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https://github.com/recp/cglm.git
synced 2026-01-03 06:09:59 +00:00
mat2: implement some mat2 func
* also implement as SSE
This commit is contained in:
@@ -14,6 +14,7 @@
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#include "vec4.h"
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#include "mat4.h"
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#include "mat3.h"
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#include "mat2.h"
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#include "affine.h"
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#include "cam.h"
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#include "frustum.h"
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@@ -83,6 +83,36 @@ glm_mat3_print(mat3 matrix,
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#undef n
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}
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CGLM_INLINE
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void
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glm_mat2_print(mat2 matrix,
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FILE * __restrict ostream) {
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int i;
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int j;
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#define m 2
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#define n 2
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fprintf(ostream, "Matrix (float%dx%d):\n", m, n);
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for (i = 0; i < m; i++) {
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fprintf(ostream, "\t|");
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for (j = 0; j < n; j++) {
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fprintf(ostream, "%0.4f", matrix[j][i]);;
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if (j != n - 1)
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fprintf(ostream, "\t");
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}
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fprintf(ostream, "|\n");
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}
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fprintf(ostream, "\n");
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#undef m
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#undef n
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}
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CGLM_INLINE
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void
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glm_vec4_print(vec4 vec,
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163
include/cglm/mat2.h
Normal file
163
include/cglm/mat2.h
Normal file
@@ -0,0 +1,163 @@
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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/*
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*/
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#ifndef cglm_mat2_h
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#define cglm_mat2_h
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#include "common.h"
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#include "vec2.h"
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#ifdef CGLM_SSE_FP
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# include "simd/sse2/mat2.h"
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#endif
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#define GLM_MAT2_IDENTITY_INIT {{1.0f, 0.0f}, {0.0f, 1.0f}}
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#define GLM_MAT2_ZERO_INIT {{0.0f, 0.0f}, {0.0f, 0.0f}}
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/* for C only */
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#define GLM_MAT2_IDENTITY ((mat3)GLM_MAT2_IDENTITY_INIT)
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#define GLM_MAT2_ZERO ((mat3)GLM_MAT2_ZERO_INIT)
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/*!
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* @brief copy all members of [mat] to [dest]
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*
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* @param[in] mat source
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_mat2_copy(mat2 mat, mat2 dest) {
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dest[0][0] = mat[0][0];
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dest[0][1] = mat[0][1];
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dest[1][0] = mat[1][0];
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dest[1][1] = mat[1][1];
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}
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/*!
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* @brief make given matrix identity. It is identical with below,
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* but it is more easy to do that with this func especially for members
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* e.g. glm_mat2_identity(aStruct->aMatrix);
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*
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* @code
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* glm_mat2_copy(GLM_MAT2_IDENTITY, mat); // C only
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*
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* // or
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* mat2 mat = GLM_MAT2_IDENTITY_INIT;
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* @endcode
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*
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* @param[in, out] mat destination
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*/
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CGLM_INLINE
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void
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glm_mat2_identity(mat2 mat) {
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CGLM_ALIGN_MAT mat2 t = GLM_MAT2_IDENTITY_INIT;
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glm_mat2_copy(t, mat);
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}
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/*!
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* @brief make given matrix array's each element identity matrix
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*
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* @param[in, out] mat matrix array (must be aligned (16/32)
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* if alignment is not disabled)
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*
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* @param[in] count count of matrices
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*/
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CGLM_INLINE
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void
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glm_mat2_identity_array(mat2 * __restrict mat, size_t count) {
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CGLM_ALIGN_MAT mat2 t = GLM_MAT2_IDENTITY_INIT;
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size_t i;
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for (i = 0; i < count; i++) {
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glm_mat2_copy(t, mat[i]);
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}
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}
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/*!
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* @brief make given matrix zero.
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*
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* @param[in, out] mat matrix
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*/
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CGLM_INLINE
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void
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glm_mat2_zero(mat2 mat) {
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CGLM_ALIGN_MAT mat2 t = GLM_MAT2_ZERO_INIT;
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glm_mat2_copy(t, mat);
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}
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/*!
