Cleanup.
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@ -420,22 +420,12 @@ GLM_FUNC_QUALIFIER detail::fquatSIMD mix
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{
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{
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float angle = glm::acos(cosTheta);
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float angle = glm::acos(cosTheta);
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// Compared to the naive SIMD implementation below, this scalar version is consistently faster. A non-naive SSE-optimized implementation
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// will most likely be faster, but that'll need to be left to people much smarter than I.
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float s0 = glm::sin((1.0f - a) * angle);
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float s0 = glm::sin((1.0f - a) * angle);
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float s1 = glm::sin(a * angle);
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float s1 = glm::sin(a * angle);
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float d = 1.0f / glm::sin(angle);
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float d = 1.0f / glm::sin(angle);
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return (s0 * x + s1 * y) * d;
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return (s0 * x + s1 * y) * d;
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//__m128 s0 = _mm_set1_ps(glm::sin((1.0f - a) * angle));
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//__m128 s1 = _mm_set1_ps(glm::sin(a * angle));
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//__m128 d = _mm_set1_ps(1.0f / glm::sin(angle));
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//
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//return _mm_mul_ps(_mm_add_ps(_mm_mul_ps(s0, x.Data), _mm_mul_ps(s1, y.Data)), d);
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}
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}
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}
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}
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@ -482,8 +472,6 @@ GLM_FUNC_QUALIFIER detail::fquatSIMD slerp
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float angle = glm::acos(cosTheta);
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float angle = glm::acos(cosTheta);
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// See mix() above for an explanation to the rationale behind this non-SSE implementation.
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float s0 = glm::sin((1.0f - a) * angle);
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float s0 = glm::sin((1.0f - a) * angle);
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float s1 = glm::sin(a * angle);
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float s1 = glm::sin(a * angle);
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float d = 1.0f / glm::sin(angle);
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float d = 1.0f / glm::sin(angle);
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