Cuda 从设备内存创建 3d 纹理和 cudaArray(3d)

2023-12-09

我正在尝试从设备阵列的一部分创建纹理 3D。

为此,我的步骤如下:

  1. malloc 设备数组
  2. 写入设备数组
  3. 创建 CudaArray (3D)
  4. 将纹理绑定到 CudaArray

我这样做的方式不会产生编译器错误,但是当我运行 cuda-memcheck 时,当我尝试从纹理中获取数据时,它会失败。

Invalid global读取大小 8 ..地址 0x10dfaf3a0 超出范围

这就是为什么我猜测我声明纹理数组是错误的。 这是我访问纹理的方法:

tex3D(噪声纹理[i],x,y,z)

我执行上述步骤的方式:

1.Malloc设备数组

cudaMalloc((void **)&d_Noise, sqrSizeNoise*nNoise*sizeof(float));

2.写入设备数组

curandCreateGenerator(&gen,CURAND_RNG_PSEUDO_DEFAULT);
curandSetPseudoRandomGeneratorSeed(gen,Seed);
curandGenerateUniform(gen, d_Noise, sqrSizeNoise*nNoise);
curandDestroyGenerator(gen);

3+4.创建Cuda数组并将其绑定到纹理(我猜错误就在这里)

cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc<float>();//cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindFloat);
cudaArray *d_cuArr;
cudaMalloc3DArray(&d_cuArr, &channelDesc, make_cudaExtent(SizeNoise,SizeNoise,SizeNoise), 0);
cudaMemcpy3DParms copyParams = {0};

//Loop for every separated Noise Texture (nNoise = 4)
for(int i = 0; i < nNoise; i++){

    //initialize the textures
    NoiseTextures[i] = texture<float, 3, cudaReadModeElementType>(1,cudaFilterModeLinear,cudaAddressModeWrap,channelDesc);

    //Array creation
    //+(sqrSizeNoise*i) is to separate the created Noise Array into smaller parts with the size of SizeNoise^3
    copyParams.srcPtr   = make_cudaPitchedPtr(d_Noise+(sqrSizeNoise*i), SizeNoise*sizeof(float), SizeNoise, SizeNoise);
    copyParams.dstArray = d_cuArr;
    copyParams.extent   = make_cudaExtent(SizeNoise,SizeNoise,SizeNoise);
    copyParams.kind     = cudaMemcpyDeviceToDevice;
    checkCudaErrors(cudaMemcpy3D(&copyParams));
    //Array creation End

    //new Bind
    // set texture parameters
    NoiseTextures[i].normalized = true;                      // access with normalized texture coordinates
    NoiseTextures[i].filterMode = cudaFilterModeLinear;      // linear interpolation
    NoiseTextures[i].addressMode[0] = cudaAddressModeWrap;   // wrap texture coordinates
    NoiseTextures[i].addressMode[1] = cudaAddressModeWrap;
    NoiseTextures[i].addressMode[2] = cudaAddressModeWrap;

    // bind array to 3D texture
    checkCudaErrors(cudaBindTextureToArray(NoiseTextures[i], d_cuArr, channelDesc));
    //end Bind
}
cudaFreeArray(d_cuArr);

我已将此代码片段粘贴到 Pastebin,以便更容易使用颜色等查看。http://pastebin.com/SM3dYd38

我希望我清楚地描述了我的问题。如果没有请评论!

你能帮我解决这个问题吗? 谢谢阅读,

Cery

编辑: 这是完整的代码,您可以在自己的机器上尝试:

#include <helper_cuda.h>  
#include <helper_functions.h>
#include <helper_cuda_gl.h>
#include <texture_types.h>
#include <cuda_runtime.h>
#include <curand.h>

static texture<float, 3, cudaReadModeElementType> NoiseTextures[4];//texture Array
float *d_NoiseTest;//Device Array with random floats
int SizeNoiseTest = 32;
int sqrSizeNoiseTest = 32768;

void CreateTexture();

__global__ void AccesTexture(texture<float, 3, cudaReadModeElementType>* NoiseTextures)
{
        int test = tex3D(NoiseTextures[0],threadIdx.x,threadIdx.y,threadIdx.z);//by using this the error occurs
}

int
main(int argc, char **argv)
{
        CreateTexture();
}
void CreateTexture()
{
        //curand Random Generator (needs compiler link -lcurand)
        curandGenerator_t gen;
        cudaMalloc((void **)&d_NoiseTest, sqrSizeNoiseTest*4*sizeof(float));//Allocation of device Array
        curandCreateGenerator(&gen,CURAND_RNG_PSEUDO_DEFAULT);
        curandSetPseudoRandomGeneratorSeed(gen,1234ULL);
        curandGenerateUniform(gen, d_NoiseTest, sqrSizeNoiseTest*4);//writing data to d_NoiseTest
        curandDestroyGenerator(gen);

