Dx11 Npot Mip Maps Corrupted, Works Fine In Dx9 Or Opengl

I’m using Texture2D.LoadRawTextureData() to load a compressed dxt texture, but mip maps beyond a certain point get all corrupted with yellow vertical lines with transparency. Are mip maps handled differently for Dx11 vs Dx9 / OpenGL? These sames texture load fine on those graphic APIs. This issue only happens on textures that are not power of 2. Also, this isn’t an issue with me supplying the wrong data. I can Texture2D.LoadImage() a jpg then Texture2D.GetRawTextureData() and then pass that data to Texture2D.LoadRawTextureData() and get this same corrupt mip map issue. Any help on this would be greatly appreciated!

bump, is this a bug?