blob: e1704504b46bb536b51858837b9faf8abcf6ebb9 [file]
// Code generated by 'simdgen -o godefs -goroot $GOROOT -arch arm64 -arm64Path $ARM64_ISA_PATH go_arm64.yaml types.yaml categories.yaml'; DO NOT EDIT.
//go:build goexperiment.simd
package archsimd
/* Abs */
// Abs returns the elementwise absolute value of x.
//
// Asm: VFABS
func (x Float32x4) Abs() (z Float32x4)
// Abs returns the elementwise absolute value of x.
//
// Asm: VFABS
func (x Float64x2) Abs() (z Float64x2)
// Abs returns the elementwise absolute value of x.
//
// Asm: VABS
func (x Int8x16) Abs() (z Uint8x16)
// Abs returns the elementwise absolute value of x.
//
// Asm: VABS
func (x Int16x8) Abs() (z Uint16x8)
// Abs returns the elementwise absolute value of x.
//
// Asm: VABS
func (x Int32x4) Abs() (z Uint32x4)
// Abs returns the elementwise absolute value of x.
//
// Asm: VABS
func (x Int64x2) Abs() (z Uint64x2)
/* Add */
// Add adds x and y elementwise.
//
// z[i] = x[i] + y[i]
//
// Asm: VFADD
func (x Float32x4) Add(y Float32x4) (z Float32x4)
// Add adds x and y elementwise.
//
// z[i] = x[i] + y[i]
//
// Asm: VFADD
func (x Float64x2) Add(y Float64x2) (z Float64x2)
// Add adds x and y elementwise.
//
// z[i] = x[i] + y[i]
//
// Asm: VADD
func (x Int8x16) Add(y Int8x16) (z Int8x16)
// Add adds x and y elementwise.
//
// z[i] = x[i] + y[i]
//
// Asm: VADD
func (x Int16x8) Add(y Int16x8) (z Int16x8)
// Add adds x and y elementwise.
//
// z[i] = x[i] + y[i]
//
// Asm: VADD
func (x Int32x4) Add(y Int32x4) (z Int32x4)
// Add adds x and y elementwise.
//
// z[i] = x[i] + y[i]
//
// Asm: VADD
func (x Int64x2) Add(y Int64x2) (z Int64x2)
// Add adds x and y elementwise.
//
// z[i] = x[i] + y[i]
//
// Asm: VADD
func (x Uint8x16) Add(y Uint8x16) (z Uint8x16)
// Add adds x and y elementwise.
//
// z[i] = x[i] + y[i]
//
// Asm: VADD
func (x Uint16x8) Add(y Uint16x8) (z Uint16x8)
// Add adds x and y elementwise.
//
// z[i] = x[i] + y[i]
//
// Asm: VADD
func (x Uint32x4) Add(y Uint32x4) (z Uint32x4)
// Add adds x and y elementwise.
//
// z[i] = x[i] + y[i]
//
// Asm: VADD
func (x Uint64x2) Add(y Uint64x2) (z Uint64x2)
/* AddSaturated */
// AddSaturated adds x and y elementwise with saturation.
//
// z[i] = sat(x[i] + y[i])
//
// Asm: VSQADD
func (x Int8x16) AddSaturated(y Int8x16) (z Int8x16)
// AddSaturated adds x and y elementwise with saturation.
//
// z[i] = sat(x[i] + y[i])
//
// Asm: VSQADD
func (x Int16x8) AddSaturated(y Int16x8) (z Int16x8)
// AddSaturated adds x and y elementwise with saturation.
//
// z[i] = sat(x[i] + y[i])
//
// Asm: VSQADD
func (x Int32x4) AddSaturated(y Int32x4) (z Int32x4)
// AddSaturated adds x and y elementwise with saturation.
//
// z[i] = sat(x[i] + y[i])
//
// Asm: VSQADD
func (x Int64x2) AddSaturated(y Int64x2) (z Int64x2)
// AddSaturated adds x and y elementwise with saturation.
//
// z[i] = sat(x[i] + y[i])
//
// Asm: VUQADD
func (x Uint8x16) AddSaturated(y Uint8x16) (z Uint8x16)
// AddSaturated adds x and y elementwise with saturation.
//
// z[i] = sat(x[i] + y[i])
//
// Asm: VUQADD
func (x Uint16x8) AddSaturated(y Uint16x8) (z Uint16x8)
// AddSaturated adds x and y elementwise with saturation.
//
// z[i] = sat(x[i] + y[i])
//
// Asm: VUQADD
func (x Uint32x4) AddSaturated(y Uint32x4) (z Uint32x4)
// AddSaturated adds x and y elementwise with saturation.
//
// z[i] = sat(x[i] + y[i])
//
// Asm: VUQADD
func (x Uint64x2) AddSaturated(y Uint64x2) (z Uint64x2)
/* And */
// And returns the bitwise AND of x and y.
//
// z[i] = x[i] & y[i]
//
// Asm: VAND
func (x Int8x16) And(y Int8x16) (z Int8x16)
// And returns the bitwise AND of x and y.
//
// z[i] = x[i] & y[i]
//
// Asm: VAND
func (x Int16x8) And(y Int16x8) (z Int16x8)
// And returns the bitwise AND of x and y.
//
// z[i] = x[i] & y[i]
//
// Asm: VAND
func (x Int32x4) And(y Int32x4) (z Int32x4)
// And returns the bitwise AND of x and y.
//
// z[i] = x[i] & y[i]
//
// Asm: VAND
func (x Int64x2) And(y Int64x2) (z Int64x2)
// And returns the bitwise AND of x and y.
//
// z[i] = x[i] & y[i]
//
// Asm: VAND
func (x Uint8x16) And(y Uint8x16) (z Uint8x16)
// And returns the bitwise AND of x and y.
//
// z[i] = x[i] & y[i]
//
// Asm: VAND
func (x Uint16x8) And(y Uint16x8) (z Uint16x8)
// And returns the bitwise AND of x and y.
//
// z[i] = x[i] & y[i]
//
// Asm: VAND
func (x Uint32x4) And(y Uint32x4) (z Uint32x4)
// And returns the bitwise AND of x and y.
