forked from lijiext/lammps
425 lines
12 KiB
C
425 lines
12 KiB
C
// **************************************************************************
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// ellipsoid_extra.h
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// -------------------
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// W. Michael Brown
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//
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// Device code for Ellipsoid math routines
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//
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// __________________________________________________________________________
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// This file is part of the LAMMPS Accelerator Library (LAMMPS_AL)
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// __________________________________________________________________________
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//
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// begin :
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// email : brownw@ornl.gov
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// ***************************************************************************/
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#ifndef ELLIPSOID_EXTRA_H
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#define ELLIPSOID_EXTRA_H
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enum{SPHERE_SPHERE,SPHERE_ELLIPSE,ELLIPSE_SPHERE,ELLIPSE_ELLIPSE};
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#ifdef _DOUBLE_DOUBLE
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#define numtyp double
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#define numtyp2 double2
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#define numtyp4 double4
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#define acctyp double
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#define acctyp4 double4
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#endif
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#ifdef _SINGLE_DOUBLE
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#define numtyp float
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#define numtyp2 float2
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#define numtyp4 float4
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#define acctyp double
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#define acctyp4 double4
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#endif
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#ifndef numtyp
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#define numtyp float
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#define numtyp2 float2
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#define numtyp4 float4
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#define acctyp float
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#define acctyp4 float4
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#endif
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#ifdef NV_KERNEL
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#include "nv_kernel_def.h"
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#else
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#pragma OPENCL EXTENSION cl_khr_fp64: enable
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#define GLOBAL_ID_X get_global_id(0)
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#define THREAD_ID_X get_local_id(0)
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#define BLOCK_ID_X get_group_id(0)
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#define BLOCK_SIZE_X get_local_size(0)
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#define __syncthreads() barrier(CLK_LOCAL_MEM_FENCE)
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#define __inline inline
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#define BLOCK_PAIR 64
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#define MAX_SHARED_TYPES 8
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#endif
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/* ----------------------------------------------------------------------
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dot product of 2 vectors
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------------------------------------------------------------------------- */
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__inline numtyp gpu_dot3(const numtyp *v1, const numtyp *v2)
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{
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return v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2];
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}
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/* ----------------------------------------------------------------------
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cross product of 2 vectors
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------------------------------------------------------------------------- */
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__inline void gpu_cross3(const numtyp *v1, const numtyp *v2, numtyp *ans)
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{
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ans[0] = v1[1]*v2[2]-v1[2]*v2[1];
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ans[1] = v1[2]*v2[0]-v1[0]*v2[2];
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ans[2] = v1[0]*v2[1]-v1[1]*v2[0];
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}
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/* ----------------------------------------------------------------------
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determinant of a matrix
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------------------------------------------------------------------------- */
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__inline numtyp gpu_det3(const numtyp m[9])
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{
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numtyp ans = m[0]*m[4]*m[8] - m[0]*m[5]*m[7] -
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m[3]*m[1]*m[8] + m[3]*m[2]*m[7] +
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m[6]*m[1]*m[5] - m[6]*m[2]*m[4];
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return ans;
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}
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/* ----------------------------------------------------------------------
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diagonal matrix times a full matrix
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------------------------------------------------------------------------- */
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__inline void gpu_diag_times3(const numtyp4 shape, const numtyp m[9],
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numtyp ans[9])
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{
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ans[0] = shape.x*m[0];
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ans[1] = shape.x*m[1];
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ans[2] = shape.x*m[2];
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ans[3] = shape.y*m[3];
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ans[4] = shape.y*m[4];
