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crypto - threaded K12: separate context computation from thread spawning (#25793)
* threaded K12: separate context computation from thread spawning Compute all contexts and store them in a pre-allocated array, then spawn threads using the pre-computed contexts. This ensures each context is fully materialized in memory with the correct values before any thread tries to access it. * kt128: unroll the permutation rounds only twice This appears to deliver the best performance thanks to improved cache utilization, and it’s consistent with what we already do for SHA3.
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1 changed files with 106 additions and 95 deletions
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@ -230,58 +230,61 @@ fn keccakP1600timesN(comptime N: usize, states: *[5][5]@Vector(N, u64)) void {
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break :blk offsets;
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};
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inline for (RC) |rc| {
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// θ (theta)
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var C: [5]@Vector(N, u64) = undefined;
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inline for (0..5) |x| {
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C[x] = states[x][0] ^ states[x][1] ^ states[x][2] ^ states[x][3] ^ states[x][4];
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var round: usize = 0;
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while (round < 12) : (round += 2) {
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inline for (0..2) |i| {
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// θ (theta)
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var C: [5]@Vector(N, u64) = undefined;
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inline for (0..5) |x| {
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C[x] = states[x][0] ^ states[x][1] ^ states[x][2] ^ states[x][3] ^ states[x][4];
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}
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var D: [5]@Vector(N, u64) = undefined;
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inline for (0..5) |x| {
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D[x] = C[(x + 4) % 5] ^ rol64Vec(N, C[(x + 1) % 5], 1);
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}
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// Apply D to all lanes
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inline for (0..5) |x| {
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states[x][0] ^= D[x];
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states[x][1] ^= D[x];
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states[x][2] ^= D[x];
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states[x][3] ^= D[x];
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states[x][4] ^= D[x];
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}
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// ρ (rho) and π (pi) - optimized with pre-computed offsets
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var current = states[1][0];
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var px: usize = 1;
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var py: usize = 0;
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inline for (rho_offsets) |rot| {
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const next_y = (2 * px + 3 * py) % 5;
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const next = states[py][next_y];
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states[py][next_y] = rol64Vec(N, current, rot);
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current = next;
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px = py;
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py = next_y;
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}
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// χ (chi) - optimized with better register usage
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inline for (0..5) |y| {
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const t0 = states[0][y];
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const t1 = states[1][y];
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const t2 = states[2][y];
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const t3 = states[3][y];
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const t4 = states[4][y];
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states[0][y] = t0 ^ (~t1 & t2);
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states[1][y] = t1 ^ (~t2 & t3);
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states[2][y] = t2 ^ (~t3 & t4);
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states[3][y] = t3 ^ (~t4 & t0);
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states[4][y] = t4 ^ (~t0 & t1);
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}
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// ι (iota)
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const rc_splat: @Vector(N, u64) = @splat(RC[round + i]);
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states[0][0] ^= rc_splat;
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}
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var D: [5]@Vector(N, u64) = undefined;
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inline for (0..5) |x| {
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D[x] = C[(x + 4) % 5] ^ rol64Vec(N, C[(x + 1) % 5], 1);
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}
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// Apply D to all lanes
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inline for (0..5) |x| {
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states[x][0] ^= D[x];
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states[x][1] ^= D[x];
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states[x][2] ^= D[x];
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states[x][3] ^= D[x];
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states[x][4] ^= D[x];
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}
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// ρ (rho) and π (pi) - optimized with pre-computed offsets
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var current = states[1][0];
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var px: usize = 1;
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var py: usize = 0;
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inline for (rho_offsets) |rot| {
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const next_y = (2 * px + 3 * py) % 5;
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const next = states[py][next_y];
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states[py][next_y] = rol64Vec(N, current, rot);
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current = next;
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px = py;
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py = next_y;
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}
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// χ (chi) - optimized with better register usage
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inline for (0..5) |y| {
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const t0 = states[0][y];
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const t1 = states[1][y];
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const t2 = states[2][y];
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const t3 = states[3][y];
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const t4 = states[4][y];
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states[0][y] = t0 ^ (~t1 & t2);
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states[1][y] = t1 ^ (~t2 & t3);
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states[2][y] = t2 ^ (~t3 & t4);
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states[3][y] = t3 ^ (~t4 & t0);
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states[4][y] = t4 ^ (~t0 & t1);
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}
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// ι (iota)
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const rc_splat: @Vector(N, u64) = @splat(rc);
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states[0][0] ^= rc_splat;
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}
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}
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@ -323,46 +326,49 @@ fn keccakP(state: *[200]u8) void {
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}
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// Apply 12 rounds
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inline for (RC) |rc| {
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// θ
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var C: [5]u64 = undefined;
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inline for (0..5) |x| {
