agrees hooking that detection up with ARB_debug_output
would be a good idea.</pre>
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