cudaMalloc3DArray() will allocate GPU memory for an array of type cudaArray.
How can I release the memory of this array?
After the array is bound to a texture, am I safe to release the memory of this array? In other words, are texture memory and this array the same thing?
If I unbind the array from the texture, will the memory of the array be released as well?
How can I directly access this array in a kernel? Is tex3D() the only way to read from this array?
Any restrictions about the dimension of a texture array? For example, the minimum size in each dimension? Whether it has to be the power of 2?
How to free the memory allocated with cudaMalloc3D()? This function returns a cudaPitchedPtr. I used cudaFree(myPitchedPtr.ptr) for memory release, which didn’t report any error but I’m not sure its correctness.