        //cudaArray Descriptor
        cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc<float>();
        //cuda Array
        cudaArray *d_cuArr;
        cudaMalloc3DArray(&d_cuArr, &channelDesc, make_cudaExtent(SizeNoiseTest*sizeof(float),SizeNoiseTest,SizeNoiseTest), 0);
        cudaMemcpy3DParms copyParams = {0};

        //Loop for every separated Noise Texture (4 = 4)
        for(int i = 0; i < 4; i++){

                //initialize the textures
                NoiseTextures[i] = texture<float, 3, cudaReadModeElementType>(1,cudaFilterModeLinear,cudaAddressModeWrap,channelDesc);

                //Array creation
                //+(sqrSizeNoise*i) is to separate the created Noise Array into smaller parts with the size of SizeNoise^3
                copyParams.srcPtr   = make_cudaPitchedPtr(d_NoiseTest+(sqrSizeNoiseTest*i), SizeNoiseTest*sizeof(float), SizeNoiseTest, SizeNoiseTest);
                copyParams.dstArray = d_cuArr;
                copyParams.extent   = make_cudaExtent(SizeNoiseTest*sizeof(float),SizeNoiseTest,SizeNoiseTest);
                copyParams.kind     = cudaMemcpyDeviceToDevice;
                checkCudaErrors(cudaMemcpy3D(&copyParams));
                //Array creation End

                //new Bind
                // set texture parameters
                NoiseTextures[i].normalized = true;                      // access with normalized texture coordinates
                NoiseTextures[i].filterMode = cudaFilterModeLinear;      // linear interpolation
                NoiseTextures[i].addressMode[0] = cudaAddressModeWrap;   // wrap texture coordinates
                NoiseTextures[i].addressMode[1] = cudaAddressModeWrap;
                NoiseTextures[i].addressMode[2] = cudaAddressModeWrap;

                // bind array to 3D texture
                checkCudaErrors(cudaBindTextureToArray(NoiseTextures[i], d_cuArr, channelDesc));
                //end Bind
        }
        cudaFreeArray(d_cuArr);

        AccesTexture<<<1,dim3(4,4,4)>>>(NoiseTextures);
}

不过,您需要链接 -lcurand 。并包含 CUDA-6.0/samples/common/inc

我现在在这段代码中遇到了不同的错误

代码=11(cudaErrorInvalidValue)“cudaMemcpy3D(&copyParams)”

即使它与我原来的代码完全相同。 - 我开始完全困惑了。 感谢您的帮助


这是一个工作示例,显示了纹理对象数组的创建,大致遵循您提供的代码的路径。你可以看到,通过与我放置的纹理参考代码进行比较here,从第一个纹理对象(即第一个内核调用)读取的第一组纹理与从纹理参考示例读取的一组纹理的数值相同(您可能需要调整两个示例代码的网格大小以匹配)。

纹理对象的使用需要计算能力 3.0 或更高。

example:

$ cat t507.cu
#include <helper_cuda.h>
#include <curand.h>
#define NUM_TEX 4

const int SizeNoiseTest = 32;
const int cubeSizeNoiseTest = SizeNoiseTest*SizeNoiseTest*SizeNoiseTest;
static cudaTextureObject_t texNoise[NUM_TEX];

__global__ void AccesTexture(cudaTextureObject_t my_tex)
{
        float test = tex3D<float>(my_tex,(float)threadIdx.x,(float)threadIdx.y,(float)threadIdx.z);//by using this the error occurs
        printf("thread: %d,%d,%d, value: %f\n", threadIdx.x, threadIdx.y, threadIdx.z, test);
}

void CreateTexture()
{

    float *d_NoiseTest;//Device Array with random floats
    cudaMalloc((void **)&d_NoiseTest, cubeSizeNoiseTest*sizeof(float));//Allocation of device Array
    for (int i = 0; i < NUM_TEX; i++){
        //curand Random Generator (needs compiler link -lcurand)
        curandGenerator_t gen;
        curandCreateGenerator(&gen,CURAND_RNG_PSEUDO_DEFAULT);
        curandSetPseudoRandomGeneratorSeed(gen,1235ULL+i);
        curandGenerateUniform(gen, d_NoiseTest, cubeSizeNoiseTest);//writing data to d_NoiseTest
        curandDestroyGenerator(gen);

