
- 3 -
4.2.4.4 threadIdx......................................................................................................................... 26
4.2.4.5
限定
..................................................................................................................................... 26
4.2.5 NVCC
编译
.................................................................................................................................. 26
4.2.5.1 __noinline__ ...................................................................................................................27
4.2.5.2 #pragmaunroll .................................................................................................................27
4.3
公共
Runtime
组件
........................................................................................................................... 28
4.3.1
内置矢量类型
............................................................................................................................. 28
4.3.1.1
char1,uchar1,char2,uchar2,char3,uchar3,char4,uchar4,short1,ushort1,short2,us
hort2,short3,ushort3,short4,ushort4,int1,uint1,int2,uint2,int3,uint3,int4,ui
nt4,long1,ulong1,long2,ulong2,long3,ulong3,long4,ulong4,float1,float2,float3
,float4
.
......................................................................................................................................... 28
4.3.1.2 dim3
类型
........................................................................................................................... 28
4.3.2
数学函数
..................................................................................................................................... 28
4.3.3
时间函数
..................................................................................................................................... 28
4.3.4
纹理类型
..................................................................................................................................... 29
4.3.4.1 Texture Reference
声明
.......................................................................................................29
4.3.4.2 RuntimeTexture Reference
属性
.........................................................................................30
4.3.4.3
线性内存纹理操作对比
CUDA
数组
.......................................................................................31
4.4
设备
Runtime
组件
........................................................................................................................... 31
4.4.1
数学函数
..................................................................................................................................... 31
4.4.2
同步函数
..................................................................................................................................... 31
4.4.3
类型转换函数
............................................................................................................................. 32
4.4.4 TypeCasting
函数
........................................................................................................................32
4.4.5
纹理函数
..................................................................................................................................... 33
4.4.5.1
设备内存纹理操作
................................................................................................................33
4.4.5.2 CUDA
数组纹理操作
............................................................................................................33
4.4.6
原子函数
...................................................................................................................................... 34
4.5
主机
Runtime
组件
........................................................................................................................... 34
4.5.1
公共概念
..................................................................................................................................... 35
4.5.1.1
设备
..................................................................................................................................... 35
4.5.1.2
内存
..................................................................................................................................... 35
4.5.1.3 OpenGL Interoperability ...................................................................................................... 36
4.5.1.4 Direct3D Interoperability ..................................................................................................... 36
4.5.1.5
异步的并发执行
...................................................................................................................37
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