//
// z[i] = x[i] & y[i]
//
// Asm: VAND
func (x Uint64x2) And(y Uint64x2) (z Uint64x2)
/* AndNot */
// AndNot returns the bitwise AND NOT of x and y.
//
// z[i] = x[i] &^ y[i]
//
// Asm: VBIC
func (x Int8x16) AndNot(y Int8x16) (z Int8x16)
// AndNot returns the bitwise AND NOT of x and y.
//
// z[i] = x[i] &^ y[i]
//
// Asm: VBIC
func (x Int16x8) AndNot(y Int16x8) (z Int16x8)
// AndNot returns the bitwise AND NOT of x and y.
//
// z[i] = x[i] &^ y[i]
//
// Asm: VBIC
func (x Int32x4) AndNot(y Int32x4) (z Int32x4)
// AndNot returns the bitwise AND NOT of x and y.
//
// z[i] = x[i] &^ y[i]
//
// Asm: VBIC
func (x Int64x2) AndNot(y Int64x2) (z Int64x2)
// AndNot returns the bitwise AND NOT of x and y.
//
// z[i] = x[i] &^ y[i]
//
// Asm: VBIC
func (x Uint8x16) AndNot(y Uint8x16) (z Uint8x16)
// AndNot returns the bitwise AND NOT of x and y.
//
// z[i] = x[i] &^ y[i]
//
// Asm: VBIC
func (x Uint16x8) AndNot(y Uint16x8) (z Uint16x8)
// AndNot returns the bitwise AND NOT of x and y.
//
// z[i] = x[i] &^ y[i]
//
// Asm: VBIC
func (x Uint32x4) AndNot(y Uint32x4) (z Uint32x4)
// AndNot returns the bitwise AND NOT of x and y.
//
// z[i] = x[i] &^ y[i]
//
// Asm: VBIC
func (x Uint64x2) AndNot(y Uint64x2) (z Uint64x2)
/* Average */
// Average returns the elementwise average of x and y, rounded toward +∞.
//
// z[i] = (x[i] + y[i] + 1) / 2
//
// Asm: VSRHADD
func (x Int8x16) Average(y Int8x16) (z Int8x16)
// Average returns the elementwise average of x and y, rounded toward +∞.
//
// z[i] = (x[i] + y[i] + 1) / 2
//
// Asm: VSRHADD
func (x Int16x8) Average(y Int16x8) (z Int16x8)
// Average returns the elementwise average of x and y, rounded toward +∞.
//
// z[i] = (x[i] + y[i] + 1) / 2
//
// Asm: VSRHADD
func (x Int32x4) Average(y Int32x4) (z Int32x4)
// Average returns the elementwise average of x and y, rounded toward +∞.
//
// z[i] = (x[i] + y[i] + 1) / 2
//
// Asm: VURHADD
func (x Uint8x16) Average(y Uint8x16) (z Uint8x16)
// Average returns the elementwise average of x and y, rounded toward +∞.
//
// z[i] = (x[i] + y[i] + 1) / 2
//
// Asm: VURHADD
func (x Uint16x8) Average(y Uint16x8) (z Uint16x8)
// Average returns the elementwise average of x and y, rounded toward +∞.
//
// z[i] = (x[i] + y[i] + 1) / 2
//
// Asm: VURHADD
func (x Uint32x4) Average(y Uint32x4) (z Uint32x4)
/* Ceil */
// Ceil rounds elements up to the nearest integer.
//
// Asm: VFRINTP
func (x Float32x4) Ceil() Float32x4
// Ceil rounds elements up to the nearest integer.
//
// Asm: VFRINTP
func (x Float64x2) Ceil() Float64x2
/* ConcatAddPairs */
// ConcatAddPairs horizontally adds adjacent pairs of elements in x and y and
// returns the concatenated result.
//
// z = {x[0]+x[1], x[2]+x[3], y[0]+y[1], y[2]+y[3]}
//
// Asm: VFADDP
func (x Float32x4) ConcatAddPairs(y Float32x4) (z Float32x4)
// ConcatAddPairs horizontally adds adjacent pairs of elements in x and y and
// returns the concatenated result.
//
// z = {x[0]+x[1], y[0]+y[1]}
//
// Asm: VFADDP
func (x Float64x2) ConcatAddPairs(y Float64x2) (z Float64x2)
// ConcatAddPairs horizontally adds adjacent pairs of elements in x and y and
// returns the concatenated result.
//
// z = {x[0]+x[1], x[2]+x[3], ..., y[0]+y[1], y[2]+y[3], ...}
//
// Asm: VADDP
func (x Int8x16) ConcatAddPairs(y Int8x16) (z Int8x16)
// ConcatAddPairs horizontally adds adjacent pairs of elements in x and y and
// returns the concatenated result.
//
// z = {x[0]+x[1], x[2]+x[3], ..., y[0]+y[1], y[2]+y[3], ...}
//
// Asm: VADDP
func (x Int16x8) ConcatAddPairs(y Int16x8) (z Int16x8)
// ConcatAddPairs horizontally adds adjacent pairs of elements in x and y and
// returns the concatenated result.
//
// z = {x[0]+x[1], x[2]+x[3], y[0]+y[1], y[2]+y[3]}
//
// Asm: VADDP
func (x Int32x4) ConcatAddPairs(y Int32x4) (z Int32x4)
// ConcatAddPairs horizontally adds adjacent pairs of elements in x and y and
// returns the concatenated result.
//
// z = {x[0]+x[1], y[0]+y[1]}
//
// Asm: VADDP
func (x Int64x2) ConcatAddPairs(y Int64x2) (z Int64x2)
// ConcatAddPairs horizontally adds adjacent pairs of elements in x and y and
// returns the concatenated result.
//
// z = {x[0]+x[1], x[2]+x[3], ..., y[0]+y[1], y[2]+y[3], ...}
//
// Asm: VADDP
func (x Uint8x16) ConcatAddPairs(y Uint8x16) (z Uint8x16)
// ConcatAddPairs horizontally adds adjacent pairs of elements in x and y and
// returns the concatenated result.
