#include <arm_neon.h> namespace math { namespace internal { #define _IOS_SHUFFLE_1032(vec) vrev64q_f32(vec) #define _IOS_SHUFFLE_2301(vec) vcombine_f32(vget_high_f32(vec), vget_low_f32(vec)) inline float32x4_t dot4VecResult(const float32x4_t& vec1, const float32x4_t& vec2) { float32x4_t result = vmulq_f32(vec1, vec2); result = vaddq_f32(result, _IOS_SHUFFLE_1032(result)); result = vaddq_f32(result, _IOS_SHUFFLE_2301(result)); return result; } inline float32x4_t fastRSqrt(const float32x4_t& vec) { float32x4_t result; result = vrsqrteq_f32(vec); result = vmulq_f32(vrsqrtsq_f32(vmulq_f32(result, result), vec), result); return result; } } typedef float32x4_t Vector3; inline Vector3 normalize(const Vector3& v1) { float32x4_t dot; dot = vsetq_lane_f32(0.0f, v1, 3); dot = internal::dot4VecResult(dot, dot); if (vgetq_lane_f32(dot, 0) == 0.0f) { return v1; } else { Vector3 result; result = vmulq_f32(v1, internal::fastRSqrt(dot)); return result; } } inline Vector3 cross(const Vector3& v1, const Vector3& v2) { float32x4x2_t v_1203 = vzipq_f32(vcombine_f32(vrev64_f32(vget_low_f32(v1)), vrev64_f32(vget_low_f32(v2))), vcombine_f32(vget_high_f32(v1), vget_high_f32(v2))); float32x4x2_t v_2013 = vzipq_f32(vcombine_f32(vrev64_f32(vget_low_f32(v_1203.val[0])), vrev64_f32(vget_low_f32(v_1203.val[1]))), vcombine_f32(vget_high_f32(v_1203.val[0]), vget_high_f32(v_1203.val[1]))); Vector3 result; result = vmlsq_f32(vmulq_f32(v_1203.val[0], v_2013.val[1]), v_1203.val[1], v_2013.val[0]); return result; } } void _f_with_internal_compiler_error_in_reload_cse_simplify_operands(const math::Vector3& v1, const math::Vector3& v2) { math::normalize(math::cross(v1, v2)); }