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C[x] = lanes[x][0] ^ lanes[x][1] ^ lanes[x][2] ^ lanes[x][3] ^ lanes[x][4];
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}
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var D: [5]u64 = undefined;
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inline for (0..5) |x| {
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D[x] = C[(x + 4) % 5] ^ std.math.rotl(u64, C[(x + 1) % 5], 1);
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}
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inline for (0..5) |x| {
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inline for (0..5) |y| {
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lanes[x][y] ^= D[x];
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}
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}
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// ρ and π
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var current = lanes[1][0];
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var px: usize = 1;
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var py: usize = 0;
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inline for (0..24) |t| {
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const temp = lanes[py][(2 * px + 3 * py) % 5];
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const rot_amount = ((t + 1) * (t + 2) / 2) % 64;
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lanes[py][(2 * px + 3 * py) % 5] = std.math.rotl(u64, current, @as(u6, @intCast(rot_amount)));
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current = temp;
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const temp_x = py;
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py = (2 * px + 3 * py) % 5;
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px = temp_x;
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}
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// χ
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inline for (0..5) |y| {
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const T = [5]u64{ lanes[0][y], lanes[1][y], lanes[2][y], lanes[3][y], lanes[4][y] };
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var round: usize = 0;
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while (round < 12) : (round += 2) {
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inline for (0..2) |i| {
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// θ
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var C: [5]u64 = undefined;
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inline for (0..5) |x| {
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lanes[x][y] = T[x] ^ (~T[(x + 1) % 5] & T[(x + 2) % 5]);
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C[x] = lanes[x][0] ^ lanes[x][1] ^ lanes[x][2] ^ lanes[x][3] ^ lanes[x][4];
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}
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var D: [5]u64 = undefined;
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inline for (0..5) |x| {
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D[x] = C[(x + 4) % 5] ^ std.math.rotl(u64, C[(x + 1) % 5], 1);
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}
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inline for (0..5) |x| {
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inline for (0..5) |y| {
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lanes[x][y] ^= D[x];
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}
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}
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}
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// ι
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lanes[0][0] ^= rc;
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// ρ and π
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var current = lanes[1][0];
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var px: usize = 1;
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var py: usize = 0;
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inline for (0..24) |t| {
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const temp = lanes[py][(2 * px + 3 * py) % 5];
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const rot_amount = ((t + 1) * (t + 2) / 2) % 64;
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lanes[py][(2 * px + 3 * py) % 5] = std.math.rotl(u64, current, @as(u6, @intCast(rot_amount)));
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current = temp;
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const temp_x = py;
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py = (2 * px + 3 * py) % 5;
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px = temp_x;
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}
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// χ
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inline for (0..5) |y| {
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const T = [5]u64{ lanes[0][y], lanes[1][y], lanes[2][y], lanes[3][y], lanes[4][y] };
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inline for (0..5) |x| {
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lanes[x][y] = T[x] ^ (~T[(x + 1) % 5] & T[(x + 2) % 5]);
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}
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}
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// ι
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lanes[0][0] ^= RC[round + i];
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}
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}
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// Store lanes back to state
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@ -759,32 +765,37 @@ fn ktMultiThreaded(
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const all_scratch = try allocator.alloc(u8, thread_count * scratch_size);
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defer allocator.free(all_scratch);
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var group: Io.Group = .init;
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const contexts = try allocator.alloc(LeafBatchContext, thread_count);
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defer allocator.free(contexts);
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var leaves_assigned: usize = 0;
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var thread_idx: usize = 0;
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var context_count: usize = 0;
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while (leaves_assigned < total_leaves) {
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const batch_count = @min(leaves_per_thread, total_leaves - leaves_assigned);
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const batch_start = chunk_size + leaves_assigned * chunk_size;
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const cvs_offset = leaves_assigned * cv_size;
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const ctx = LeafBatchContext{
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contexts[context_count] = LeafBatchContext{
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.output_cvs = cvs[cvs_offset .. cvs_offset + batch_count * cv_size],
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.batch_start = batch_start,
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.batch_count = batch_count,
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.view = view,
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.scratch_buffer = all_scratch[thread_idx * scratch_size .. (thread_idx + 1) * scratch_size],
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.scratch_buffer = all_scratch[context_count * scratch_size .. (context_count + 1) * scratch_size],
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.total_len = total_len,
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};
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leaves_assigned += batch_count;
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context_count += 1;
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}
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var group: Io.Group = .init;
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for (contexts[0..context_count]) |ctx| {
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group.async(io, struct {
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fn process(c: LeafBatchContext) void {
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processLeafBatch(Variant, c);
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}
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}.process, .{ctx});
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leaves_assigned += batch_count;
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thread_idx += 1;
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}
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// Wait for all threads to complete
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