//
// z = {x[0]+x[1], x[2]+x[3], ..., y[0]+y[1], y[2]+y[3], ...}
//
// Asm: VADDP
func (x Uint16x8) ConcatAddPairs(y Uint16x8) (z Uint16x8)
// ConcatAddPairs horizontally adds adjacent pairs of elements in x and y and
// returns the concatenated result.
//
// z = {x[0]+x[1], x[2]+x[3], y[0]+y[1], y[2]+y[3]}
//
// Asm: VADDP
func (x Uint32x4) ConcatAddPairs(y Uint32x4) (z Uint32x4)
// ConcatAddPairs horizontally adds adjacent pairs of elements in x and y and
// returns the concatenated result.
//
// z = {x[0]+x[1], y[0]+y[1]}
//
// Asm: VADDP
func (x Uint64x2) ConcatAddPairs(y Uint64x2) (z Uint64x2)
/* ConcatEven */
// ConcatEven concatenates even-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x0,x2,y0,y2].
//
// Asm: VUZP1
func (x Int8x16) ConcatEven(y Int8x16) Int8x16
// ConcatEven concatenates even-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x0,x2,y0,y2].
//
// Asm: VUZP1
func (x Int16x8) ConcatEven(y Int16x8) Int16x8
// ConcatEven concatenates even-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x0,x2,y0,y2].
//
// Asm: VUZP1
func (x Int32x4) ConcatEven(y Int32x4) Int32x4
// ConcatEven concatenates even-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x0,x2,y0,y2].
//
// Asm: VUZP1
func (x Int64x2) ConcatEven(y Int64x2) Int64x2
// ConcatEven concatenates even-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x0,x2,y0,y2].
//
// Asm: VUZP1
func (x Uint8x16) ConcatEven(y Uint8x16) Uint8x16
// ConcatEven concatenates even-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x0,x2,y0,y2].
//
// Asm: VUZP1
func (x Uint16x8) ConcatEven(y Uint16x8) Uint16x8
// ConcatEven concatenates even-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x0,x2,y0,y2].
//
// Asm: VUZP1
func (x Uint32x4) ConcatEven(y Uint32x4) Uint32x4
// ConcatEven concatenates even-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x0,x2,y0,y2].
//
// Asm: VUZP1
func (x Uint64x2) ConcatEven(y Uint64x2) Uint64x2
/* ConcatMaxPairs */
// ConcatMaxPairs horizontally computes the maximum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3] and y = [y0, y1, y2, y3], the result is [max(x0,x1), max(x2,x3), max(y0,y1), max(y2,y3)].
//
// Asm: VFMAXP
func (x Float32x4) ConcatMaxPairs(y Float32x4) Float32x4
// ConcatMaxPairs horizontally computes the maximum of adjacent pairs of elements.
// For x = [x0, x1] and y = [y0, y1], the result is [max(x0,x1), max(y0,y1)].
//
// Asm: VFMAXP
func (x Float64x2) ConcatMaxPairs(y Float64x2) Float64x2
// ConcatMaxPairs horizontally computes the maximum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3, ...] and y = [y0, y1, y2, y3, ...], the result is [max(x0,x1), max(x2,x3), ..., max(y0,y1), max(y2,y3), ...].
//
// Asm: VSMAXP
func (x Int8x16) ConcatMaxPairs(y Int8x16) Int8x16
// ConcatMaxPairs horizontally computes the maximum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3, ...] and y = [y0, y1, y2, y3, ...], the result is [max(x0,x1), max(x2,x3), ..., max(y0,y1), max(y2,y3), ...].
//
// Asm: VSMAXP
func (x Int16x8) ConcatMaxPairs(y Int16x8) Int16x8
// ConcatMaxPairs horizontally computes the maximum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3] and y = [y0, y1, y2, y3], the result is [max(x0,x1), max(x2,x3), max(y0,y1), max(y2,y3)].
//
// Asm: VSMAXP
func (x Int32x4) ConcatMaxPairs(y Int32x4) Int32x4
// ConcatMaxPairs horizontally computes the maximum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3, ...] and y = [y0, y1, y2, y3, ...], the result is [max(x0,x1), max(x2,x3), ..., max(y0,y1), max(y2,y3), ...].
//
// Asm: VUMAXP
func (x Uint8x16) ConcatMaxPairs(y Uint8x16) Uint8x16
// ConcatMaxPairs horizontally computes the maximum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3, ...] and y = [y0, y1, y2, y3, ...], the result is [max(x0,x1), max(x2,x3), ..., max(y0,y1), max(y2,y3), ...].
//
// Asm: VUMAXP
func (x Uint16x8) ConcatMaxPairs(y Uint16x8) Uint16x8
// ConcatMaxPairs horizontally computes the maximum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3] and y = [y0, y1, y2, y3], the result is [max(x0,x1), max(x2,x3), max(y0,y1), max(y2,y3)].
//
// Asm: VUMAXP
func (x Uint32x4) ConcatMaxPairs(y Uint32x4) Uint32x4
/* ConcatMinPairs */
// ConcatMinPairs horizontally computes the minimum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3] and y = [y0, y1, y2, y3], the result is [min(x0,x1), min(x2,x3), min(y0,y1), min(y2,y3)].
//
// Asm: VFMINP
func (x Float32x4) ConcatMinPairs(y Float32x4) Float32x4
// ConcatMinPairs horizontally computes the minimum of adjacent pairs of elements.
// For x = [x0, x1] and y = [y0, y1], the result is [min(x0,x1), min(y0,y1)].
//
// Asm: VFMINP
func (x Float64x2) ConcatMinPairs(y Float64x2) Float64x2
// ConcatMinPairs horizontally computes the minimum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3, ...] and y = [y0, y1, y2, y3, ...], the result is [min(x0,x1), min(x2,x3), ..., min(y0,y1), min(y2,y3), ...].
//
// Asm: VSMINP
func (x Int8x16) ConcatMinPairs(y Int8x16) Int8x16
// ConcatMinPairs horizontally computes the minimum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3, ...] and y = [y0, y1, y2, y3, ...], the result is [min(x0,x1), min(x2,x3), ..., min(y0,y1), min(y2,y3), ...].
