Issues sending texture to compute shader


I have a texture that I’m trying to send to compute shader.
glGetTexImage() tells me there are some values in it, but when I use texture() in the compute shader I only get zeros.
If I use textureSize() in the compute shader I get correct values.
Also, if I used the same texture in a fragment shader it works ok.

What could be the issue?

If the texture does not have MIPmaps, do you have MIPmap filtering disabled? For instance, set MIN_FILTER to NEAREST.

Post the code with sets up your texture and the GLSL that samples from it (including texture/texcoord declarations)