Avoid direct use of INFINITY.
It's not very portable. Per buildfarm.
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@ -21,7 +21,8 @@
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#include "lib/bipartite_match.h"
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#include "lib/bipartite_match.h"
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#include "miscadmin.h"
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#include "miscadmin.h"
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#include "utils/palloc.h"
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#include "utils/builtins.h"
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static bool hk_breadth_search(BipartiteMatchState *state);
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static bool hk_breadth_search(BipartiteMatchState *state);
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static bool hk_depth_search(BipartiteMatchState *state, int u, int depth);
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static bool hk_depth_search(BipartiteMatchState *state, int u, int depth);
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@ -87,7 +88,7 @@ hk_breadth_search(BipartiteMatchState *state)
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int qtail = 0; /* so don't have to worry about wrapping */
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int qtail = 0; /* so don't have to worry about wrapping */
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int u;
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int u;
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distance[0] = INFINITY;
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distance[0] = get_float4_infinity();
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for (u = 1; u <= usize; ++u)
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for (u = 1; u <= usize; ++u)
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{
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{
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@ -97,7 +98,7 @@ hk_breadth_search(BipartiteMatchState *state)
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queue[qhead++] = u;
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queue[qhead++] = u;
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}
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}
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else
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else
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distance[u] = INFINITY;
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distance[u] = get_float4_infinity();
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}
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}
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while (qtail < qhead)
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while (qtail < qhead)
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@ -156,6 +157,6 @@ hk_depth_search(BipartiteMatchState *state, int u, int depth)
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}
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}
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}
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}
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distance[u] = INFINITY;
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distance[u] = get_float4_infinity();
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return false;
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return false;
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}
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}
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