//
// Asm: VSMINP
func (x Int16x8) ConcatMinPairs(y Int16x8) Int16x8
// ConcatMinPairs horizontally computes the minimum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3] and y = [y0, y1, y2, y3], the result is [min(x0,x1), min(x2,x3), min(y0,y1), min(y2,y3)].
//
// Asm: VSMINP
func (x Int32x4) ConcatMinPairs(y Int32x4) Int32x4
// ConcatMinPairs horizontally computes the minimum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3, ...] and y = [y0, y1, y2, y3, ...], the result is [min(x0,x1), min(x2,x3), ..., min(y0,y1), min(y2,y3), ...].
//
// Asm: VUMINP
func (x Uint8x16) ConcatMinPairs(y Uint8x16) Uint8x16
// ConcatMinPairs horizontally computes the minimum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3, ...] and y = [y0, y1, y2, y3, ...], the result is [min(x0,x1), min(x2,x3), ..., min(y0,y1), min(y2,y3), ...].
//
// Asm: VUMINP
func (x Uint16x8) ConcatMinPairs(y Uint16x8) Uint16x8
// ConcatMinPairs horizontally computes the minimum of adjacent pairs of elements.
// For x = [x0, x1, x2, x3] and y = [y0, y1, y2, y3], the result is [min(x0,x1), min(x2,x3), min(y0,y1), min(y2,y3)].
//
// Asm: VUMINP
func (x Uint32x4) ConcatMinPairs(y Uint32x4) Uint32x4
/* ConcatOdd */
// ConcatOdd concatenates odd-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x1,x3,y1,y3].
//
// Asm: VUZP2
func (x Int8x16) ConcatOdd(y Int8x16) Int8x16
// ConcatOdd concatenates odd-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x1,x3,y1,y3].
//
// Asm: VUZP2
func (x Int16x8) ConcatOdd(y Int16x8) Int16x8
// ConcatOdd concatenates odd-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x1,x3,y1,y3].
//
// Asm: VUZP2
func (x Int32x4) ConcatOdd(y Int32x4) Int32x4
// ConcatOdd concatenates odd-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x1,x3,y1,y3].
//
// Asm: VUZP2
func (x Int64x2) ConcatOdd(y Int64x2) Int64x2
// ConcatOdd concatenates odd-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x1,x3,y1,y3].
//
// Asm: VUZP2
func (x Uint8x16) ConcatOdd(y Uint8x16) Uint8x16
// ConcatOdd concatenates odd-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x1,x3,y1,y3].
//
// Asm: VUZP2
func (x Uint16x8) ConcatOdd(y Uint16x8) Uint16x8
// ConcatOdd concatenates odd-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x1,x3,y1,y3].
//
// Asm: VUZP2
func (x Uint32x4) ConcatOdd(y Uint32x4) Uint32x4
// ConcatOdd concatenates odd-indexed elements from the concatenation of x and y.
// For x = [x0,x1,x2,x3] and y = [y0,y1,y2,y3], result = [x1,x3,y1,y3].
//
// Asm: VUZP2
func (x Uint64x2) ConcatOdd(y Uint64x2) Uint64x2
/* ConcatShiftBytesRight */
// ConcatShiftBytesRight concatenates x and y and shifts it right by shift bytes.
// The result vector will be the lower half of the concatenated vector.
//
// Performance: A non-constant value of shift may result in significantly worse performance for this operation.
//
// Asm: VEXT
func (x Uint8x16) ConcatShiftBytesRight(y Uint8x16, shift uint64) Uint8x16
/* ConvertLo2ToFloat64 */
// ConvertLo2ToFloat64 converts the low-indexed 2 elements of x to float64.
//
// z[i] = float64(x[i])
//
// Asm: VFCVTL
func (x Float32x4) ConvertLo2ToFloat64() (z Float64x2)
/* ConvertToFloat32 */
// ConvertToFloat32 converts each element of x to float32.
//
// The results are rounded to the nearest representable value, or ±inf if they
// cannot be represented.
//
// The low 2 elements of the result are set. The rest are zero.
//
// Asm: VFCVTN
func (x Float64x2) ConvertToFloat32() (z Float32x4)
// ConvertToFloat32 converts each element of x to float32.
//
// Asm: VSCVTF
func (x Int32x4) ConvertToFloat32() (z Float32x4)
// ConvertToFloat32 converts each element of x to float32.
//
// Asm: VUCVTF
func (x Uint32x4) ConvertToFloat32() (z Float32x4)
/* ConvertToFloat64 */
// ConvertToFloat64 converts each element of x to float64.
//
// Asm: VSCVTF
func (x Int64x2) ConvertToFloat64() (z Float64x2)
// ConvertToFloat64 converts each element of x to float64.
//
// Asm: VUCVTF
func (x Uint64x2) ConvertToFloat64() (z Float64x2)
/* ConvertToInt32 */
// ConvertToInt32 converts each element of x to int32.
//
// When a conversion is inexact, this truncates the result (rounds toward zero).
// If the converted result would be outside the representable range, the result
// is architecture-dependent.
//
// Asm: VFCVTZS
func (x Float32x4) ConvertToInt32() (z Int32x4)
/* ConvertToInt64 */
// ConvertToInt64 converts each element of x to int64.
//
// When a conversion is inexact, this truncates the result (rounds toward zero).
// If the converted result would be outside the representable range, the result
// is architecture-dependent.
//
// Asm: VFCVTZS
func (x Float64x2) ConvertToInt64() (z Int64x2)
/* ConvertToUint32 */
// ConvertToUint32 converts each element of x to uint32.
//
// When a conversion is inexact, this truncates the result (rounds toward zero).
// If the converted result would be outside the representable range, the result
// is architecture-dependent.
//
// Asm: VFCVTZU
func (x Float32x4) ConvertToUint32() (z Uint32x4)
/* ConvertToUint64 */
// ConvertToUint64 converts each element of x to uint64.
//
// When a conversion is inexact, this truncates the result (rounds toward zero).
// If the converted result would be outside the representable range, the result
// is architecture-dependent.
//
// Asm: VFCVTZU
func (x Float64x2) ConvertToUint64() (z Uint64x2)
/* Div */
// Div divides x by y elementwise.
