Torque3D/Engine/source/math/isa/neon/float4.cpp

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2026-02-26 16:40:49 +00:00
#include "float4_dispatch.h"
#include <arm_neon.h>
namespace
{
typedef float32x4_t f32x4;
inline f32x4 v_load(const float* p) { return vld1q_f32(p); }
inline void v_store(float* dst, f32x4 v) { vst1q_f32(dst, v); }
inline f32x4 v_set1(float s) { return vdupq_n_f32(s); }
inline f32x4 v_mul(f32x4 a, f32x4 b) { return vmulq_f32(a, b); }
inline f32x4 v_add(f32x4 a, f32x4 b) { return vaddq_f32(a, b); }
inline f32x4 v_sub(f32x4 a, f32x4 b) { return vsubq_f32(a, b); }
// AArch64 native divide
inline f32x4 v_div(f32x4 a, f32x4 b)
{
return vdivq_f32(a, b);
}
inline float v_hadd4(f32x4 a)
{
float32x2_t low = vget_low_f32(a);
float32x2_t high = vget_high_f32(a);
float32x2_t sum = vadd_f32(low, high);
sum = vpadd_f32(sum, sum);
return vget_lane_f32(sum, 0);
}
}
#include "../../impl/float4_impl.inl"
namespace math_backend::float4::dispatch
{
void install_neon()
{
gFloat4.add = float4_add_impl;
gFloat4.sub = float4_sub_impl;
gFloat4.mul = float4_mul_impl;
gFloat4.mul_scalar = float4_mul_scalar_impl;
gFloat4.div = float4_div_impl;
gFloat4.div_scalar = float4_div_scalar_impl;
gFloat4.dot = float4_dot_impl;
gFloat4.length = float4_length_impl;
gFloat4.lengthSquared = float4_length_squared_impl;
gFloat4.normalize = float4_normalize_impl;
gFloat4.lerp = float4_lerp_impl;
}
}