I have application that uses a lot of textures here (lets say, way more even Quadro k6000 can handle).
Right now I am doing the following - I transfer texture tiles (as much as I can), I run the app, mark the ones that a missing, transfer some results from the GPU to the CPU, load manually the tiles I need, and bring them back to the GPU (don’t worry about the performance, it is fine). Of course, I am having tons of issues with that.
Is there a way, I can force CUDA to do that for me ? I can use plain arrays too (not necessary textures).
Ideally, I would like to do the following :
- Give the CUDA API a massive amount of memory.
- Use this memory on the GPU. When CUDA driver see memory that is not present, block everything, remove some of the already transferred and continue.
I haven’t found such stuff. If there is any, please share a link with a documentation.