Piglit arb_texture_buffer_object-render-no-bo was generating
gpu resets because the uniform stream was missing the last
Fragment Shader uniform. So it was reading instead of the last
fragment shader uniform the first uniform of the vertex shader.
And using that unrelated VS uniform as the sampler address where
the texture should be read.
So now if a buffer object is not bound for a texture buffer object
we write the texture state base address to 0 (NULL) so the default
texture state is used.
So only is needed to set the 4 lower bits of the tmu_p0 with
the bit-mask of word enables.
Fixes: bb8285c258 ("v3d: add support for no buffer object bound")
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35847>