#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));
}