Correct ShaderChannelSelect value for images using CL_LUMINANCE

Signed-off-by: Filip Hazubski <filip.hazubski@intel.com>
This commit is contained in:
Filip Hazubski
2022-04-08 13:47:22 +00:00
committed by Compute-Runtime-Automation
parent ce645f13b7
commit 6f9ce94a17
2 changed files with 7 additions and 6 deletions

View File

@@ -74,8 +74,9 @@ void ImageHw<GfxFamily>::setImageArg(void *memory, bool setAsMediaBlockImage, ui
surfaceState->setShaderChannelSelectRed(static_cast<typename RENDER_SURFACE_STATE::SHADER_CHANNEL_SELECT>(shaderChannelValue));
if (imgChannelOrder == CL_LUMINANCE) {
surfaceState->setShaderChannelSelectGreen(RENDER_SURFACE_STATE::SHADER_CHANNEL_SELECT_RED);
surfaceState->setShaderChannelSelectBlue(RENDER_SURFACE_STATE::SHADER_CHANNEL_SELECT_RED);
surfaceState->setShaderChannelSelectGreen(RENDER_SURFACE_STATE::SHADER_CHANNEL_SELECT_ZERO);
surfaceState->setShaderChannelSelectBlue(RENDER_SURFACE_STATE::SHADER_CHANNEL_SELECT_ZERO);
surfaceState->setShaderChannelSelectAlpha(RENDER_SURFACE_STATE::SHADER_CHANNEL_SELECT_ONE);
} else {
shaderChannelValue = ImageHw<GfxFamily>::getShaderChannelValue(RENDER_SURFACE_STATE::SHADER_CHANNEL_SELECT_GREEN, imgChannelOrder);
surfaceState->setShaderChannelSelectGreen(static_cast<typename RENDER_SURFACE_STATE::SHADER_CHANNEL_SELECT>(shaderChannelValue));