About the texture

This is the first time I use texture, I read the “Programming_guide” from 1.0 to now 2.0 beta2.
but I can not found any answer for my question is
“what is the difference between low-level and high-level texture runtime API”.
if anyone knows, please tell me.
thank for advance. :)

when I read the example code in the programming guide

the different between high-level and low-level in texture is

In low-level we can configure detail of the texture, but in high-level we can not.

for example bind a texture reference to linear memory in low-level

texture<float, 1, cudaReadModeElementType> texRef; 

textureReference* texRefPtr; 

cudaGetTextureReference(&texRefPtr, “texRef”); 

cudaChannelFormatDesc channelDesc = 

                             cudaCreateChannelDesc<float>(); 

cudaBindTexture(0, texRefPtr, devPtr, &channelDesc, size);

for example bind a texture reference to linear memory in high-level

texture<float, 1, cudaReadModeElementType> texRef; 

cudaBindTexture(0, texRef, devPtr, size);

I don’t think that is is the unique different. :no:

does anybody help me.

The high level API simply automatically uses the textures channel descriptor. You can see the code for yourself at line 261 of cuda_runtime.h

template<class T, int dim, enum cudaTextureReadMode readMode>

__inline__ __host__ cudaError_t cudaBindTexture(

        size_t                           *offset,

  const struct texture<T, dim, readMode> &tex,

  const void                             *devPtr,

        size_t                            size = UINT_MAX

)

{

  return cudaBindTexture(offset, tex, devPtr, tex.channelDesc, size);

}

Thank for your advice. :D
I am trying to understand it clearly.