Initial PollardRho implementation for GPU. Added pool for accelerator streams shared across the threads. GPU processing performance and stabilization improvements. GpuUInt128.BinaryGcd switched to the version which outperformed other in benchmarks.
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@@ -12,7 +12,8 @@ public static class PerfectNumberConstants
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public static readonly uint PrimesLimit = 1_000_000; //(ulong)Array.MaxLength;// 1_000_000;
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public const int MaxOddPowersCount = 128;
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public const int PooledArrayThreshold = 64;
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public static readonly int RollingAccelerators = 128; //SharedGpuContext.Device.MaxNumThreadsPerGroup;
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public static readonly int RollingAccelerators = 256; //SharedGpuContext.Device.MaxNumThreadsPerGroup;
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public const int ThreadsByStream = 1;
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// TODO: Load these limits from the benchmark-driven configuration so CPU and GPU scans stay aligned with the optimal
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// divisor-cycle datasets we generate offline.
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// TODO: Promote these magic numbers into a runtime profile derived from EvenPerfectBitScanner.Benchmarks so we can retune
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