Swapping around vec128 to match AVX order.
Was really hoping all this would fix some bugs, but no luck :(
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@@ -14,6 +14,58 @@
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namespace alloy {
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// The first rule of vector programming is to only rely on exact positions
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// when absolutely required - prefer dumb loops to exact offsets.
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// Vectors in memory are laid out as in AVX registers on little endian
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// machines. Note that little endian is dumb, so the byte at index 0 in
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// the vector is is really byte 15 (or the high byte of short 7 or int 3).
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// Because of this, all byte access should be via the accessors instead of
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// the direct array.
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// Altivec big endian layout: AVX little endian layout:
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// +---------+---------+---------+ +---------+---------+---------+
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// | int32 0 | int16 0 | int8 0 | | int32 3 | int16 7 | int8 15 |
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// | | +---------+ | | +---------+
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// | | | int8 1 | | | | int8 14 |
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// | +---------+---------+ | +---------+---------+
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// | | int16 1 | int8 2 | | | int16 6 | int8 13 |
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// | | +---------+ | | +---------+
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// | | | int8 3 | | | | int8 12 |
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// +---------+---------+---------+ +---------+---------+---------+
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// | int32 1 | int16 2 | int8 4 | | int32 2 | int16 5 | int8 11 |
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// | | +---------+ | | +---------+
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// | | | int8 5 | | | | int8 10 |
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// | +---------+---------+ | +---------+---------+
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// | | int16 3 | int8 6 | | | int16 4 | int8 9 |
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// | | +---------+ | | +---------+
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// | | | int8 7 | | | | int8 8 |
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// +---------+---------+---------+ +---------+---------+---------+
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// | int32 2 | int16 4 | int8 8 | | int32 1 | int16 3 | int8 7 |
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// | | +---------+ | | +---------+
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// | | | int8 9 | | | | int8 6 |
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// | +---------+---------+ | +---------+---------+
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// | | int16 5 | int8 10 | | | int16 2 | int8 5 |
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// | | +---------+ | | +---------+
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// | | | int8 11 | | | | int8 4 |
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// +---------+---------+---------+ +---------+---------+---------+
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// | int32 3 | int16 6 | int8 12 | | int32 0 | int16 1 | int8 3 |
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// | | +---------+ | | +---------+
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// | | | int8 13 | | | | int8 2 |
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// | +---------+---------+ | +---------+---------+
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// | | int16 7 | int8 14 | | | int16 0 | int8 1 |
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// | | +---------+ | | +---------+
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// | | | int8 15 | | | | int8 0 |
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// +---------+---------+---------+ +---------+---------+---------+
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//
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// Logical order:
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// +-----+-----+-----+-----+ +-----+-----+-----+-----+
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// | X | Y | Z | W | | W | Z | Y | X |
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// +-----+-----+-----+-----+ +-----+-----+-----+-----+
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//
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// Mapping indices is easy:
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// int32[i ^ 0x3]
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// int16[i ^ 0x7]
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// int8[i ^ 0xF]
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typedef struct alignas(16) vec128_s {
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union {
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struct {
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@@ -23,15 +75,26 @@ typedef struct alignas(16) vec128_s {
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float w;
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};
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struct {
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uint32_t ix;
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uint32_t iy;
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uint32_t iz;
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uint32_t iw;
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int32_t ix;
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int32_t iy;
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int32_t iz;
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int32_t iw;
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};
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float f4[4];
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uint32_t i4[4];
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uint16_t s8[8];
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uint8_t b16[16];
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struct {
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uint32_t ux;
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uint32_t uy;
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uint32_t uz;
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uint32_t uw;
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};
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float f32[4];
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int8_t i8[16];
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uint8_t u8[16];
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int16_t i16[8];
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uint16_t u16[8];
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int32_t i32[4];
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uint32_t u32[4];
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int64_t i64[2];
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uint64_t u64[2];
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struct {
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uint64_t low;
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uint64_t high;
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@@ -42,40 +105,41 @@ typedef struct alignas(16) vec128_s {
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return low == b.low && high == b.high;
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}
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} vec128_t;
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static inline vec128_t vec128i(uint32_t src) {
