This is just for information. I created a non-mipmap texture with
Code :
glBindTexture(GL_TEXTURE_2D, c_Textures[RESOLVE]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GLsizei(m_Width), GLsizei(m_Height),GL_FALSE,GL_RGBA,GL_UNSIGNED_INT,0);

when I tried to get the size in the fragment shader

Code :
  ivec2 sz = textureSize(u_ResolvedColourTexture,int(0));

the size returned is 0,0. Replacing GL_LINEAR_MIPMAP_LINEAR with GL_LINEAR returned the correct size