8b211978a7
When sampling a pixel the hw always returns a float4. The type in the texture reference controls the bitcast that we perform before returning the sampled pixel. Creating a texture with an unsupported will lead to potential UB.
This change makes it so that it's only possible to use textures with a type that makes sense. Using something like texture<int, hipTextureType1D, hipReadModeNormalizedFloat> will now lead to a compilation error with a message "Invalid channel type!".
Change-Id: I7fde44cb1d4b9737e0c48c28cb59c018c59ccaa2
[ROCm/clr commit: a994da8af6]