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authorjsmall-nvidia <jsmall@nvidia.com>2020-02-18 14:14:16 -0500
committerGitHub <noreply@github.com>2020-02-18 14:14:16 -0500
commit8ee39e08c48a315163fe1850dbb12ca292020d4d (patch)
tree5041064a194849399aa587ac13b46db2088bdb05 /docs/cuda-target.md
parente109985375712b449d365450b3d3e39416a171ce (diff)
First pass Texture Array support on CUDA/CPU (#1225)
* Add cubemap support. * Add CUDA fence instrinsics. * Added Gather for CUDA. * Use the CUDA driver API as much as possible. * * Support 1D texture on CPU * WIP on 1D texture on CUDA * Added simplified texture test * Fix test. * Improve texture-simple tests. * * Add CPU support for 3d textures * Add support for mip maps to CUDA * Disable warnings in nvrtc * Update CUDA docs * WIP on 3d texture support. * Add support for 3d textures for CPU and CUDA. * CPU and CUDA support for cube maps. * Add CPU support for Texture1DArray. * Support CUDA Layered/Array type in meta library.
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@@ -17,6 +17,7 @@ These limitations apply to Slang transpiling to CUDA.
* Only supports the 'texture object' style binding (The texture object API is only supported on devices of compute capability 3.0 or higher. )
* Samplers are not separate objects in CUDA - they are combined into a single 'TextureObject'. So samplers are effectively ignored on CUDA targets.
* Whilst there is tex1Dfetch there are no equivalents for higher dimensions - so such accesses are not currently supported
+* When using a TextureArray (layered texture in CUDA) - the index will be treated as an int, as this is all CUDA allows
The following are a work in progress or not implmented but are planned to be so in the future