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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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186 lines
7 KiB
C++
186 lines
7 KiB
C++
/*
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** BuilderNative Renderer
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** Copyright (c) 2019 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "Precomp.h"
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#include <stdexcept>
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#include <cstdarg>
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#include <algorithm>
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#include <cmath>
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#include "fasttrig.h"
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#ifndef NO_SSE
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#include <xmmintrin.h>
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#endif
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extern "C"
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{
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#ifdef NO_SSE
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void Matrix_Null(float result[4][4])
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{
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memset(result, 0, sizeof(float) * 16);
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}
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#else
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void Matrix_Null(float result[4][4])
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{
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__m128 zero = _mm_setzero_ps();
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_mm_storeu_ps(result[0], zero);
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_mm_storeu_ps(result[1], zero);
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_mm_storeu_ps(result[2], zero);
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_mm_storeu_ps(result[3], zero);
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}
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#endif
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void Matrix_Identity(float result[4][4])
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{
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Matrix_Null(result);
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result[0][0] = 1.0f;
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result[1][1] = 1.0f;
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result[2][2] = 1.0f;
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result[3][3] = 1.0f;
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}
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void Matrix_Translation(float x, float y, float z, float result[4][4])
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{
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Matrix_Null(result);
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result[0][0] = 1.0f;
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result[1][1] = 1.0f;
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result[2][2] = 1.0f;
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result[3][0] = x;
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result[3][1] = y;
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result[3][2] = z;
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result[3][3] = 1.0f;
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}
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void Matrix_RotationX(float angle, float result[4][4])
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{
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float cos = fastcos(angle);
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float sin = fastsin(angle);
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Matrix_Null(result);
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result[0][0] = 1.0f;
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result[1][1] = cos;
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result[1][2] = sin;
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result[2][1] = -sin;
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result[2][2] = cos;
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result[3][3] = 1.0f;
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}
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void Matrix_RotationY(float angle, float result[4][4])
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{
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float cos = fastcos(angle);
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float sin = fastsin(angle);
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Matrix_Null(result);
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result[0][0] = cos;
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result[0][2] = -sin;
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result[1][1] = 1.0f;
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result[2][0] = sin;
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result[2][2] = cos;
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result[3][3] = 1.0f;
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}
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void Matrix_RotationZ(float angle, float result[4][4])
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{
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float cos = fastcos(angle);
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float sin = fastsin(angle);
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Matrix_Null(result);
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result[0][0] = cos;
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result[0][1] = sin;
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result[1][0] = -sin;
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result[1][1] = cos;
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result[2][2] = 1.0f;
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result[3][3] = 1.0f;
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}
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void Matrix_Scaling(float x, float y, float z, float result[4][4])
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{
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Matrix_Null(result);
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result[0][0] = x;
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result[1][1] = y;
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result[2][2] = z;
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result[3][3] = 1.0f;
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}
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#ifdef NO_SSE
