I've been experimenting with compute shaders and explicit image format bindings and ran into somewhat of a problem. I know my usage is incorrect, but it still shouldn't cause a BSOD. First I create a texture like so:
Whenever I run this compute shader I get a BSOD (or sometimes an non-recovering driver crash). I know that I try to bind an R32F texture as an rgba32f image, however I still only write to the red channel. This is with a 7970 on Windows 7 with the 13.4 driver.
Correction, I forgot to post how I bound the texture to the image:
It worked fine. So it seems that whenever glBindImageTexture is supplied a format which is a mismatch with what it says in the shader, the result is a BSOD. The OpenGL specification doesn't mention whether or not this is supposed to be allowed, so I guess this behaviour is simply undefined.