Sorry for the late response - I must have missed this question. Just to be clear, to reproduce the failure, you need to:
- Allocate a buffer object of size N
- Attach it to a buffer texture
- Re-allocate a buffer of size M where M > N
- Read from the texture in the shader
At this point, is the data at locations <= N correct and the data beyond N is incorrect, or is all of the data invalid?
I just noticed you replied - yes, you are correct. All data 0 to N is correct, all data past N is wrong. I just sent a bug report through the amd survey system.
Let me know if you also want me to post the details here as well. I also have a test program to verify the bug.