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void Matrix_Multiply(const float* left, const float* right, float* result)
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{
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result[0 * 4 + 0] = left[0 * 4 + 0] * right[0 * 4 + 0] + left[0 * 4 + 1] * right[1 * 4 + 0] + left[0 * 4 + 2] * right[2 * 4 + 0] + left[0 * 4 + 3] * right[3 * 4 + 0];
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result[0 * 4 + 1] = left[0 * 4 + 0] * right[0 * 4 + 1] + left[0 * 4 + 1] * right[1 * 4 + 1] + left[0 * 4 + 2] * right[2 * 4 + 1] + left[0 * 4 + 3] * right[3 * 4 + 1];
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result[0 * 4 + 2] = left[0 * 4 + 0] * right[0 * 4 + 2] + left[0 * 4 + 1] * right[1 * 4 + 2] + left[0 * 4 + 2] * right[2 * 4 + 2] + left[0 * 4 + 3] * right[3 * 4 + 2];
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result[0 * 4 + 3] = left[0 * 4 + 0] * right[0 * 4 + 3] + left[0 * 4 + 1] * right[1 * 4 + 3] + left[0 * 4 + 2] * right[2 * 4 + 3] + left[0 * 4 + 3] * right[3 * 4 + 3];
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result[1 * 4 + 0] = left[1 * 4 + 0] * right[0 * 4 + 0] + left[1 * 4 + 1] * right[1 * 4 + 0] + left[1 * 4 + 2] * right[2 * 4 + 0] + left[1 * 4 + 3] * right[3 * 4 + 0];
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result[1 * 4 + 1] = left[1 * 4 + 0] * right[0 * 4 + 1] + left[1 * 4 + 1] * right[1 * 4 + 1] + left[1 * 4 + 2] * right[2 * 4 + 1] + left[1 * 4 + 3] * right[3 * 4 + 1];
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result[1 * 4 + 2] = left[1 * 4 + 0] * right[0 * 4 + 2] + left[1 * 4 + 1] * right[1 * 4 + 2] + left[1 * 4 + 2] * right[2 * 4 + 2] + left[1 * 4 + 3] * right[3 * 4 + 2];
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result[1 * 4 + 3] = left[1 * 4 + 0] * right[0 * 4 + 3] + left[1 * 4 + 1] * right[1 * 4 + 3] + left[1 * 4 + 2] * right[2 * 4 + 3] + left[1 * 4 + 3] * right[3 * 4 + 3];
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result[2 * 4 + 0] = left[2 * 4 + 0] * right[0 * 4 + 0] + left[2 * 4 + 1] * right[1 * 4 + 0] + left[2 * 4 + 2] * right[2 * 4 + 0] + left[2 * 4 + 3] * right[3 * 4 + 0];
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result[2 * 4 + 1] = left[2 * 4 + 0] * right[0 * 4 + 1] + left[2 * 4 + 1] * right[1 * 4 + 1] + left[2 * 4 + 2] * right[2 * 4 + 1] + left[2 * 4 + 3] * right[3 * 4 + 1];
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result[2 * 4 + 2] = left[2 * 4 + 0] * right[0 * 4 + 2] + left[2 * 4 + 1] * right[1 * 4 + 2] + left[2 * 4 + 2] * right[2 * 4 + 2] + left[2 * 4 + 3] * right[3 * 4 + 2];
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result[2 * 4 + 3] = left[2 * 4 + 0] * right[0 * 4 + 3] + left[2 * 4 + 1] * right[1 * 4 + 3] + left[2 * 4 + 2] * right[2 * 4 + 3] + left[2 * 4 + 3] * right[3 * 4 + 3];
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result[3 * 4 + 0] = left[3 * 4 + 0] * right[0 * 4 + 0] + left[3 * 4 + 1] * right[1 * 4 + 0] + left[3 * 4 + 2] * right[2 * 4 + 0] + left[3 * 4 + 3] * right[3 * 4 + 0];
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result[3 * 4 + 1] = left[3 * 4 + 0] * right[0 * 4 + 1] + left[3 * 4 + 1] * right[1 * 4 + 1] + left[3 * 4 + 2] * right[2 * 4 + 1] + left[3 * 4 + 3] * right[3 * 4 + 1];
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result[3 * 4 + 2] = left[3 * 4 + 0] * right[0 * 4 + 2] + left[3 * 4 + 1] * right[1 * 4 + 2] + left[3 * 4 + 2] * right[2 * 4 + 2] + left[3 * 4 + 3] * right[3 * 4 + 2];
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result[3 * 4 + 3] = left[3 * 4 + 0] * right[0 * 4 + 3] + left[3 * 4 + 1] * right[1 * 4 + 3] + left[3 * 4 + 2] * right[2 * 4 + 3] + left[3 * 4 + 3] * right[3 * 4 + 3];
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}
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#else
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void Matrix_Multiply(const float a[4][4], const float b[4][4], float result[4][4])
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{
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__m128 otherRow0 = _mm_loadu_ps(b[0]);
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__m128 otherRow1 = _mm_loadu_ps(b[1]);
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__m128 otherRow2 = _mm_loadu_ps(b[2]);
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__m128 otherRow3 = _mm_loadu_ps(b[3]);
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__m128 newRow0 = _mm_mul_ps(otherRow0, _mm_set1_ps(a[0][0]));
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newRow0 = _mm_add_ps(newRow0, _mm_mul_ps(otherRow1, _mm_set1_ps(a[0][1])));
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newRow0 = _mm_add_ps(newRow0, _mm_mul_ps(otherRow2, _mm_set1_ps(a[0][2])));
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newRow0 = _mm_add_ps(newRow0, _mm_mul_ps(otherRow3, _mm_set1_ps(a[0][3])));
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__m128 newRow1 = _mm_mul_ps(otherRow0, _mm_set1_ps(a[1][0]));
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newRow1 = _mm_add_ps(newRow1, _mm_mul_ps(otherRow1, _mm_set1_ps(a[1][1])));
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newRow1 = _mm_add_ps(newRow1, _mm_mul_ps(otherRow2, _mm_set1_ps(a[1][2])));
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newRow1 = _mm_add_ps(newRow1, _mm_mul_ps(otherRow3, _mm_set1_ps(a[1][3])));
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__m128 newRow2 = _mm_mul_ps(otherRow0, _mm_set1_ps(a[2][0]));
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newRow2 = _mm_add_ps(newRow2, _mm_mul_ps(otherRow1, _mm_set1_ps(a[2][1])));
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newRow2 = _mm_add_ps(newRow2, _mm_mul_ps(otherRow2, _mm_set1_ps(a[2][2])));
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newRow2 = _mm_add_ps(newRow2, _mm_mul_ps(otherRow3, _mm_set1_ps(a[2][3])));
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__m128 newRow3 = _mm_mul_ps(otherRow0, _mm_set1_ps(a[3][0]));
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newRow3 = _mm_add_ps(newRow3, _mm_mul_ps(otherRow1, _mm_set1_ps(a[3][1])));
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newRow3 = _mm_add_ps(newRow3, _mm_mul_ps(otherRow2, _mm_set1_ps(a[3][2])));
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newRow3 = _mm_add_ps(newRow3, _mm_mul_ps(otherRow3, _mm_set1_ps(a[3][3])));
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_mm_storeu_ps(result[0], newRow0);
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_mm_storeu_ps(result[1], newRow1);
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_mm_storeu_ps(result[2], newRow2);
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_mm_storeu_ps(result[3], newRow3);
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}
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#endif
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}
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