AMD:
Code :
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->Image2DName);
glBindSampler(0, this->SamplerName);

nVidia:
Code :
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->Image2DName);
glBindSampler(GL_TEXTURE0, this->SamplerName);

That's how it work on both drivers: Expected expected visual result, no error, no crash.

On AMD, if I put glBindSampler(GL_TEXTURE0, this->SamplerName);
it crash. I think AMD is wrong on that one but I'm not 100% sure. (at least a crash is what what we expect!)