There's no indication in the spec that the image unit state other than the
bound texture object shouldn't be updated when glBindImageTexture() is called
passing the zero texture as argument.  It's very unlikely that any application
would ever have relied on this, but it's easy to get right, and it fixes the
"state" ARB_shader_image_load_store piglit test.
---
 src/mesa/main/shaderimage.c | 31 +++++++++++++++----------------
 1 file changed, 15 insertions(+), 16 deletions(-)

diff --git a/src/mesa/main/shaderimage.c b/src/mesa/main/shaderimage.c
index 3189500..86aa709 100644
--- a/src/mesa/main/shaderimage.c
+++ b/src/mesa/main/shaderimage.c
@@ -456,7 +456,6 @@ _mesa_BindImageTexture(GLuint unit, GLuint texture, GLint 
level,
                        GLenum format)
 {
    GET_CURRENT_CONTEXT(ctx);
-   struct gl_texture_object *t = NULL;
    struct gl_image_unit *u;
 
    if (!validate_bind_image_texture(ctx, unit, texture, level,
@@ -469,34 +468,34 @@ _mesa_BindImageTexture(GLuint unit, GLuint texture, GLint 
level,
    ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
 
    if (texture) {
-      t = _mesa_lookup_texture(ctx, texture);
+      struct gl_texture_object *t = _mesa_lookup_texture(ctx, texture);
+
       if (!t) {
          _mesa_error(ctx, GL_INVALID_VALUE, "glBindImageTexture(texture)");
          return;
       }
 
       _mesa_reference_texobj(&u->TexObj, t);
-      u->Level = level;
-      u->Access = access;
-      u->Format = format;
-      u->_ActualFormat = _mesa_get_shader_image_format(format);
-
-      if (_mesa_tex_target_is_layered(t->Target)) {
-         u->Layered = layered;
-         u->Layer = (layered ? 0 : layer);
-      } else {
-         u->Layered = GL_FALSE;
-         u->Layer = 0;
-      }
-
    } else {
       _mesa_reference_texobj(&u->TexObj, NULL);
    }
 
+   u->Level = level;
+   u->Access = access;
+   u->Format = format;
+   u->_ActualFormat = _mesa_get_shader_image_format(format);
    u->_Valid = validate_image_unit(ctx, u);
 
+   if (u->TexObj && _mesa_tex_target_is_layered(u->TexObj->Target)) {
+      u->Layered = layered;
+      u->Layer = (layered ? 0 : layer);
+   } else {
+      u->Layered = GL_FALSE;
+      u->Layer = 0;
+   }
+
    if (ctx->Driver.BindImageTexture)
-      ctx->Driver.BindImageTexture(ctx, u, t, level, layered,
+      ctx->Driver.BindImageTexture(ctx, u, u->TexObj, level, layered,
                                    layer, access, format);
 }
 
-- 
2.1.3

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