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https://github.com/microsoft/DirectXMath
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Using broadcast instead of load/shuffle is faster when it is available. (#47)
Using broadcast instead of load/shuffle is faster when it is available.
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@ -297,13 +297,20 @@ inline XMMATRIX XM_CALLCONV XMMatrixMultiply
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return mResult;
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#elif defined(_XM_SSE_INTRINSICS_)
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XMMATRIX mResult;
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// Splat the component X,Y,Z then W
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#if defined(_XM_AVX_INTRINSICS_)
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XMVECTOR vX = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[0]) + 0);
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XMVECTOR vY = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[0]) + 1);
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XMVECTOR vZ = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[0]) + 2);
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XMVECTOR vW = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[0]) + 3);
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#else
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// Use vW to hold the original row
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XMVECTOR vW = M1.r[0];
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// Splat the component X,Y,Z then W
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XMVECTOR vX = XM_PERMUTE_PS(vW,_MM_SHUFFLE(0,0,0,0));
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XMVECTOR vY = XM_PERMUTE_PS(vW,_MM_SHUFFLE(1,1,1,1));
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XMVECTOR vZ = XM_PERMUTE_PS(vW,_MM_SHUFFLE(2,2,2,2));
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vW = XM_PERMUTE_PS(vW,_MM_SHUFFLE(3,3,3,3));
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#endif
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// Perform the operation on the first row
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vX = _mm_mul_ps(vX,M2.r[0]);
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vY = _mm_mul_ps(vY,M2.r[1]);
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@ -315,11 +322,18 @@ inline XMMATRIX XM_CALLCONV XMMatrixMultiply
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vX = _mm_add_ps(vX,vY);
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mResult.r[0] = vX;
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// Repeat for the other 3 rows
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#if defined(_XM_AVX_INTRINSICS_)
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vX = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[1]) + 0);
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vY = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[1]) + 1);
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vZ = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[1]) + 2);
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vW = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[1]) + 3);
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#else
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vW = M1.r[1];
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vX = XM_PERMUTE_PS(vW,_MM_SHUFFLE(0,0,0,0));
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vY = XM_PERMUTE_PS(vW,_MM_SHUFFLE(1,1,1,1));
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vZ = XM_PERMUTE_PS(vW,_MM_SHUFFLE(2,2,2,2));
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vW = XM_PERMUTE_PS(vW,_MM_SHUFFLE(3,3,3,3));
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#endif
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vX = _mm_mul_ps(vX,M2.r[0]);
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vY = _mm_mul_ps(vY,M2.r[1]);
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vZ = _mm_mul_ps(vZ,M2.r[2]);
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@ -328,11 +342,18 @@ inline XMMATRIX XM_CALLCONV XMMatrixMultiply
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vY = _mm_add_ps(vY,vW);
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vX = _mm_add_ps(vX,vY);
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mResult.r[1] = vX;
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#if defined(_XM_AVX_INTRINSICS_)
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vX = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[2]) + 0);
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vY = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[2]) + 1);
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vZ = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[2]) + 2);
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vW = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[2]) + 3);
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#else
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vW = M1.r[2];
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vX = XM_PERMUTE_PS(vW,_MM_SHUFFLE(0,0,0,0));
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vY = XM_PERMUTE_PS(vW,_MM_SHUFFLE(1,1,1,1));
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vZ = XM_PERMUTE_PS(vW,_MM_SHUFFLE(2,2,2,2));
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vW = XM_PERMUTE_PS(vW,_MM_SHUFFLE(3,3,3,3));
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#endif
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vX = _mm_mul_ps(vX,M2.r[0]);
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vY = _mm_mul_ps(vY,M2.r[1]);
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vZ = _mm_mul_ps(vZ,M2.r[2]);
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@ -341,11 +362,18 @@ inline XMMATRIX XM_CALLCONV XMMatrixMultiply
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vY = _mm_add_ps(vY,vW);
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vX = _mm_add_ps(vX,vY);
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mResult.r[2] = vX;
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#if defined(_XM_AVX_INTRINSICS_)
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vX = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[3]) + 0);
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vY = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[3]) + 1);
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vZ = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[3]) + 2);
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vW = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[3]) + 3);
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#else
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vW = M1.r[3];
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vX = XM_PERMUTE_PS(vW,_MM_SHUFFLE(0,0,0,0));
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vY = XM_PERMUTE_PS(vW,_MM_SHUFFLE(1,1,1,1));
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vZ = XM_PERMUTE_PS(vW,_MM_SHUFFLE(2,2,2,2));
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vW = XM_PERMUTE_PS(vW,_MM_SHUFFLE(3,3,3,3));
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#endif
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vX = _mm_mul_ps(vX,M2.r[0]);
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vY = _mm_mul_ps(vY,M2.r[1]);
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vZ = _mm_mul_ps(vZ,M2.r[2]);
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@ -450,13 +478,20 @@ inline XMMATRIX XM_CALLCONV XMMatrixMultiplyTranspose
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mResult.r[3] = T1.val[1];
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return mResult;
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#elif defined(_XM_SSE_INTRINSICS_)
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// Splat the component X,Y,Z then W
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#if defined(_XM_AVX_INTRINSICS_)