//
// z[i] = x[i] / y[i]
//
// Division by zero does not panic, and the result follows IEEE 754. That is,
// dividing a non-zero value by zero results in +/- infinity, and dividing zero
// by zero results in NaN.
//
// Asm: VFDIV
func (x Float32x4) Div(y Float32x4) (z Float32x4)
// Div divides x by y elementwise.
//
// z[i] = x[i] / y[i]
//
// Division by zero does not panic, and the result follows IEEE 754. That is,
// dividing a non-zero value by zero results in +/- infinity, and dividing zero
// by zero results in NaN.
//
// Asm: VFDIV
func (x Float64x2) Div(y Float64x2) (z Float64x2)
/* Equal */
// Equal returns a mask indicating which elements of x and y are equal.
//
// Asm: VFCMEQ
func (x Float32x4) Equal(y Float32x4) (z Mask32x4)
// Equal returns a mask indicating which elements of x and y are equal.
//
// Asm: VFCMEQ
func (x Float64x2) Equal(y Float64x2) (z Mask64x2)
// Equal returns a mask indicating which elements of x and y are equal.
//
// Asm: VCMEQ
func (x Int8x16) Equal(y Int8x16) (z Mask8x16)
// Equal returns a mask indicating which elements of x and y are equal.
//
// Asm: VCMEQ
func (x Int16x8) Equal(y Int16x8) (z Mask16x8)
// Equal returns a mask indicating which elements of x and y are equal.
//
// Asm: VCMEQ
func (x Int32x4) Equal(y Int32x4) (z Mask32x4)
// Equal returns a mask indicating which elements of x and y are equal.
//
// Asm: VCMEQ
func (x Int64x2) Equal(y Int64x2) (z Mask64x2)
// Equal returns a mask indicating which elements of x and y are equal.
//
// Asm: VCMEQ
func (x Uint8x16) Equal(y Uint8x16) (z Mask8x16)
// Equal returns a mask indicating which elements of x and y are equal.
//
// Asm: VCMEQ
func (x Uint16x8) Equal(y Uint16x8) (z Mask16x8)
// Equal returns a mask indicating which elements of x and y are equal.
//
// Asm: VCMEQ
func (x Uint32x4) Equal(y Uint32x4) (z Mask32x4)
// Equal returns a mask indicating which elements of x and y are equal.
//
// Asm: VCMEQ
func (x Uint64x2) Equal(y Uint64x2) (z Mask64x2)
/* ExtendLo2ToInt64 */
// ExtendLo2ToInt64 sign-extends
// the lowest 2 vector elements to int64.
//
// Asm: VSXTL
func (x Int32x4) ExtendLo2ToInt64() (z Int64x2)
/* ExtendLo2ToUint64 */
// ExtendLo2ToUint64 zero-extends
// the lowest 2 vector elements to uint64.
//
// Asm: VUXTL
func (x Uint32x4) ExtendLo2ToUint64() (z Uint64x2)
/* ExtendLo4ToInt32 */
// ExtendLo4ToInt32 sign-extends
// the lowest 4 vector elements to int32.
//
// Asm: VSXTL
func (x Int16x8) ExtendLo4ToInt32() (z Int32x4)
/* ExtendLo4ToUint32 */
// ExtendLo4ToUint32 zero-extends
// the lowest 4 vector elements to uint32.
//
// Asm: VUXTL
func (x Uint16x8) ExtendLo4ToUint32() (z Uint32x4)
/* ExtendLo8ToInt16 */
// ExtendLo8ToInt16 sign-extends
// the lowest 8 vector elements to int16.
//
// Asm: VSXTL
func (x Int8x16) ExtendLo8ToInt16() (z Int16x8)
/* ExtendLo8ToUint16 */
// ExtendLo8ToUint16 zero-extends
// the lowest 8 vector elements to uint16.
//
// Asm: VUXTL
func (x Uint8x16) ExtendLo8ToUint16() (z Uint16x8)
/* Floor */
// Floor rounds elements down to the nearest integer.
//
// Asm: VFRINTM
func (x Float32x4) Floor() Float32x4
// Floor rounds elements down to the nearest integer.
//
// Asm: VFRINTM
func (x Float64x2) Floor() Float64x2
/* GetElem */
// GetElem returns the index'th element of x.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VDUP
func (x Float32x4) GetElem(index uint8) float32
// GetElem returns the index'th element of x.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VDUP
func (x Float64x2) GetElem(index uint8) float64
// GetElem returns the index'th element of x.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Int8x16) GetElem(index uint8) int8
// GetElem returns the index'th element of x.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Int16x8) GetElem(index uint8) int16
// GetElem returns the index'th element of x.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Int32x4) GetElem(index uint8) int32
// GetElem returns the index'th element of x.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Int64x2) GetElem(index uint8) int64
// GetElem returns the index'th element of x.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Uint8x16) GetElem(index uint8) uint8
// GetElem returns the index'th element of x.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Uint16x8) GetElem(index uint8) uint16
// GetElem returns the index'th element of x.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Uint32x4) GetElem(index uint8) uint32
// GetElem returns the index'th element of x.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Uint64x2) GetElem(index uint8) uint64
/* Greater */
// Greater returns a mask indicating which elements of x are greater than y.
//
// z[i] = x[i] > y[i]
//
// Asm: VFCMGT
func (x Float32x4) Greater(y Float32x4) (z Mask32x4)
// Greater returns a mask indicating which elements of x are greater than y.
//
// z[i] = x[i] > y[i]
//
// Asm: VFCMGT
func (x Float64x2) Greater(y Float64x2) (z Mask64x2)
// Greater returns a mask indicating which elements of x are greater than y.
//
// z[i] = x[i] > y[i]
//
// Asm: VCMGT
func (x Int8x16) Greater(y Int8x16) (z Mask8x16)
// Greater returns a mask indicating which elements of x are greater than y.
//
// z[i] = x[i] > y[i]
//
// Asm: VCMGT
func (x Int16x8) Greater(y Int16x8) (z Mask16x8)
// Greater returns a mask indicating which elements of x are greater than y.
//
// z[i] = x[i] > y[i]
//
// Asm: VCMGT
func (x Int32x4) Greater(y Int32x4) (z Mask32x4)
// Greater returns a mask indicating which elements of x are greater than y.
