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Map again and check what's in the resource Uint test = new uint Īrr.CopyFromThisToHost( test ) // The values here are correct Uint arrWhite = new uint įor( int i = 0 i < arrWhite.Length i++ )Īrr.CopyFromHostToThis( arrWhite ) // cuMemcpy2D Debug code below - don't run any kernels for now, just call cuMemcpy2D to write the GPU memory Using( CudaArray2D arr = res.GetMappedArray2D( 0, 0 ) ) // cuGraphicsSubResourceGetMappedArray, cuArrayGetDescriptor. Using( CudaDirectXInteropResource res = new CudaDirectXInteropResource( tx.NativePointer, CUGraphicsRegisterFlags.None, 3D9 ) ) // cuGraphicsD3D9RegisterResource Here’s the code, it’s C# but I’ve placed native APIs in the comments: static void updateTexture( Texture tx ) I'm not even running any CUDA kernels, for debug purposes I only using cuMemcpy2D API to write the CUDA memory by copying some fake data from the CPU. Even if I read after my own write, I don't see any changes. No error codes are returned, the texture just stays unchanged. The problem is, CUDA doesn’t update my texture. I’m working on a prototype that integrates WPF, Direct3D9 (using Microsoft’s D3DImage WPF class), and CUDA (I need to be able to generate a texture for the D3DImage on the GPU).
