hah*_*g65 7 arrays textures cuda
好的,到目前为止,我可以在主机上创建一个数组(float类型),并将其复制到gpu,然后将其作为另一个数组返回到主机(通过与原始数据进行比较来测试副本是否成功).
然后我从GPU上的阵列创建一个CUDA数组.然后我将该数组绑定到CUDA纹理.
我现在想要读回纹理并与原始数组进行比较(再次测试它是否正确复制).我看到了一些使用readTexel()下面显示的函数的示例代码.它似乎对我没有用...(基本上一切都有效,除了bindToTexture(float* deviceArray)从该readTexels(SIZE, testArrayDevice)行开始的函数部分).
有什么不同的方法可以做到这一点?或者我的代码中遗漏了一些明显的问题?
谢谢你的帮助!
#include <stdio.h>
#include <assert.h>
#include <cuda.h>
#define SIZE 20;
//Create a channel description to use.
cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindFloat);
//Create a texture to use.
texture<float, 2, cudaReadModeElementType> cudaTexture;
//cudaTexture.filterMode = cudaFilterModeLinear;
//cudaTexture.normalized = false;
__global__ void readTexels(int amount, float *Array)
{
int index = blockIdx.x * blockDim.x + threadIdx.x;
if (index < amount)
{
float x = tex1D(cudaTexture, float(index));
Array[index] = x;
}
}
float* copyToGPU(float* hostArray, int size)
{
//Create pointers, one for the array to be on the device, and one for bringing it back to the host for testing.
float* deviceArray;
float* testArray;
//Allocate some memory for the two arrays so they don't get overwritten.
testArray = (float *)malloc(sizeof(float)*size);
//Allocate some memory for the array to be put onto the GPU device.
cudaMalloc((void **)&deviceArray, sizeof(float)*size);
//Actually copy the array from hostArray to deviceArray.
cudaMemcpy(deviceArray, hostArray, sizeof(float)*size, cudaMemcpyHostToDevice);
//Copy the deviceArray back to testArray in host memory for testing.
cudaMemcpy(testArray, deviceArray, sizeof(float)*size, cudaMemcpyDeviceToHost);
//Make sure contents of testArray match the original contents in hostArray.
for (int i = 0; i < size; i++)
{
if (hostArray[i] != testArray[i])
{
printf("Location [%d] does not match in hostArray and testArray.\n", i);
}
}
//Don't forget free these arrays after you're done!
free(testArray);
return deviceArray; //TODO: FREE THE DEVICE ARRAY VIA cudaFree(deviceArray);
}
cudaArray* bindToTexture(float* deviceArray)
{
//Create a CUDA array to translate deviceArray into.
cudaArray* cuArray;
//Allocate memory for the CUDA array.
cudaMallocArray(&cuArray, &cudaTexture.channelDesc, SIZE, 1);
//Copy the deviceArray into the CUDA array.
cudaMemcpyToArray(cuArray, 0, 0, deviceArray, sizeof(float)*SIZE, cudaMemcpyHostToDevice);
//Release the deviceArray
cudaFree(deviceArray);
//Bind the CUDA array to the texture.
cudaBindTextureToArray(cudaTexture, cuArray);
//Make a test array on the device and on the host to verify that the texture has been saved correctly.
float* testArrayDevice;
float* testArrayHost;
//Allocate memory for the two test arrays.
cudaMalloc((void **)&testArray, sizeof(float)*SIZE);
testArrayHost = (float *)malloc(sizeof(float)*SIZE);
//Read the texels of the texture to the test array in the device.
readTexels(SIZE, testArrayDevice);
//Copy the device test array to the host test array.
cudaMemcpy(testArrayHost, testArrayDevice, sizeof(float)*SIZE, cudaMemcpyDeviceToHost);
//Print contents of the array out.
for (int i = 0; i < SIZE; i++)
{
printf("%f\n", testArrayHost[i]);
}
//Free the memory for the test arrays.
free(testArrayHost);
cudaFree(testArrayDevice);
return cuArray; //TODO: UNBIND THE CUDA TEXTURE VIA cudaUnbindTexture(cudaTexture);
//TODO: FREE THE CUDA ARRAY VIA cudaFree(cuArray);
}
int main(void)
{
float* hostArray;
hostArray = (float *)malloc(sizeof(float)*SIZE);
for (int i = 0; i < SIZE; i++)
{
hostArray[i] = 10.f + i;
}
float* deviceAddy = copyToGPU(hostArray, SIZE);
free(hostArray);
return 0;
}
Run Code Online (Sandbox Code Playgroud)
简述:
-------------在你的main.cu -------------------------------- -------------------------------------------------- -----
-1.将纹理定义为全局变量
texture refTexture; // global variable !
// meaning: address the texture with (x,y) (2D) and get an unsinged int
Run Code Online (Sandbox Code Playgroud)
在主要功能:
-2.使用与纹理结合的数组
Run Code Online (Sandbox Code Playgroud)
cudaArray* myArray; // declar.
// ask for memory
cudaMallocArray ( &myArray,
&refTex.channelDesc, /* with this you don't need to fill a channel descriptor */
width,
height);
-3. copy data from CPU to GPU (to the array)
Run Code Online (Sandbox Code Playgroud)
cudaMemcpyToArray ( arrayCudaEntrada, // destination: the array
0, 0, // offsets
sourceData, // pointer uint*
widthheightsizeof(uint), // total amount of bytes to be copied
cudaMemcpyHostToDevice);
-4. bind texture and array
Run Code Online (Sandbox Code Playgroud)
cudaBindTextureToArray( refTex,arrayCudaEntrada)
-5. change some parameters in the texture
refTextura_In.normalized = false; // don't automatically convert fetched data to [0,1[
refTextura_In.addressMode[0] = cudaAddressModeClamp; // if my indexing is out of bounds: automatically use a valid indexing (0 if negative index, last if too great index)
refTextura_In.addressMode[1] = cudaAddressModeClamp;
Run Code Online (Sandbox Code Playgroud)
---------- in the kernel --------------------------------------------------------
// find out indexes (f,c) to process by this thread
uint f = (blockIdx.x * blockDim.x) + threadIdx.x;
uint c = (blockIdx.y * blockDim.y) + threadIdx.y;
// this is curious and necessary: indexes for reading from a texture
// are floats !. Even if you are certain to access (4,5) you have
// match the "center" this is (4.5, 5.5)
uint read = tex2D( refTex, c+0.5f, f+0.5f); // texRef is a global variable
Run Code Online (Sandbox Code Playgroud)
现在您处理读取结果到设备全局内存的其他区域,而不是纹理本身!