Avoid redundant compaction buffer clearing on GPU
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@@ -232,8 +232,10 @@ internal static class DivisorByDivisorKernels
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int lastLaneMask = globalIndex == length - 1 ? 1 : 0;
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int countValue = shared[prefixBase + localIndex];
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int storedCount = lastLaneMask != 0 ? countValue : 0;
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Atomic.Max(ref compactedCount[0], storedCount);
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if (lastLaneMask != 0)
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{
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compactedCount[0] = countValue;
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}
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}
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public static void PublishFirstHitKernel(
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@@ -600,7 +600,6 @@ public sealed class MersenneNumberDivisorByDivisorGpuTester : IMersenneNumberDiv
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// return 0;
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// }
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countView.MemSetToZero();
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SharedMemoryConfig sharedMemoryConfig = SharedMemoryConfig.RequestDynamic<int>(count * 3);
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Index1D gridDim = new Index1D(1);
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Index1D groupDim = new Index1D(count);
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@@ -73,7 +73,7 @@ public static class MersenneNumberDivisorByDivisorTester
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candidateCount = candidateSpan.Length;
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}
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pool.Return(recordedCandidates, clearArray: true);
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pool.Return(recordedCandidates, clearArray: false);
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}
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if (skippedByPreviousResults > 0)
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@@ -211,8 +211,8 @@ public static class MersenneNumberDivisorByDivisorTester
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filteredPrimes.Add(prime);
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}
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pool.Return(allowedMaxBatch, clearArray: true);
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pool.Return(primeBatch, clearArray: true);
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pool.Return(allowedMaxBatch, clearArray: false);
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pool.Return(primeBatch, clearArray: false);
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// The filtered list mirrors primesToTest in the CPU flow, so the guard below never triggers after the earlier
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// emptiness checks.
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