I'm currently using Compute Shaders to write stuff inside the mip of a RWTexture3D but it seems that it doesnt work as expected as I only accessed a small part of the texture. The same code run fine on a nvidia graphic car and I'm using an ATI HD5800 series. When creating the UAV View I set the MipSlice to the requested one and WSize to -1. (FirstWSlice = 0)
Any clue whats wrong ?