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// Copyright 2023 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
//go:build !purego
#include "textflag.h"
// func addMulVVW1024(z, x *uint, y uint) (c uint)
TEXT ·addMulVVW1024(SB),$0-32
MOV $16, X30
JMP addMulVVWx(SB)
// func addMulVVW1536(z, x *uint, y uint) (c uint)
TEXT ·addMulVVW1536(SB),$0-32
MOV $24, X30
JMP addMulVVWx(SB)
// func addMulVVW2048(z, x *uint, y uint) (c uint)
TEXT ·addMulVVW2048(SB),$0-32
MOV $32, X30
JMP addMulVVWx(SB)
TEXT addMulVVWx(SB),NOFRAME|NOSPLIT,$0
MOV z+0(FP), X5
MOV x+8(FP), X7
MOV y+16(FP), X6
MOV $0, X29
BEQZ X30, done
loop:
MOV 0*8(X5), X10 // z[0]
MOV 1*8(X5), X13 // z[1]
MOV 2*8(X5), X16 // z[2]
MOV 3*8(X5), X19 // z[3]
MOV 0*8(X7), X8 // x[0]
MOV 1*8(X7), X11 // x[1]
MOV 2*8(X7), X14 // x[2]
MOV 3*8(X7), X17 // x[3]
MULHU X8, X6, X9 // z_hi[0] = x[0] * y
MUL X8, X6, X8 // z_lo[0] = x[0] * y
ADD X8, X10, X21 // z_lo[0] = x[0] * y + z[0]
SLTU X8, X21, X22
ADD X9, X22, X9 // z_hi[0] = x[0] * y + z[0]
ADD X21, X29, X10 // z_lo[0] = x[0] * y + z[0] + c
SLTU X21, X10, X22
ADD X9, X22, X29 // next c
MULHU X11, X6, X12 // z_hi[1] = x[1] * y
MUL X11, X6, X11 // z_lo[1] = x[1] * y
ADD X11, X13, X21 // z_lo[1] = x[1] * y + z[1]
SLTU X11, X21, X22
ADD X12, X22, X12 // z_hi[1] = x[1] * y + z[1]
ADD X21, X29, X13 // z_lo[1] = x[1] * y + z[1] + c
SLTU X21, X13, X22
ADD X12, X22, X29 // next c
MULHU X14, X6, X15 // z_hi[2] = x[2] * y
MUL X14, X6, X14 // z_lo[2] = x[2] * y
ADD X14, X16, X21 // z_lo[2] = x[2] * y + z[2]
SLTU X14, X21, X22
ADD X15, X22, X15 // z_hi[2] = x[2] * y + z[2]
ADD X21, X29, X16 // z_lo[2] = x[2] * y + z[2] + c
SLTU X21, X16, X22
ADD X15, X22, X29 // next c
MULHU X17, X6, X18 // z_hi[3] = x[3] * y
MUL X17, X6, X17 // z_lo[3] = x[3] * y
ADD X17, X19, X21 // z_lo[3] = x[3] * y + z[3]
SLTU X17, X21, X22
ADD X18, X22, X18 // z_hi[3] = x[3] * y + z[3]
ADD X21, X29, X19 // z_lo[3] = x[3] * y + z[3] + c
SLTU X21, X19, X22
ADD X18, X22, X29 // next c
MOV X10, 0*8(X5) // z[0]
MOV X13, 1*8(X5) // z[1]
MOV X16, 2*8(X5) // z[2]
MOV X19, 3*8(X5) // z[3]
ADD $32, X5
ADD $32, X7
SUB $4, X30
BNEZ X30, loop
done:
MOV X29, c+24(FP)
RET
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