//
// z[i] = x[i] > y[i]
//
// Asm: VCMGT
func (x Int64x2) Greater(y Int64x2) (z Mask64x2)
// Greater returns a mask indicating which elements of x are greater than y.
//
// z[i] = x[i] > y[i]
//
// Asm: VCMHI
func (x Uint8x16) Greater(y Uint8x16) (z Mask8x16)
// Greater returns a mask indicating which elements of x are greater than y.
//
// z[i] = x[i] > y[i]
//
// Asm: VCMHI
func (x Uint16x8) Greater(y Uint16x8) (z Mask16x8)
// Greater returns a mask indicating which elements of x are greater than y.
//
// z[i] = x[i] > y[i]
//
// Asm: VCMHI
func (x Uint32x4) Greater(y Uint32x4) (z Mask32x4)
// Greater returns a mask indicating which elements of x are greater than y.
//
// z[i] = x[i] > y[i]
//
// Asm: VCMHI
func (x Uint64x2) Greater(y Uint64x2) (z Mask64x2)
/* GreaterEqual */
// GreaterEqual returns a mask indicating which elements of x are greater than
// or equal to y.
//
// z[i] = x[i] >= y[i]
//
// Asm: VFCMGE
func (x Float32x4) GreaterEqual(y Float32x4) (z Mask32x4)
// GreaterEqual returns a mask indicating which elements of x are greater than
// or equal to y.
//
// z[i] = x[i] >= y[i]
//
// Asm: VFCMGE
func (x Float64x2) GreaterEqual(y Float64x2) (z Mask64x2)
// GreaterEqual returns a mask indicating which elements of x are greater than
// or equal to y.
//
// z[i] = x[i] >= y[i]
//
// Asm: VCMGE
func (x Int8x16) GreaterEqual(y Int8x16) (z Mask8x16)
// GreaterEqual returns a mask indicating which elements of x are greater than
// or equal to y.
//
// z[i] = x[i] >= y[i]
//
// Asm: VCMGE
func (x Int16x8) GreaterEqual(y Int16x8) (z Mask16x8)
// GreaterEqual returns a mask indicating which elements of x are greater than
// or equal to y.
//
// z[i] = x[i] >= y[i]
//
// Asm: VCMGE
func (x Int32x4) GreaterEqual(y Int32x4) (z Mask32x4)
// GreaterEqual returns a mask indicating which elements of x are greater than
// or equal to y.
//
// z[i] = x[i] >= y[i]
//
// Asm: VCMGE
func (x Int64x2) GreaterEqual(y Int64x2) (z Mask64x2)
// GreaterEqual returns a mask indicating which elements of x are greater than
// or equal to y.
//
// z[i] = x[i] >= y[i]
//
// Asm: VCMHS
func (x Uint8x16) GreaterEqual(y Uint8x16) (z Mask8x16)
// GreaterEqual returns a mask indicating which elements of x are greater than
// or equal to y.
//
// z[i] = x[i] >= y[i]
//
// Asm: VCMHS
func (x Uint16x8) GreaterEqual(y Uint16x8) (z Mask16x8)
// GreaterEqual returns a mask indicating which elements of x are greater than
// or equal to y.
//
// z[i] = x[i] >= y[i]
//
// Asm: VCMHS
func (x Uint32x4) GreaterEqual(y Uint32x4) (z Mask32x4)
// GreaterEqual returns a mask indicating which elements of x are greater than
// or equal to y.
//
// z[i] = x[i] >= y[i]
//
// Asm: VCMHS
func (x Uint64x2) GreaterEqual(y Uint64x2) (z Mask64x2)
/* InterleaveEven */
// InterleaveEven interleaves even elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a0,b0,a2,b2].
//
// Asm: VTRN1
func (x Int8x16) InterleaveEven(y Int8x16) Int8x16
// InterleaveEven interleaves even elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a0,b0,a2,b2].
//
// Asm: VTRN1
func (x Int16x8) InterleaveEven(y Int16x8) Int16x8
// InterleaveEven interleaves even elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a0,b0,a2,b2].
//
// Asm: VTRN1
func (x Int32x4) InterleaveEven(y Int32x4) Int32x4
// InterleaveEven interleaves even elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a0,b0,a2,b2].
//
// Asm: VTRN1
func (x Int64x2) InterleaveEven(y Int64x2) Int64x2
// InterleaveEven interleaves even elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a0,b0,a2,b2].
//
// Asm: VTRN1
func (x Uint8x16) InterleaveEven(y Uint8x16) Uint8x16
// InterleaveEven interleaves even elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a0,b0,a2,b2].
//
// Asm: VTRN1
func (x Uint16x8) InterleaveEven(y Uint16x8) Uint16x8
// InterleaveEven interleaves even elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a0,b0,a2,b2].
//
// Asm: VTRN1
func (x Uint32x4) InterleaveEven(y Uint32x4) Uint32x4
// InterleaveEven interleaves even elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a0,b0,a2,b2].
//
// Asm: VTRN1
func (x Uint64x2) InterleaveEven(y Uint64x2) Uint64x2
/* InterleaveHi */
// InterleaveHi interleaves the elements of the high halves of x and y.
//
// Asm: VZIP2
func (x Int8x16) InterleaveHi(y Int8x16) Int8x16
// InterleaveHi interleaves the elements of the high halves of x and y.
//
// Asm: VZIP2
func (x Int16x8) InterleaveHi(y Int16x8) Int16x8
// InterleaveHi interleaves the elements of the high halves of x and y.
//
// Asm: VZIP2
func (x Int32x4) InterleaveHi(y Int32x4) Int32x4
// InterleaveHi interleaves the elements of the high halves of x and y.
//
// Asm: VZIP2
func (x Int64x2) InterleaveHi(y Int64x2) Int64x2
// InterleaveHi interleaves the elements of the high halves of x and y.
//
// Asm: VZIP2
func (x Uint8x16) InterleaveHi(y Uint8x16) Uint8x16
// InterleaveHi interleaves the elements of the high halves of x and y.
