Make sure to zero out all the unset texture fields

These might contain garbage causing the runtime to incorrectly parse the state of the texture references.

Change-Id: I93c726fa30b580b3e14c50ac939f3c71b0d1c8d9
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%! (template.HTML=Vlad Sytchenko)złożyło 2020-04-23 16:38:52 -04:00
1 rodzic b70dac2557
złożenie bfa363d00c
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@@ -65,6 +65,10 @@ struct __HIP_TEXTURE_ATTRIB texture : public textureReference {
channelDesc = hipCreateChannelDesc<T>();
sRGB = 0;
textureObject = nullptr;
maxAnisotropy = 0;
mipmapLevelBias = 0;
minMipmapLevelClamp = 0;
maxMipmapLevelClamp = 0;
}
texture(int norm, enum hipTextureFilterMode fMode, enum hipTextureAddressMode aMode,
@@ -78,6 +82,10 @@ struct __HIP_TEXTURE_ATTRIB texture : public textureReference {
channelDesc = desc;
sRGB = 0;
textureObject = nullptr;
maxAnisotropy = 0;
mipmapLevelBias = 0;
minMipmapLevelClamp = 0;
maxMipmapLevelClamp = 0;
}
};