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refactor: PrefixSum
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@ -79,6 +79,39 @@ namespace icf {
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}
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}
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template<typename Policy>
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struct PrefixSum
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{
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__device static void apply(float& impact)
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{
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#if defined __CUDA_ARCH__ && __CUDA_ARCH__ >= 300
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#pragma unroll
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// scan on shuffl functions
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for (int i = 1; i < Policy::WARP; i *= 2)
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{
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const float n = __shfl_up(impact, i, Policy::WARP);
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if (threadIdx.x >= i)
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impact += n;
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}
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#else
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__shared__ volatile float ptr[Policy::STA_X * Policy::STA_Y];
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const int idx = threadIdx.y * Policy::STA_X + threadIdx.x;
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ptr[idx] = impact;
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if ( threadIdx.x >= 1) ptr [idx ] = (ptr [idx - 1] + ptr [idx]);
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if ( threadIdx.x >= 2) ptr [idx ] = (ptr [idx - 2] + ptr [idx]);
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if ( threadIdx.x >= 4) ptr [idx ] = (ptr [idx - 4] + ptr [idx]);
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if ( threadIdx.x >= 8) ptr [idx ] = (ptr [idx - 8] + ptr [idx]);
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if ( threadIdx.x >= 16) ptr [idx ] = (ptr [idx - 16] + ptr [idx]);
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impact = ptr[idx];
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#endif
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}
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};
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texture<int, cudaTextureType2D, cudaReadModeElementType> thogluv;
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template<bool isUp>
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@ -201,32 +234,9 @@ __device void CascadeInvoker<Policy>::detect(Detection* objects, const uint ndet
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const int lShift = (next - 1) * 2 + (int)(sum >= threshold);
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float impact = leaves[(st + threadIdx.x) * 4 + lShift];
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#if defined __CUDA_ARCH__ && __CUDA_ARCH__ >= 300
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#pragma unroll
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// scan on shuffl functions
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for (int i = 1; i < Policy::WARP; i *= 2)
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{
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const float n = __shfl_up(impact, i, Policy::WARP);
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if (threadIdx.x >= i)
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impact += n;
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}
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#else
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__shared__ volatile float ptr[Policy::STA_X * Policy::STA_Y];
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const int idx = threadIdx.y * Policy::STA_X + threadIdx.x;
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ptr[idx] = impact;
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if ( threadIdx.x >= 1) ptr [idx ] = (ptr [idx - 1] + ptr [idx]);
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if ( threadIdx.x >= 2) ptr [idx ] = (ptr [idx - 2] + ptr [idx]);
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if ( threadIdx.x >= 4) ptr [idx ] = (ptr [idx - 4] + ptr [idx]);
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if ( threadIdx.x >= 8) ptr [idx ] = (ptr [idx - 8] + ptr [idx]);
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if ( threadIdx.x >= 16) ptr [idx ] = (ptr [idx - 16] + ptr [idx]);
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impact = ptr[idx];
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#endif
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PrefixSum<Policy>::apply(impact);
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confidence += impact;
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if(__any((confidence <= stages[(st + threadIdx.x)]))) st += 2048;
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}
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