If you’re using tex1Dfetch you don’t get clamping or filtering (see programming guide B.8.1). tex1Dfetch isn’t like a real texture lookup, it’s just a convenient way to read memory taking advantage of the texture cache and without coalescing restrictions.
BTW, you do have to specify the memory size when calling cudaBindTexture.
If you’re using tex1Dfetch you don’t get clamping or filtering (see programming guide B.8.1). tex1Dfetch isn’t like a real texture lookup, it’s just a convenient way to read memory taking advantage of the texture cache and without coalescing restrictions.
BTW, you do have to specify the memory size when calling cudaBindTexture.