Add missing __hip_pinned_shadow__ attributes to the texture global vars. (#1866)
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@@ -45,6 +45,9 @@ static float getNormalizedValue(const float value,
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}
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}
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#if __HIP__
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__hip_pinned_shadow__
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#endif
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texture<float, hipTextureType1D, hipReadModeElementType> textureNormalizedVal_1D;
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__global__ void normalizedValTextureTest(unsigned int numElements, float* pDst)
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