//
// Asm: VZIP2
func (x Uint16x8) InterleaveHi(y Uint16x8) Uint16x8
// InterleaveHi interleaves the elements of the high halves of x and y.
//
// Asm: VZIP2
func (x Uint32x4) InterleaveHi(y Uint32x4) Uint32x4
// InterleaveHi interleaves the elements of the high halves of x and y.
//
// Asm: VZIP2
func (x Uint64x2) InterleaveHi(y Uint64x2) Uint64x2
/* InterleaveLo */
// InterleaveLo interleaves the elements of the low halves of x and y.
//
// Asm: VZIP1
func (x Int8x16) InterleaveLo(y Int8x16) Int8x16
// InterleaveLo interleaves the elements of the low halves of x and y.
//
// Asm: VZIP1
func (x Int16x8) InterleaveLo(y Int16x8) Int16x8
// InterleaveLo interleaves the elements of the low halves of x and y.
//
// Asm: VZIP1
func (x Int32x4) InterleaveLo(y Int32x4) Int32x4
// InterleaveLo interleaves the elements of the low halves of x and y.
//
// Asm: VZIP1
func (x Int64x2) InterleaveLo(y Int64x2) Int64x2
// InterleaveLo interleaves the elements of the low halves of x and y.
//
// Asm: VZIP1
func (x Uint8x16) InterleaveLo(y Uint8x16) Uint8x16
// InterleaveLo interleaves the elements of the low halves of x and y.
//
// Asm: VZIP1
func (x Uint16x8) InterleaveLo(y Uint16x8) Uint16x8
// InterleaveLo interleaves the elements of the low halves of x and y.
//
// Asm: VZIP1
func (x Uint32x4) InterleaveLo(y Uint32x4) Uint32x4
// InterleaveLo interleaves the elements of the low halves of x and y.
//
// Asm: VZIP1
func (x Uint64x2) InterleaveLo(y Uint64x2) Uint64x2
/* InterleaveOdd */
// InterleaveOdd interleaves odd elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a1,b1,a3,b3].
//
// Asm: VTRN2
func (x Int8x16) InterleaveOdd(y Int8x16) Int8x16
// InterleaveOdd interleaves odd elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a1,b1,a3,b3].
//
// Asm: VTRN2
func (x Int16x8) InterleaveOdd(y Int16x8) Int16x8
// InterleaveOdd interleaves odd elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a1,b1,a3,b3].
//
// Asm: VTRN2
func (x Int32x4) InterleaveOdd(y Int32x4) Int32x4
// InterleaveOdd interleaves odd elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a1,b1,a3,b3].
//
// Asm: VTRN2
func (x Int64x2) InterleaveOdd(y Int64x2) Int64x2
// InterleaveOdd interleaves odd elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a1,b1,a3,b3].
//
// Asm: VTRN2
func (x Uint8x16) InterleaveOdd(y Uint8x16) Uint8x16
// InterleaveOdd interleaves odd elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a1,b1,a3,b3].
//
// Asm: VTRN2
func (x Uint16x8) InterleaveOdd(y Uint16x8) Uint16x8
// InterleaveOdd interleaves odd elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a1,b1,a3,b3].
//
// Asm: VTRN2
func (x Uint32x4) InterleaveOdd(y Uint32x4) Uint32x4
// InterleaveOdd interleaves odd elements from x and y.
// For x = [a0,a1,a2,a3] and y = [b0,b1,b2,b3], result = [a1,b1,a3,b3].
//
// Asm: VTRN2
func (x Uint64x2) InterleaveOdd(y Uint64x2) Uint64x2
/* LeadingSignBits */
// LeadingSignBits counts the leading sign bits of each element in x.
//
// Asm: VCLS
func (x Int8x16) LeadingSignBits() Int8x16
// LeadingSignBits counts the leading sign bits of each element in x.
//
// Asm: VCLS
func (x Int16x8) LeadingSignBits() Int16x8
// LeadingSignBits counts the leading sign bits of each element in x.
//
// Asm: VCLS
func (x Int32x4) LeadingSignBits() Int32x4
// LeadingSignBits counts the leading sign bits of each element in x.
//
// Asm: VCLS
func (x Uint8x16) LeadingSignBits() Uint8x16
// LeadingSignBits counts the leading sign bits of each element in x.
//
// Asm: VCLS
func (x Uint16x8) LeadingSignBits() Uint16x8
// LeadingSignBits counts the leading sign bits of each element in x.
//
// Asm: VCLS
func (x Uint32x4) LeadingSignBits() Uint32x4
/* LeadingZeros */
// LeadingZeros counts the leading zero bits of each element in x,
// starting from the most significant bit.
// If an element is 0, the result is 8.
//
// z[i] = bits.LeadingZeros(x[i])
//
// Asm: VCLZ
func (x Int8x16) LeadingZeros() (z Int8x16)
// LeadingZeros counts the leading zero bits of each element in x,
// starting from the most significant bit.
// If an element is 0, the result is 16.
//
// z[i] = bits.LeadingZeros(x[i])
//
// Asm: VCLZ
func (x Int16x8) LeadingZeros() (z Int16x8)
// LeadingZeros counts the leading zero bits of each element in x,
// starting from the most significant bit.
// If an element is 0, the result is 32.
//
// z[i] = bits.LeadingZeros(x[i])
//
// Asm: VCLZ
func (x Int32x4) LeadingZeros() (z Int32x4)
// LeadingZeros counts the leading zero bits of each element in x,
// starting from the most significant bit.
// If an element is 0, the result is 8.
//
// z[i] = bits.LeadingZeros(x[i])
//
// Asm: VCLZ
func (x Uint8x16) LeadingZeros() (z Uint8x16)
// LeadingZeros counts the leading zero bits of each element in x,
// starting from the most significant bit.
// If an element is 0, the result is 16.
//
// z[i] = bits.LeadingZeros(x[i])
//
// Asm: VCLZ
func (x Uint16x8) LeadingZeros() (z Uint16x8)
// LeadingZeros counts the leading zero bits of each element in x,
// starting from the most significant bit.
// If an element is 0, the result is 32.
