I am trying to split some computations over two gpu’s, so I want to use two streams (one per gpu).
I grasp the basic idea of streams, my problem is when I add texture memory into the mix. Is there any stream related asynchronous binding version for cudaBindTextureToArray? Or it will work regardless?
I do know that the best way is always to “play with it” and see what happens, however when the code is long enough and you start to have errors, is nice to know that they are not all coming from here…