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ans[5] = shape.y*m[5];
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ans[6] = shape.z*m[6];
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ans[7] = shape.z*m[7];
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ans[8] = shape.z*m[8];
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}
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/* ----------------------------------------------------------------------
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add two matrices
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------------------------------------------------------------------------- */
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__inline void gpu_plus3(const numtyp m[9], const numtyp m2[9], numtyp ans[9])
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{
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ans[0] = m[0]+m2[0];
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ans[1] = m[1]+m2[1];
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ans[2] = m[2]+m2[2];
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ans[3] = m[3]+m2[3];
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ans[4] = m[4]+m2[4];
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ans[5] = m[5]+m2[5];
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ans[6] = m[6]+m2[6];
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ans[7] = m[7]+m2[7];
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ans[8] = m[8]+m2[8];
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}
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/* ----------------------------------------------------------------------
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multiply the transpose of mat1 times mat2
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------------------------------------------------------------------------- */
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__inline void gpu_transpose_times3(const numtyp m[9], const numtyp m2[9],
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numtyp ans[9])
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{
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ans[0] = m[0]*m2[0]+m[3]*m2[3]+m[6]*m2[6];
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ans[1] = m[0]*m2[1]+m[3]*m2[4]+m[6]*m2[7];
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ans[2] = m[0]*m2[2]+m[3]*m2[5]+m[6]*m2[8];
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ans[3] = m[1]*m2[0]+m[4]*m2[3]+m[7]*m2[6];
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ans[4] = m[1]*m2[1]+m[4]*m2[4]+m[7]*m2[7];
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ans[5] = m[1]*m2[2]+m[4]*m2[5]+m[7]*m2[8];
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ans[6] = m[2]*m2[0]+m[5]*m2[3]+m[8]*m2[6];
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ans[7] = m[2]*m2[1]+m[5]*m2[4]+m[8]*m2[7];
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ans[8] = m[2]*m2[2]+m[5]*m2[5]+m[8]*m2[8];
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}
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/* ----------------------------------------------------------------------
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row vector times matrix
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------------------------------------------------------------------------- */
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__inline void gpu_row_times3(const numtyp *v, const numtyp m[9], numtyp *ans)
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{
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ans[0] = m[0]*v[0]+v[1]*m[3]+v[2]*m[6];
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ans[1] = v[0]*m[1]+m[4]*v[1]+v[2]*m[7];
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ans[2] = v[0]*m[2]+v[1]*m[5]+m[8]*v[2];
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}
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/* ----------------------------------------------------------------------
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solve Ax = b or M ans = v
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use gaussian elimination & partial pivoting on matrix
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error_flag set to 2 if bad matrix inversion attempted
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------------------------------------------------------------------------- */
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__inline void gpu_mldivide3(const numtyp m[9], const numtyp *v, numtyp *ans,
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__global int *error_flag)
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{
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// create augmented matrix for pivoting
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numtyp aug[12], t;
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aug[3] = v[0];
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aug[0] = m[0];
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aug[1] = m[1];
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aug[2] = m[2];
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aug[7] = v[1];
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aug[4] = m[3];
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aug[5] = m[4];
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aug[6] = m[5];
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aug[11] = v[2];
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aug[8] = m[6];
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aug[9] = m[7];
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aug[10] = m[8];
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if (fabs(aug[4]) > fabs(aug[0])) {
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numtyp swapt;
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swapt=aug[0]; aug[0]=aug[4]; aug[4]=swapt;
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swapt=aug[1]; aug[1]=aug[5]; aug[5]=swapt;
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swapt=aug[2]; aug[2]=aug[6]; aug[6]=swapt;
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swapt=aug[3]; aug[3]=aug[7]; aug[7]=swapt;
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}
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if (fabs(aug[8]) > fabs(aug[0])) {
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numtyp swapt;
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swapt=aug[0]; aug[0]=aug[8]; aug[8]=swapt;
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swapt=aug[1]; aug[1]=aug[9]; aug[9]=swapt;
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swapt=aug[2]; aug[2]=aug[10]; aug[10]=swapt;
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swapt=aug[3]; aug[3]=aug[11]; aug[11]=swapt;
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}
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if (aug[0] != (numtyp)0.0) {
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if (0!=0) {
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numtyp swapt;
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swapt=aug[0]; aug[0]=aug[0]; aug[0]=swapt;
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swapt=aug[1]; aug[1]=aug[1]; aug[1]=swapt;
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swapt=aug[2]; aug[2]=aug[2]; aug[2]=swapt;
