Editing device memory bound to Texture

Hello everybody,

I would like to know whether once a device memory location (or an array) has been bound to Texture memory are we allowed to use the original device memory for other tasks.


No. Binding the texture just creates a “texture reference” that describes the base address, format, and interpretation (e.g. whether to convert int->float) of the underlying memory.

For coherency, the driver invalidates the texture cache whenever you launch a kernel that reads via texture.

(Caveat: Apps should never texture from and modify the same memory in the same kernel. That behavior is undefined.)