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https://github.com/FWGS/hlsdk-xash3d
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client: studio: fix types in AArch64 NEON code
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@ -24,9 +24,9 @@ AngleMatrix
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====================
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*/
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#if XASH_SIMD_NEON
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const uint32x4_t AngleMatrix_sign0 = vreinterpretq_f32_u32(vsetq_lane_u32(0x80000000, vdupq_n_u32(0), 0));
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const uint32x4_t AngleMatrix_sign1 = vreinterpretq_f32_u32(vsetq_lane_u32(0x80000000, vdupq_n_u32(0), 1));
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const uint32x4_t AngleMatrix_sign2 = vreinterpretq_f32_u32(vsetq_lane_u32(0x80000000, vdupq_n_u32(0), 2));
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static const uint32x4_t AngleMatrix_sign0 = vsetq_lane_u32(0x80000000, vdupq_n_u32(0), 0);
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static const uint32x4_t AngleMatrix_sign1 = vsetq_lane_u32(0x80000000, vdupq_n_u32(0), 1);
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static const uint32x4_t AngleMatrix_sign2 = vsetq_lane_u32(0x80000000, vdupq_n_u32(0), 2);
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#endif
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void AngleMatrix( const float *angles, float (*matrix)[4] )
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{
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@ -254,7 +254,11 @@ AngleQuaternion
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====================
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*/
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#if XASH_SIMD_NEON
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const float32x4_t AngleQuaternion_sign2 = vzipq_f32(vdupq_n_u32(0x80000000), vdupq_n_u32(0x00000000)).val[0]; // { 0x80000000, 0x00000000, 0x80000000, 0x00000000 };
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static const float32x4_t AngleQuaternion_sign2 =
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vzipq_f32(
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vreinterpret_f32_u32(vdupq_n_u32(0x80000000)),
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vreinterpret_f32_u32(vdupq_n_u32(0x00000000))
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).val[0]; // { 0x80000000, 0x00000000, 0x80000000, 0x00000000 };
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#endif
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void AngleQuaternion( float *angles, vec4_t quaternion )
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{
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@ -272,7 +276,7 @@ void AngleQuaternion( float *angles, vec4_t quaternion )
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float32x4_t sy_cr_cy_sr = vextq_f32(sr_sy_cr_cy_sp_0_cp_1.val[0], sr_sy_cr_cy_sp_0_cp_1.val[0], 1);
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float32x4_t cr_cy_sr_sy = vextq_f32(sr_sy_cr_cy_sp_0_cp_1.val[0], sr_sy_cr_cy_sp_0_cp_1.val[0], 2);
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float32x4_t cy_sr_sy_cr = vextq_f32(sr_sy_cr_cy_sp_0_cp_1.val[0], sr_sy_cr_cy_sp_0_cp_1.val[0], 3);
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float32x4_t sp_sp_sp_sp_signed = veorq_u32(sp_sp_sp_sp, AngleQuaternion_sign2);
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float32x4_t sp_sp_sp_sp_signed = veorq_u32(vreinterpret_u32_f32(sp_sp_sp_sp), AngleQuaternion_sign2);
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float32x4_t left = vmulq_f32(vmulq_f32(sr_sy_cr_cy, cp_cp_cp_cp), cy_sr_sy_cr);
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