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<div class="title">intrinsic_matrix.hpp</div> </div>
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<div class="fragment"><pre class="fragment"><a name="l00001"></a>00001
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<a name="l00029"></a>00029 <span class="preprocessor">#ifndef glm_detail_intrinsic_matrix</span>
<a name="l00030"></a>00030 <span class="preprocessor"></span><span class="preprocessor">#define glm_detail_intrinsic_matrix</span>
<a name="l00031"></a>00031 <span class="preprocessor"></span>
<a name="l00032"></a>00032 <span class="preprocessor">#include &quot;<a class="code" href="a00082.html" title="OpenGL Mathematics (glm.g-truc.net)">setup.hpp</a>&quot;</span>
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<a name="l00033"></a>00033
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<a name="l00034"></a>00034 <span class="preprocessor">#if((GLM_ARCH &amp; GLM_ARCH_SSE2) != GLM_ARCH_SSE2)</span>
<a name="l00035"></a>00035 <span class="preprocessor"></span><span class="preprocessor"># error &quot;SSE2 instructions not supported or enabled&quot;</span>
<a name="l00036"></a>00036 <span class="preprocessor"></span><span class="preprocessor">#else</span>
<a name="l00037"></a>00037 <span class="preprocessor"></span>
<a name="l00038"></a>00038 <span class="preprocessor">#include &quot;<a class="code" href="a00045.html" title="OpenGL Mathematics (glm.g-truc.net)">intrinsic_geometric.hpp</a>&quot;</span>
<a name="l00039"></a>00039
<a name="l00040"></a>00040 <span class="keyword">namespace </span>glm{
<a name="l00041"></a>00041 <span class="keyword">namespace </span>detail
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<a name="l00042"></a>00042 {
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<a name="l00043"></a>00043 <span class="keywordtype">void</span> sse_add_ps(__m128 in1[4], __m128 in2[4], __m128 out[4]);
<a name="l00044"></a>00044
<a name="l00045"></a>00045 <span class="keywordtype">void</span> sse_sub_ps(__m128 in1[4], __m128 in2[4], __m128 out[4]);
<a name="l00046"></a>00046
<a name="l00047"></a>00047 __m128 sse_mul_ps(__m128 m[4], __m128 v);
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<a name="l00049"></a>00049 __m128 sse_mul_ps(__m128 v, __m128 m[4]);
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<a name="l00051"></a>00051 <span class="keywordtype">void</span> sse_mul_ps(__m128 <span class="keyword">const</span> in1[4], __m128 <span class="keyword">const</span> in2[4], __m128 out[4]);
<a name="l00052"></a>00052
<a name="l00053"></a>00053 <span class="keywordtype">void</span> sse_transpose_ps(__m128 <span class="keyword">const</span> in[4], __m128 out[4]);
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<a name="l00054"></a>00054
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<a name="l00055"></a>00055 <span class="keywordtype">void</span> sse_inverse_ps(__m128 <span class="keyword">const</span> in[4], __m128 out[4]);
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<a name="l00057"></a>00057 <span class="keywordtype">void</span> sse_rotate_ps(__m128 <span class="keyword">const</span> in[4], <span class="keywordtype">float</span> Angle, <span class="keywordtype">float</span> <span class="keyword">const</span> v[3], __m128 out[4]);
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<a name="l00059"></a>00059 __m128 sse_det_ps(__m128 <span class="keyword">const</span> m[4]);
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<a name="l00061"></a>00061 __m128 sse_slow_det_ps(__m128 <span class="keyword">const</span> m[4]);
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<a name="l00063"></a>00063 }<span class="comment">//namespace detail</span>
<a name="l00064"></a>00064 }<span class="comment">//namespace glm</span>
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<a name="l00066"></a>00066 <span class="preprocessor">#include &quot;intrinsic_matrix.inl&quot;</span>
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<a name="l00068"></a>00068 <span class="preprocessor">#endif//GLM_ARCH</span>
<a name="l00069"></a>00069 <span class="preprocessor"></span><span class="preprocessor">#endif//glm_detail_intrinsic_matrix</span>
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