Commit Graph

10 Commits

Author SHA1 Message Date
Robert Maynard
2a2159b1e1 Generalize the support for zip handles inside the cuda backend.
Instead of having a single specialization for sort and zip handles,
we know handle any fancy handles being passed to the cuda device adapter.
This was done by reworking how we represent fancy iterators inside thrust,
and instead of using a transform iterator + counting iterator we just use
a iterator_facade.
2015-06-12 11:56:46 -04:00
Robert Maynard
c052400ffb CUDA now converts ArrayHandleZip to ::thrust::zip iterator.
This is required so that we can use ArrayHandleZip with Sort/Reduce and
custom comparison operators. ArrayZip and PortalValue don't combine
well together, when used with DeviceAlgorithm that has a custom operator.
The custom operator is actually passed the PortalValue instead of
the real values, and by that point we can't fix anything since we
don't know what the original operator is.
2015-06-10 14:15:40 -04:00
Robert Maynard
549a7dd7c7 Adding support to cuda backend to write to a ZipHandle. 2015-06-10 14:15:40 -04:00
Robert Maynard
07970cf476 Correct all signed / unsigned and narrowing warnings ( 64bit to 32bit ). 2015-05-28 09:05:17 -04:00
Robert Maynard
6b8e7822be The Copyright statement now has all the periods in the correct location. 2015-05-21 10:30:11 -04:00
Robert Maynard
63b1f03187 Simplify the implementation of loading through textures.
We don't need this super complicated system for texture loading.
2015-03-09 16:37:45 -04:00
Robert Maynard
9b49973621 Use __ldg instead of texture object. 2015-03-05 18:31:44 -05:00
Robert Maynard
e26040282b Properly map TexturePortals to Iterators.
Also at the same time disable the Texture support by default.
2015-01-20 13:58:28 -05:00
Robert Maynard
1b5c5a6ce5 Add in initial support for texture binding of input arrays. 2014-12-19 13:47:28 -05:00
Robert Maynard
d9270e408d Adding a cuda device adapter to vtkm.
Porting the dax device adapter over to vtkm. Unlike the dax version, doesn't
use the thrust::device_vector, but instead uses thrust::system calls so that
we can support multiple thrust based backends.

Also this has Texture Memory support for input array handles. Some more work
will need to be done to ArrayHandle so that everything works when using an
ArrayHandle inplace with texture memory bindings.
2014-12-19 13:47:28 -05:00