I’m trying to create a volume and then bind it to a texture, it works fine if the x- y- and z-sizes are the same, but if they differ it does not work as I want.
In all the code that uses make_cudaPitchedPtr that I’ve seen, the depth is missing, i.e.
but how do I bind this allocated data to a texture?? I haven’t found any cudaBindTexture3D (and the 2D version is not found when I try to use it). Can I still use cudaBindTextureToArray somehow?
where u able to solve this… i am also trying to achieve same but i am getting ‘invalid texture reference’ error from cudaBindTextureToArray() method.
I dont know if my volume is properly loaded in cuda Array or not… how do we verify this and if its there then how can we loop though its element without using texture??