High level steps to reproduce:
-
Create a valid 2D Texture with compressed internal format
-
Upload some pixels
-
Generate a bindless texture handle
-
Generate a mipmap for the texture
-
Now in the shader, sampling the texture at every other LOD than 0 always returns black
Here is a minimal example that reproduces the issue: https://github.com/BoyBaykiller/AmdDriverBugReproduce/tree/master.
It works by default, but when the variable shouldReproduceBug is set to true a black screen is shown.