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vec128_t v;
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for (auto i = 0; i < 4; ++i) {
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v.i4[i] = src;
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v.u32[i] = src;
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}
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return v;
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}
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static inline vec128_t vec128i(uint32_t x, uint32_t y, uint32_t z, uint32_t w) {
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vec128_t v;
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v.i4[0] = x;
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v.i4[1] = y;
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v.i4[2] = z;
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v.i4[3] = w;
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v.u32[0] = x;
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v.u32[1] = y;
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v.u32[2] = z;
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v.u32[3] = w;
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return v;
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}
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static inline vec128_t vec128f(float src) {
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vec128_t v;
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for (auto i = 0; i < 4; ++i) {
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v.f4[i] = src;
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v.f32[i] = src;
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}
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return v;
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}
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static inline vec128_t vec128f(float x, float y, float z, float w) {
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vec128_t v;
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v.f4[0] = x;
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v.f4[1] = y;
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v.f4[2] = z;
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v.f4[3] = w;
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v.f32[0] = x;
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v.f32[1] = y;
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v.f32[2] = z;
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v.f32[3] = w;
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return v;
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}
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static inline vec128_t vec128s(uint16_t src) {
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vec128_t v;
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for (auto i = 0; i < 8; ++i) {
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v.s8[i] = src;
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v.u16[i] = src;
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}
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return v;
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}
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@@ -83,20 +147,20 @@ static inline vec128_t vec128s(uint16_t x0, uint16_t x1, uint16_t y0,
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uint16_t y1, uint16_t z0, uint16_t z1,
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uint16_t w0, uint16_t w1) {
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vec128_t v;
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v.s8[0] = x0;
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v.s8[1] = x1;
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v.s8[2] = y0;
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v.s8[3] = y1;
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v.s8[4] = z0;
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v.s8[5] = z1;
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v.s8[6] = w0;
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v.s8[7] = w1;
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v.u16[0] = x1;
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v.u16[1] = x0;
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v.u16[2] = y1;
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v.u16[3] = y0;
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v.u16[4] = z1;
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v.u16[5] = z0;
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v.u16[6] = w1;
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v.u16[7] = w0;
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return v;
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}
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static inline vec128_t vec128b(uint8_t src) {
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vec128_t v;
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for (auto i = 0; i < 16; ++i) {
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v.b16[i] = src;
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v.u8[i] = src;
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}
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return v;
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}
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@@ -105,22 +169,22 @@ static inline vec128_t vec128b(uint8_t x0, uint8_t x1, uint8_t x2, uint8_t x3,
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uint8_t z0, uint8_t z1, uint8_t z2, uint8_t z3,
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uint8_t w0, uint8_t w1, uint8_t w2, uint8_t w3) {
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vec128_t v;
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v.b16[0] = x3;
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v.b16[1] = x2;
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v.b16[2] = x1;
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v.b16[3] = x0;
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v.b16[4] = y3;
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v.b16[5] = y2;
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v.b16[6] = y1;
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v.b16[7] = y0;
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v.b16[8] = z3;
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v.b16[9] = z2;
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v.b16[10] = z1;
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v.b16[11] = z0;
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v.b16[12] = w3;
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v.b16[13] = w2;
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v.b16[14] = w1;
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v.b16[15] = w0;
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v.u8[0] = x3;
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v.u8[1] = x2;
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v.u8[2] = x1;
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v.u8[3] = x0;
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v.u8[4] = y3;
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v.u8[5] = y2;
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v.u8[6] = y1;
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v.u8[7] = y0;
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v.u8[8] = z3;
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v.u8[9] = z2;
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v.u8[10] = z1;
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v.u8[11] = z0;
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v.u8[12] = w3;
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v.u8[13] = w2;
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v.u8[14] = w1;
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v.u8[15] = w0;
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return v;
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}
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