        //cudaArray Descriptor
        cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc<float>();
        //cuda Array
        cudaArray *d_cuArr;
        checkCudaErrors(cudaMalloc3DArray(&d_cuArr, &channelDesc, make_cudaExtent(SizeNoiseTest*sizeof(float),SizeNoiseTest,SizeNoiseTest), 0));
        cudaMemcpy3DParms copyParams = {0};


        //Array creation
        copyParams.srcPtr   = make_cudaPitchedPtr(d_NoiseTest, SizeNoiseTest*sizeof(float), SizeNoiseTest, SizeNoiseTest);
        copyParams.dstArray = d_cuArr;
        copyParams.extent   = make_cudaExtent(SizeNoiseTest,SizeNoiseTest,SizeNoiseTest);
        copyParams.kind     = cudaMemcpyDeviceToDevice;
        checkCudaErrors(cudaMemcpy3D(&copyParams));
        //Array creation End

        cudaResourceDesc    texRes;
        memset(&texRes, 0, sizeof(cudaResourceDesc));
        texRes.resType = cudaResourceTypeArray;
        texRes.res.array.array  = d_cuArr;
        cudaTextureDesc     texDescr;
        memset(&texDescr, 0, sizeof(cudaTextureDesc));
        texDescr.normalizedCoords = false;
        texDescr.filterMode = cudaFilterModeLinear;
        texDescr.addressMode[0] = cudaAddressModeClamp;   // clamp
        texDescr.addressMode[1] = cudaAddressModeClamp;
        texDescr.addressMode[2] = cudaAddressModeClamp;
        texDescr.readMode = cudaReadModeElementType;
        checkCudaErrors(cudaCreateTextureObject(&texNoise[i], &texRes, &texDescr, NULL));}
}

int main(int argc, char **argv)
{
        CreateTexture();
        AccesTexture<<<1,dim3(2,2,2)>>>(texNoise[0]);
        AccesTexture<<<1,dim3(2,2,2)>>>(texNoise[1]);
        AccesTexture<<<1,dim3(2,2,2)>>>(texNoise[2]);
        checkCudaErrors(cudaPeekAtLastError());
        checkCudaErrors(cudaDeviceSynchronize());
        return 0;
}

编译:

$ nvcc -arch=sm_30 -I/shared/apps/cuda/CUDA-v6.0.37/samples/common/inc -lcurand -o t507 t507.cu

output:

$ cuda-memcheck ./t507
========= CUDA-MEMCHECK
thread: 0,0,0, value: 0.310691
thread: 1,0,0, value: 0.627906
thread: 0,1,0, value: 0.638900
thread: 1,1,0, value: 0.665186
thread: 0,0,1, value: 0.167465
thread: 1,0,1, value: 0.565227
thread: 0,1,1, value: 0.397606
thread: 1,1,1, value: 0.503013
thread: 0,0,0, value: 0.809163
thread: 1,0,0, value: 0.795669
thread: 0,1,0, value: 0.808565
thread: 1,1,0, value: 0.847564
thread: 0,0,1, value: 0.853998
thread: 1,0,1, value: 0.688446
thread: 0,1,1, value: 0.733255
thread: 1,1,1, value: 0.649379
thread: 0,0,0, value: 0.040824
thread: 1,0,0, value: 0.087417
thread: 0,1,0, value: 0.301392
thread: 1,1,0, value: 0.298669
thread: 0,0,1, value: 0.161962
thread: 1,0,1, value: 0.316443
thread: 0,1,1, value: 0.452077
thread: 1,1,1, value: 0.477722
========= ERROR SUMMARY: 0 errors

在本例中,我使用多次调用的相同内核来读取各个纹理对象。应该可以将多个对象传递给同一个内核,但是不建议使用单个对象warp从多个纹理读取(如果可以在代码中避免这种情况)。实际的问题在于四级,我不想深入讨论。最好可以安排代码,以便在任何给定周期上都从同一纹理对象读取扭曲。

请注意,为了简化演示,这CreateTexture()函数会覆盖先前分配的设备指针,例如d_cuArr,在循环处理期间。这不是非法的,也不是功能问题,但它增加了内存泄漏的可能性。

如果这是一个问题,我假设您可以修改代码来处理这些代码的释放。此代码的目的是演示使事情正常运行的方法。

本文内容由网友自发贡献,版权归原作者所有,本站不承担相应法律责任。如您发现有涉嫌抄袭侵权的内容,请联系:hwhale#tublm.com(使用前将#替换为@)

Cuda 从设备内存创建 3d 纹理和 cudaArray(3d) 的相关文章

随机推荐