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| /* Copyright (c) 2026, NVIDIA CORPORATION. All rights reserved. | |
| * | |
| * Redistribution and use in source and binary forms, with or without | |
| * modification, are permitted provided that the following conditions | |
| * are met: | |
| * * Redistributions of source code must retain the above copyright | |
| * notice, this list of conditions and the following disclaimer. | |
| * * Redistributions in binary form must reproduce the above copyright | |
| * notice, this list of conditions and the following disclaimer in the | |
| * documentation and/or other materials provided with the distribution. | |
| * * Neither the name of NVIDIA CORPORATION nor the names of its | |
| * contributors may be used to endorse or promote products derived | |
| * from this software without specific prior written permission. | |
| * | |
| * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY | |
| * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR | |
| * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | |
| * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
| * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY | |
| * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
| * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| */ | |
| // Kernel-only excerpt from NVIDIA/cuda-samples at 5443602d89ed99aede2e4b7bf329daddeadb320e. | |
| // Upstream: cpp/0_Introduction/vectorAdd/vectorAdd.cu | |
| // Host code omitted; see README.md for adaptations and build commands. | |
| extern "C" | |
| __global__ void vecAdd(float* A, float* B, float* C, int vectorLength) | |
| { | |
| int workIndex = threadIdx.x + blockIdx.x*blockDim.x; | |
| if(workIndex < vectorLength) | |
| { | |
| C[workIndex] = A[workIndex] + B[workIndex]; | |
| } | |
| } | |