// 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