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swapt=aug[3]; aug[3]=aug[3]; aug[3]=swapt;
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}
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} else if (aug[4] != (numtyp)0.0) {
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if (1!=0) {
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numtyp swapt;
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swapt=aug[0]; aug[0]=aug[4]; aug[4]=swapt;
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swapt=aug[1]; aug[1]=aug[5]; aug[5]=swapt;
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swapt=aug[2]; aug[2]=aug[6]; aug[6]=swapt;
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swapt=aug[3]; aug[3]=aug[7]; aug[7]=swapt;
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}
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} else if (aug[8] != (numtyp)0.0) {
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if (2!=0) {
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numtyp swapt;
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swapt=aug[0]; aug[0]=aug[8]; aug[8]=swapt;
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swapt=aug[1]; aug[1]=aug[9]; aug[9]=swapt;
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swapt=aug[2]; aug[2]=aug[10]; aug[10]=swapt;
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swapt=aug[3]; aug[3]=aug[11]; aug[11]=swapt;
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}
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} else
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*error_flag=2;
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t = aug[4]/aug[0];
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aug[5]-=t*aug[1];
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aug[6]-=t*aug[2];
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aug[7]-=t*aug[3];
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t = aug[8]/aug[0];
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aug[9]-=t*aug[1];
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aug[10]-=t*aug[2];
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aug[11]-=t*aug[3];
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if (fabs(aug[9]) > fabs(aug[5])) {
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numtyp swapt;
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swapt=aug[4]; aug[4]=aug[8]; aug[8]=swapt;
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swapt=aug[5]; aug[5]=aug[9]; aug[9]=swapt;
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swapt=aug[6]; aug[6]=aug[10]; aug[10]=swapt;
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swapt=aug[7]; aug[7]=aug[11]; aug[11]=swapt;
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}
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if (aug[5] != (numtyp)0.0) {
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if (1!=1) {
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numtyp swapt;
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swapt=aug[4]; aug[4]=aug[4]; aug[4]=swapt;
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swapt=aug[5]; aug[5]=aug[5]; aug[5]=swapt;
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swapt=aug[6]; aug[6]=aug[6]; aug[6]=swapt;
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swapt=aug[7]; aug[7]=aug[7]; aug[7]=swapt;
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}
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} else if (aug[9] != (numtyp)0.0) {
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if (2!=1) {
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numtyp swapt;
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swapt=aug[4]; aug[4]=aug[8]; aug[8]=swapt;
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swapt=aug[5]; aug[5]=aug[9]; aug[9]=swapt;
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swapt=aug[6]; aug[6]=aug[10]; aug[10]=swapt;
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swapt=aug[7]; aug[7]=aug[11]; aug[11]=swapt;
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}
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}
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t = aug[9]/aug[5];
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aug[10]-=t*aug[6];
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aug[11]-=t*aug[7];
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if (aug[10] == (numtyp)0.0)
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*error_flag=2;
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ans[2] = aug[11]/aug[10];
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t = (numtyp)0.0;
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t += aug[6]*ans[2];
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ans[1] = (aug[7]-t) / aug[5];
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t = (numtyp)0.0;
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t += aug[1]*ans[1];
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t += aug[2]*ans[2];
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ans[0] = (aug[3]-t) / aug[0];
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}
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/* ----------------------------------------------------------------------
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compute rotation matrix from quaternion conjugate
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quat = [w i j k]
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------------------------------------------------------------------------- */
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__inline void gpu_quat_to_mat_trans(__global const numtyp4 *qif, const int qi,
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numtyp mat[9])
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{
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numtyp4 q=qif[qi];
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numtyp w2 = q.x*q.x;
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numtyp i2 = q.y*q.y;
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numtyp j2 = q.z*q.z;
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numtyp k2 = q.w*q.w;
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numtyp twoij = (numtyp)2.0*q.y*q.z;
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numtyp twoik = (numtyp)2.0*q.y*q.w;
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numtyp twojk = (numtyp)2.0*q.z*q.w;
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numtyp twoiw = (numtyp)2.0*q.y*q.x;
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numtyp twojw = (numtyp)2.0*q.z*q.x;
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numtyp twokw = (numtyp)2.0*q.w*q.x;
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mat[0] = w2+i2-j2-k2;
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mat[3] = twoij-twokw;
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mat[6] = twojw+twoik;
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mat[1] = twoij+twokw;
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mat[4] = w2-i2+j2-k2;
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mat[7] = twojk-twoiw;
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mat[2] = twoik-twojw;
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mat[5] = twojk+twoiw;
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mat[8] = w2-i2-j2+k2;
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}
