Crash on frame capture when using Texture with GL_R16UI GL_RED_INTEGER

I am sampling in the vertex shader from a usampler2d with texelFetch. The application runs fine but I cannot debug.

Can you reproduce this?

Hi Christoph Pacher,

I write a simple sample to create a texture2D which use GL_R16UI as InternalFormat and GL_RED_INTEGER as Format, texelFetch it as usampler2D in vertex shader, seems I can work with Nsight smoothly, and debug it also smooth.

Can you show me more detail information or share me your sample?