I have hit a scenario where combining indexing into an array of samplers in a dynamic and non-uniform fashion (allowed via the EXT_descriptor_indexing extension) in combination with a fragment shader making use of the
discard statement will systematically cause an application crash due to a lost device on AMD GCN graphics hardware on Windows.
I believe this is due to a driver bug and have taken steps to isolate the problem, I do not have the technical expertise to claim this is absolutely a driver bug and not some wrong-doing on my part, but I have great confidence my program is following the Vulkan specification to the letter and my usage is valid.
I have managed to isolate the problem and can cause it to happen 100% of the time. Here is a github repo containing the binaries and exact shader configuration to trigger this issue.
I've included more precisions inside the readme of that repo
I am available for any precision or follow-up questions about the problem