Bind to Texture using Hose Memory?

Is it legal/possible to bind to a texture using “cudaBindTexture2D” using host memory allocated using
“cudaHostAlloc” with portable/mapped memory?

Or do textures only work with device allocated arrays or buffers allocated with cudaMemPictch

AFAICR it’s not allowed.

Ok… thanks… that’s too bad…


As far as I saw it didnt work for me either, see bug #583022