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* @brief multiply m1 and m2 to dest
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*
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* m1, m2 and dest matrices can be same matrix, it is possible to write this:
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*
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* @code
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* mat3 m = GLM_MAT3_IDENTITY_INIT;
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* glm_mat3_mul(m, m, m);
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* @endcode
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*
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* @param[in] m1 left matrix
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* @param[in] m2 right matrix
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* @param[out] dest destination matrix
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*/
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CGLM_INLINE
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void
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glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glm_mat2_mul_sse2(m1, m2, dest);
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#else
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float a00 = m1[0][0], a01 = m1[0][1],
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a10 = m1[1][0], a11 = m1[1][1],
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b00 = m2[0][0], b01 = m2[0][1],
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b10 = m2[1][0], b11 = m2[1][1];
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dest[0][0] = a00 * b00 + a10 * b01;
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dest[0][1] = a01 * b00 + a11 * b01;
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dest[1][0] = a00 * b10 + a10 * b11;
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dest[1][1] = a01 * b10 + a11 * b11;
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#endif
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}
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/*!
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* @brief transpose mat3 and store in dest
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*
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* source matrix will not be transposed unless dest is m
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*
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* @param[in] m matrix
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* @param[out] dest result
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*/
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CGLM_INLINE
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void
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glm_mat2_transpose_to(mat2 m, mat2 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glm_mat2_transp_sse2(m, dest);
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#else
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dest[0][0] = m[0][0];
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dest[0][1] = m[1][0];
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dest[1][0] = m[0][1];
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dest[1][1] = m[1][1];
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#endif
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}
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/*!
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* @brief tranpose mat3 and store result in same matrix
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*
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* @param[in, out] m source and dest
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*/
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CGLM_INLINE
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void
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glm_mat2_transpose(mat2 m) {
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float tmp;
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tmp = m[0][1];
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m[0][1] = m[1][0];
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m[1][0] = tmp;
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}
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#endif /* cglm_mat2_h */
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45
include/cglm/simd/sse2/mat2.h
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45
include/cglm/simd/sse2/mat2.h
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@@ -0,0 +1,45 @@
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglm_mat2_sse_h
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#define cglm_mat2_sse_h
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#if defined( __SSE__ ) || defined( __SSE2__ )
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#include "../../common.h"
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#include "../intrin.h"
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CGLM_INLINE
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void
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glm_mat2_mul_sse2(mat2 m1, mat2 m2, mat2 dest) {
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__m128 x0, x1, x2;
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x1 = glmm_load(m1[0]); /* d c b a */
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x2 = glmm_load(m2[0]); /* h g f e */
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/*
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dest[0][0] = a * e + c * f;
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dest[0][1] = b * e + d * f;
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dest[1][0] = a * g + c * h;
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dest[1][1] = b * g + d * h;
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*/
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x0 = _mm_mul_ps(_mm_movelh_ps(x1, x1), glmm_shuff1(x2, 2, 2, 0, 0));
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x1 = _mm_mul_ps(_mm_movehl_ps(x1, x1), glmm_shuff1(x2, 3, 3, 1, 1));
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x1 = _mm_add_ps(x0, x1);
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glmm_store(dest[0], x1);
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}
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CGLM_INLINE
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void
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glm_mat2_transp_sse2(mat2 m, mat2 dest) {
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/* d c b a */
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/* d b c a */
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glmm_store(dest[0], glmm_shuff1(glmm_load(m[0]), 3, 1, 2, 0));
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}
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#endif
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#endif /* cglm_mat2_sse_h */
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@@ -38,6 +38,8 @@ typedef int ivec3[3];
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typedef CGLM_ALIGN_IF(16) float vec4[4];
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typedef vec4 versor;
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typedef vec3 mat3[3];
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// typedef vec4 mat2;
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typedef CGLM_ALIGN_IF(16) vec2 mat2[2];
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#ifdef __AVX__
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typedef CGLM_ALIGN_IF(32) vec4 mat4[4];
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