Simplify prime guards and adopt unified mulmod
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@@ -850,10 +850,11 @@ internal static partial class PrimeOrderGpuHeuristics
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{
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ulong primeFactor = factors[i];
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int exponent = exponents[i];
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if (primeFactor <= 1UL)
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{
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continue;
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}
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// Factorization never yields unity on the scanning path, so skip the redundant guard.
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// if (primeFactor <= 1UL)
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// {
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// continue;
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// }
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for (int iteration = 0; iteration < exponent; iteration++)
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{
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@@ -889,10 +890,12 @@ internal static partial class PrimeOrderGpuHeuristics
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ArrayView1D<ulong, Stride1D.Dense> compositeStack,
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ArrayView1D<byte, Stride1D.Dense> statusOut)
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{
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if (order == 0UL)
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{
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return false;
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}
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// Order values handed to the kernel are strictly positive on the production path, so the zero guard stays commented
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// out to remove the redundant branch.
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// if (order == 0UL)
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// {
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// return false;
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// }
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if ((order).Pow2ModWindowedGpu(divisor.Modulus) != 1UL)
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{
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@@ -924,10 +927,11 @@ internal static partial class PrimeOrderGpuHeuristics
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{
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ulong primeFactor = factors[i];
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int exponent = exponents[i];
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if (primeFactor <= 1UL)
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{
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continue;
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}
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// Factorization never yields one on the by-divisor path, so the defensive continue stays commented out.
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// if (primeFactor <= 1UL)
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// {
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// continue;
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// }
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ulong reduced = order;
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for (int iteration = 0; iteration < exponent; iteration++)
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@@ -1008,20 +1012,22 @@ internal static partial class PrimeOrderGpuHeuristics
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SortCandidatesKernel(prime, previousOrder, hasPreviousOrder != 0, candidates, candidateCount);
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int powBudget = maxPowChecks <= 0 ? candidateCount : maxPowChecks;
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if (powBudget <= 0)
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{
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powBudget = candidateCount;
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}
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// The heuristics always reserve at least one check, so the zero-budget fallback remains commented out.
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// if (powBudget <= 0)
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// {
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// powBudget = candidateCount;
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// }
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int powUsed = 0;
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for (int i = 0; i < candidateCount && powUsed < powBudget; i++)
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{
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ulong candidate = candidates[i];
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if (candidate <= 1UL)
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{
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continue;
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}
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// Candidate generation skips 1 by construction, so the defensive continue stays commented out.
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// if (candidate <= 1UL)
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// {
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// continue;
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// }
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if (powUsed >= powBudget)
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{
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@@ -1309,10 +1315,11 @@ internal static partial class PrimeOrderGpuHeuristics
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{
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ulong primeFactor = factors[i];
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int exponent = exponents[i];
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if (primeFactor <= 1UL)
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{
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continue;
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}
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// Factorization never yields one for candidate orders, so keep the guard commented out to avoid re-checking inputs.
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// if (primeFactor <= 1UL)
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// {
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// continue;
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// }
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ulong reduced = candidate;
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for (int iteration = 0; iteration < exponent; iteration++)
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@@ -1351,10 +1358,12 @@ internal static partial class PrimeOrderGpuHeuristics
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ArrayView1D<ulong, Stride1D.Dense> compositeStack,
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ArrayView1D<byte, Stride1D.Dense> statusOut)
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{
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if (initial <= 1UL)
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{
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return true;
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}
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// Composite candidates sent here are always greater than one during production scans, so the trivial-return branch stays
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// commented out.
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// if (initial <= 1UL)
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// {
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// return true;
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// }
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int stackCapacity = (int)compositeStack.Length;
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if (stackCapacity <= 0)
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@@ -1616,10 +1625,11 @@ internal static partial class PrimeOrderGpuHeuristics
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private static GpuPow2ModStatus TryPow2ModBatchInternal(ReadOnlySpan<UInt128> exponents, UInt128 prime, Span<UInt128> remainders)
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{
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if (exponents.Length == 0)
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{
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return GpuPow2ModStatus.Success;
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}
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// Residue batches are never empty on production workloads, so skip the zero-length success shortcut.
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// if (exponents.Length == 0)
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// {
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// return GpuPow2ModStatus.Success;
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// }
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if (remainders.Length < exponents.Length)
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{
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@@ -1706,10 +1716,11 @@ internal static partial class PrimeOrderGpuHeuristics
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private static bool TryComputeOnGpuWide(ReadOnlySpan<UInt128> exponents, UInt128 prime, Span<UInt128> results)
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{
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int length = exponents.Length;
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if (length == 0)
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{
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return true;
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}
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// Production launches always carry work, so keep the empty-batch shortcut commented out.
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// if (length == 0)
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// {
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// return true;
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// }
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GpuUInt128[]? rentedExponents = null;
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GpuUInt128[]? rentedResults = null;
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@@ -1763,6 +1774,8 @@ internal static partial class PrimeOrderGpuHeuristics
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}
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finally
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{
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// Small batches use the stack-allocated fast path, leaving the rented arrays null. Retain the guards so pooled
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// buffers are only returned when they were actually leased.
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if (rentedExponents is not null)
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{
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ArrayPool<GpuUInt128>.Shared.Return(rentedExponents, clearArray: false);
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