如果我使用
声明无绑定纹理对象cudaResourceDesc resDesc;
memset(&resDesc, 0, sizeof(resDesc));
resDesc.resType = cudaResourceTypeLinear;
resDesc.res.linear.devPtr = device_global_memory_ptr;
resDesc.res.linear.desc.f = cudaChannelFormatKindUnsigned;
resDesc.res.linear.desc.x = 8 /* 8 bit */ ;
resDesc.res.linear.desc.y = resDesc.res.linear.desc.x;
resDesc.res.linear.desc.z = resDesc.res.linear.desc.x;
resDesc.res.linear.desc.w = resDesc.res.linear.desc.x;
resDesc.res.linear.sizeInBytes = buffer_bytes_size;
cudaTextureDesc texDesc;
memset(&texDesc, 0, sizeof(texDesc));
texDesc.readMode = cudaReadModeElementType;
texDesc.filterMode = cudaFilterModePoint;
texDesc.addressMode[0] = cudaAddressModeBorder;
texDesc.addressMode[1] = cudaAddressModeBorder;
texDesc.addressMode[2] = cudaAddressModeBorder;
cudaTextureObject_t tex1;
cudaCreateTextureObject(&tex1, &resDesc, &texDesc, NULL);
我后来在CUDA内核中使用它作为
uchar4 pixel = tex1Dfetch<uchar4>(tex1, index);
我还能获得2D纹理缓存的好处吗?或者缓存是否取决于tex1Dfetch
指令?不幸的是,我无法让上面的代码与tex2D
一起使用。
答案 0 :(得分:1)
不,我不会从2D纹理缓存中获益。
如果您只使用tex2D
,它将无效:我通过使用cudaMallocArray
正确分配数据然后使用tex2D
来使其正常工作。