Proper mipmap handling using TextureRD with compute shaders

Godot Version

4.3-stable

Question

Hey.
I faced with an issue when I specify two mipmaps for my TextureRD and half-res (mipmap 1) is always black.
Haven’t found any code snippet/example with mip’s > 1.
Do I have to handle this by myself (using half-res pipeline for my texture) and store half-res mip to the proper mip channel or it has to be computed kinda automatically?