CUDA Texture Memory ===================== * http://cuda-programming.blogspot.tw/2013/02/texture-memory-in-cuda-what-is-texture.html * https://devtalk.nvidia.com/default/topic/381335/setting-up-for-tex1d-how-to-load-cuda-array-for-tex1d-/ Reference ----------- * :google:`cuda 5 reference texture` * http://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#texture-object-api Texture Objects ---------------- * http://devblogs.nvidia.com/parallelforall/cuda-pro-tip-kepler-texture-objects-improve-performance-and-flexibility/ Kepler GPUs and CUDA 5.0 introduce a new feature called texture objects (sometimes called bindless textures, since they don’t require manual binding/unbinding) that greatly improves the usability and programmability of textures. Texture objects use the new cudaTextureObject_t class API, whereby textures become first-class C++ objects and can be passed as arguments just as if they were pointers. There is no need to know at compile time which textures will be used at run time, which enables much more dynamic execution and flexible programming, as shown in the following code.