This is normal behavior from the SPIR-V compute shader.
SPIR-V compute shader's image uniform variable format RGBA16 is not being treated correctly with Intel UHD Graphics. On other vendor cards, RGBA16 is treated the same as RGBA16f.
For Example:
layout (binding = 1, rgba16) uniform restrict readonly image2D inputImage;
will cause
imageLoad(inputImage, ivec2(gl_GlobalInvocationID.xy));
to produce the wrong output.
RGB is a 3-channel format containing data for Red, Green, and Blue.
RGBA is a 4-channel format containing data for Red, Green, Blue, and Alpha.
The Alpha channel is used to make the color transparent/opaque (or partially transparent; translucent).
RGBA16F 4 channel format contains data and alpha with 16 bits just allows a user to have a higher dynamic range.
This data type handling behavior is expected on Intel GPUs.