Correct texture element size calculations
hipChannelFormatDesc contains size of each channel in bits. There's 8 bits per byte, not 4, so we should divide by 8. Change-Id: I38ae2d28ad54740823c98908ca2afecad0ba0183
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@@ -898,6 +898,6 @@ HIP_RESOURCE_VIEW_DESC getResourceViewDesc(const hipResourceViewDesc& resViewDes
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inline
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size_t getElementSize(const hipChannelFormatDesc &desc) {
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return (desc.x / 4) * getNumChannels(desc);
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return (desc.x / 8) * getNumChannels(desc);
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}
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};
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