             if (max_block_size == UINT_MAX)
                 max_block_size = get_max_block_size_multi(gpu_compute_nlist_multi_binned_kernel<0,cur_tpp>);
             if (compute_capability < 35) gpu_nlist_multi_binned_bind_texture(d_cell_xyzf,
+                                                                             d_cell_tdb,
                                                                              cli.getNumElements(),
                                                                              d_stencil,
                                                                              stencil_idx.getNumElements());

                if (cell_dist2 > r_listsq) break;

                // only load in the particle position and id if distance check is satisfied
                const Scalar4& neigh_xyzf = texFetchScalar4(d_cell_xyzf, cell_xyzf_1d_tex, cli(cur_offset, neigh_cell));
                Scalar3 neigh_pos = make_scalar3(neigh_xyzf.x, neigh_xyzf.y, neigh_xyzf.z);
                unsigned int cur_neigh = __scalar_as_int(neigh_xyzf.w);


    }

void gpu_nlist_multi_binned_bind_texture(const Scalar4 *d_cell_xyzf,
                                         const Scalar4 *d_cell_tdb,
                                         unsigned int n_elements,
                                         const Scalar4 *d_stencil,
                                         unsigned int n_stencil_elements)
