MESA_DEBUG=incomplete_tex shows unnecessary validation during glClear
The following discussion from piglit!722 (merged) should be addressed:
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@tpalli started a discussion: (+1 comment) Yes, this seems to fix the max level issue. There is still following left:
Mesa: Texture Obj 0 incomplete because: Image[baseLevel=0] == NULL
I wonder about this one ... app textures start at 1.
AFAICT, mesa is treating glClear like a draw call and validating the texture targets associated with the bound program.