#include "float4_dispatch.h" #include 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; } }