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XMVECTOR vX = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[0]) + 0);
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XMVECTOR vY = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[0]) + 1);
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XMVECTOR vZ = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[0]) + 2);
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XMVECTOR vW = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[0]) + 3);
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#else
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// Use vW to hold the original row
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XMVECTOR vW = M1.r[0];
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// Splat the component X,Y,Z then W
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XMVECTOR vX = XM_PERMUTE_PS(vW,_MM_SHUFFLE(0,0,0,0));
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XMVECTOR vY = XM_PERMUTE_PS(vW,_MM_SHUFFLE(1,1,1,1));
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XMVECTOR vZ = XM_PERMUTE_PS(vW,_MM_SHUFFLE(2,2,2,2));
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vW = XM_PERMUTE_PS(vW,_MM_SHUFFLE(3,3,3,3));
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#endif
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// Perform the operation on the first row
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vX = _mm_mul_ps(vX,M2.r[0]);
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vY = _mm_mul_ps(vY,M2.r[1]);
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@ -466,13 +501,20 @@ inline XMMATRIX XM_CALLCONV XMMatrixMultiplyTranspose
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vX = _mm_add_ps(vX,vZ);
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vY = _mm_add_ps(vY,vW);
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vX = _mm_add_ps(vX,vY);
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__m128 r0 = vX;
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XMVECTOR r0 = vX;
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// Repeat for the other 3 rows
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#if defined(_XM_AVX_INTRINSICS_)
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vX = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[1]) + 0);
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vY = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[1]) + 1);
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vZ = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[1]) + 2);
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vW = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[1]) + 3);
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#else
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vW = M1.r[1];
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vX = XM_PERMUTE_PS(vW,_MM_SHUFFLE(0,0,0,0));
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vY = XM_PERMUTE_PS(vW,_MM_SHUFFLE(1,1,1,1));
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vZ = XM_PERMUTE_PS(vW,_MM_SHUFFLE(2,2,2,2));
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vW = XM_PERMUTE_PS(vW,_MM_SHUFFLE(3,3,3,3));
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#endif
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vX = _mm_mul_ps(vX,M2.r[0]);
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vY = _mm_mul_ps(vY,M2.r[1]);
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vZ = _mm_mul_ps(vZ,M2.r[2]);
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@ -480,12 +522,19 @@ inline XMMATRIX XM_CALLCONV XMMatrixMultiplyTranspose
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vX = _mm_add_ps(vX,vZ);
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vY = _mm_add_ps(vY,vW);
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vX = _mm_add_ps(vX,vY);
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__m128 r1 = vX;
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XMVECTOR r1 = vX;
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#if defined(_XM_AVX_INTRINSICS_)
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vX = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[2]) + 0);
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vY = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[2]) + 1);
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vZ = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[2]) + 2);
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vW = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[2]) + 3);
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#else
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vW = M1.r[2];
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vX = XM_PERMUTE_PS(vW,_MM_SHUFFLE(0,0,0,0));
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vY = XM_PERMUTE_PS(vW,_MM_SHUFFLE(1,1,1,1));
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vZ = XM_PERMUTE_PS(vW,_MM_SHUFFLE(2,2,2,2));
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vW = XM_PERMUTE_PS(vW,_MM_SHUFFLE(3,3,3,3));
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#endif
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vX = _mm_mul_ps(vX,M2.r[0]);
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vY = _mm_mul_ps(vY,M2.r[1]);
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vZ = _mm_mul_ps(vZ,M2.r[2]);
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@ -493,12 +542,19 @@ inline XMMATRIX XM_CALLCONV XMMatrixMultiplyTranspose
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vX = _mm_add_ps(vX,vZ);
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vY = _mm_add_ps(vY,vW);
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vX = _mm_add_ps(vX,vY);
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__m128 r2 = vX;
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XMVECTOR r2 = vX;
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#if defined(_XM_AVX_INTRINSICS_)
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vX = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[3]) + 0);
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vY = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[3]) + 1);
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vZ = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[3]) + 2);
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vW = _mm_broadcast_ss(reinterpret_cast<const float*>(&M1.r[3]) + 3);
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#else
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vW = M1.r[3];
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vX = XM_PERMUTE_PS(vW,_MM_SHUFFLE(0,0,0,0));
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vY = XM_PERMUTE_PS(vW,_MM_SHUFFLE(1,1,1,1));
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vZ = XM_PERMUTE_PS(vW,_MM_SHUFFLE(2,2,2,2));
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vW = XM_PERMUTE_PS(vW,_MM_SHUFFLE(3,3,3,3));
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#endif
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vX = _mm_mul_ps(vX,M2.r[0]);
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vY = _mm_mul_ps(vY,M2.r[1]);
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vZ = _mm_mul_ps(vZ,M2.r[2]);
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@ -506,7 +562,7 @@ inline XMMATRIX XM_CALLCONV XMMatrixMultiplyTranspose
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vX = _mm_add_ps(vX,vZ);
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vY = _mm_add_ps(vY,vW);
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vX = _mm_add_ps(vX,vY);
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__m128 r3 = vX;
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XMVECTOR r3 = vX;
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// x.x,x.y,y.x,y.y
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XMVECTOR vTemp1 = _mm_shuffle_ps(r0,r1,_MM_SHUFFLE(1,0,1,0));
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