if (coreLength < AllocationThreshold)
{
uint* fold = stackalloc uint[foldLength];
+ new Span<uint>(fold, foldLength).Clear();
uint* core = stackalloc uint[coreLength];
+ new Span<uint>(core, coreLength).Clear();
// ... compute z_a = a_1 + a_0 (call it fold...)
Add(valueHigh, valueHighLength,
if (coreLength < AllocationThreshold)
{
uint* leftFold = stackalloc uint[leftFoldLength];
+ new Span<uint>(leftFold, leftFoldLength).Clear();
uint* rightFold = stackalloc uint[rightFoldLength];
+ new Span<uint>(rightFold, rightFoldLength).Clear();
uint* core = stackalloc uint[coreLength];
+ new Span<uint>(core, coreLength).Clear();
// ... compute z_a = a_1 + a_0 (call it fold...)
Add(leftHigh, leftHighLength,