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/* ----------------------------------------------------------------------
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transposed matrix times diagonal matrix
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------------------------------------------------------------------------- */
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__inline void gpu_transpose_times_diag3(const numtyp m[9],
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const numtyp4 d, numtyp ans[9])
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{
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ans[0] = m[0]*d.x;
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ans[1] = m[3]*d.y;
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ans[2] = m[6]*d.z;
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ans[3] = m[1]*d.x;
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ans[4] = m[4]*d.y;
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ans[5] = m[7]*d.z;
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ans[6] = m[2]*d.x;
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ans[7] = m[5]*d.y;
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ans[8] = m[8]*d.z;
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}
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/* ----------------------------------------------------------------------
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multiply mat1 times mat2
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------------------------------------------------------------------------- */
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__inline void gpu_times3(const numtyp m[9], const numtyp m2[9],
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numtyp ans[9])
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{
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ans[0] = m[0]*m2[0] + m[1]*m2[3] + m[2]*m2[6];
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ans[1] = m[0]*m2[1] + m[1]*m2[4] + m[2]*m2[7];
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ans[2] = m[0]*m2[2] + m[1]*m2[5] + m[2]*m2[8];
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ans[3] = m[3]*m2[0] + m[4]*m2[3] + m[5]*m2[6];
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ans[4] = m[3]*m2[1] + m[4]*m2[4] + m[5]*m2[7];
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ans[5] = m[3]*m2[2] + m[4]*m2[5] + m[5]*m2[8];
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ans[6] = m[6]*m2[0] + m[7]*m2[3] + m[8]*m2[6];
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ans[7] = m[6]*m2[1] + m[7]*m2[4] + m[8]*m2[7];
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ans[8] = m[6]*m2[2] + m[7]*m2[5] + m[8]*m2[8];
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}
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/* ----------------------------------------------------------------------
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Apply principal rotation generator about x to rotation matrix m
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------------------------------------------------------------------------- */
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__inline void gpu_rotation_generator_x(const numtyp m[9], numtyp ans[9])
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{
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ans[0] = 0;
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ans[1] = -m[2];
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ans[2] = m[1];
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ans[3] = 0;
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ans[4] = -m[5];
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ans[5] = m[4];
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ans[6] = 0;
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ans[7] = -m[8];
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ans[8] = m[7];
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}
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/* ----------------------------------------------------------------------
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Apply principal rotation generator about y to rotation matrix m
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------------------------------------------------------------------------- */
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__inline void gpu_rotation_generator_y(const numtyp m[9], numtyp ans[9])
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{
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ans[0] = m[2];
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ans[1] = 0;
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ans[2] = -m[0];
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ans[3] = m[5];
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ans[4] = 0;
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ans[5] = -m[3];
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ans[6] = m[8];
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ans[7] = 0;
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ans[8] = -m[6];
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}
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/* ----------------------------------------------------------------------
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Apply principal rotation generator about z to rotation matrix m
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------------------------------------------------------------------------- */
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__inline void gpu_rotation_generator_z(const numtyp m[9], numtyp ans[9])
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{
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ans[0] = -m[1];
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ans[1] = m[0];
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ans[2] = 0;
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ans[3] = -m[4];
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ans[4] = m[3];
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ans[5] = 0;
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ans[6] = -m[7];
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ans[7] = m[6];
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ans[8] = 0;
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}
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/* ----------------------------------------------------------------------
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matrix times vector
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------------------------------------------------------------------------- */
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__inline void gpu_times_column3(const numtyp m[9], const numtyp v[3],
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numtyp ans[3])
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{
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ans[0] = m[0]*v[0] + m[1]*v[1] + m[2]*v[2];
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ans[1] = m[3]*v[0] + m[4]*v[1] + m[5]*v[2];
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ans[2] = m[6]*v[0] + m[7]*v[1] + m[8]*v[2];
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}
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#endif
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