I've been trying to get OpenGL compute shaders to work using the new driver.
I got mixed results: while I could run an application that writes to a Texture Buffer Object, I get a driver crash/restart when I try to run an application that writes to a simple Texture. I didn't find any clue regarding this in the OpenGL specifications, so this should probably work fine.
Putting a glFinish() after calling glDispatchCompute solved the driver crash, but I still don't get anything on screen. I can render the texture fine when not using compute shaders.
I suspect this might be a syncronization issue in the driver, meaning the compute shader tries to write to the texture, and the next shader tries to read from it at the same time.
Please take a look at this issue.