//
// z[i] = bits.LeadingZeros(x[i])
//
// Asm: VCLZ
func (x Uint32x4) LeadingZeros() (z Uint32x4)
/* LookupOrZero */
// LookupOrZero looks up table. If an index is out of range, the result is 0.
//
// if 0 <= indices[i] && indices[i] < len(table) {
// result[i] = table[indices[i]]
// } else {
// result[i] = 0
// }
//
// Asm: VTBL
func (table Int8x16) LookupOrZero(indices Int8x16) Int8x16
// LookupOrZero looks up table. If an index is out of range, the result is 0.
//
// if 0 <= indices[i] && indices[i] < len(table) {
// result[i] = table[indices[i]]
// } else {
// result[i] = 0
// }
//
// Asm: VTBL
func (table Uint8x16) LookupOrZero(indices Uint8x16) Uint8x16
/* Max */
// Max returns the elementwise maximum of x and y.
//
// z[i] = max(x[i], y[i])
//
// Asm: VFMAX
func (x Float32x4) Max(y Float32x4) (z Float32x4)
// Max returns the elementwise maximum of x and y.
//
// z[i] = max(x[i], y[i])
//
// Asm: VFMAX
func (x Float64x2) Max(y Float64x2) (z Float64x2)
// Max returns the elementwise maximum of x and y.
//
// z[i] = max(x[i], y[i])
//
// Asm: VSMAX
func (x Int8x16) Max(y Int8x16) (z Int8x16)
// Max returns the elementwise maximum of x and y.
//
// z[i] = max(x[i], y[i])
//
// Asm: VSMAX
func (x Int16x8) Max(y Int16x8) (z Int16x8)
// Max returns the elementwise maximum of x and y.
//
// z[i] = max(x[i], y[i])
//
// Asm: VSMAX
func (x Int32x4) Max(y Int32x4) (z Int32x4)
// Max returns the elementwise maximum of x and y.
//
// z[i] = max(x[i], y[i])
//
// Asm: VUMAX
func (x Uint8x16) Max(y Uint8x16) (z Uint8x16)
// Max returns the elementwise maximum of x and y.
//
// z[i] = max(x[i], y[i])
//
// Asm: VUMAX
func (x Uint16x8) Max(y Uint16x8) (z Uint16x8)
// Max returns the elementwise maximum of x and y.
//
// z[i] = max(x[i], y[i])
//
// Asm: VUMAX
func (x Uint32x4) Max(y Uint32x4) (z Uint32x4)
/* Min */
// Min returns the elementwise minimum of x and y.
//
// z[i] = min(x[i], y[i])
//
// Asm: VFMIN
func (x Float32x4) Min(y Float32x4) (z Float32x4)
// Min returns the elementwise minimum of x and y.
//
// z[i] = min(x[i], y[i])
//
// Asm: VFMIN
func (x Float64x2) Min(y Float64x2) (z Float64x2)
// Min returns the elementwise minimum of x and y.
//
// z[i] = min(x[i], y[i])
//
// Asm: VSMIN
func (x Int8x16) Min(y Int8x16) (z Int8x16)
// Min returns the elementwise minimum of x and y.
//
// z[i] = min(x[i], y[i])
//
// Asm: VSMIN
func (x Int16x8) Min(y Int16x8) (z Int16x8)
// Min returns the elementwise minimum of x and y.
//
// z[i] = min(x[i], y[i])
//
// Asm: VSMIN
func (x Int32x4) Min(y Int32x4) (z Int32x4)
// Min returns the elementwise minimum of x and y.
//
// z[i] = min(x[i], y[i])
//
// Asm: VUMIN
func (x Uint8x16) Min(y Uint8x16) (z Uint8x16)
// Min returns the elementwise minimum of x and y.
//
// z[i] = min(x[i], y[i])
//
// Asm: VUMIN
func (x Uint16x8) Min(y Uint16x8) (z Uint16x8)
// Min returns the elementwise minimum of x and y.
//
// z[i] = min(x[i], y[i])
//
// Asm: VUMIN
func (x Uint32x4) Min(y Uint32x4) (z Uint32x4)
/* Mul */
// Mul returns the elementwise product of x and y.
//
// z[i] = x[i] * y[i]
//
// Asm: VFMUL
func (x Float32x4) Mul(y Float32x4) (z Float32x4)
// Mul returns the elementwise product of x and y.
//
// z[i] = x[i] * y[i]
//
// Asm: VFMUL
func (x Float64x2) Mul(y Float64x2) (z Float64x2)
// Mul returns the elementwise product of x and y.
//
// z[i] = x[i] * y[i]
//
// Asm: VMUL
func (x Int8x16) Mul(y Int8x16) (z Int8x16)
// Mul returns the elementwise product of x and y.
//
// z[i] = x[i] * y[i]
//
// Asm: VMUL
func (x Int16x8) Mul(y Int16x8) (z Int16x8)
// Mul returns the elementwise product of x and y.
//
// z[i] = x[i] * y[i]
//
// Asm: VMUL
func (x Int32x4) Mul(y Int32x4) (z Int32x4)
// Mul returns the elementwise product of x and y.
//
// z[i] = x[i] * y[i]
//
// Asm: VMUL
func (x Uint8x16) Mul(y Uint8x16) (z Uint8x16)
// Mul returns the elementwise product of x and y.
//
// z[i] = x[i] * y[i]
//
// Asm: VMUL
func (x Uint16x8) Mul(y Uint16x8) (z Uint16x8)
// Mul returns the elementwise product of x and y.
//
// z[i] = x[i] * y[i]
//
// Asm: VMUL
func (x Uint32x4) Mul(y Uint32x4) (z Uint32x4)
/* MulAdd */
// MulAdd returns x * y + z elementwise.
//
// w[i] = x[i] * y[i] + z[i]
//
// Asm: VFMLA
func (x Float32x4) MulAdd(y Float32x4, z Float32x4) (w Float32x4)
// MulAdd returns x * y + z elementwise.
//
// w[i] = x[i] * y[i] + z[i]
//
// Asm: VFMLA
func (x Float64x2) MulAdd(y Float64x2, z Float64x2) (w Float64x2)
// MulAdd returns x * y + z elementwise.
//
// w[i] = x[i] * y[i] + z[i]
//
// Asm: VMLA
func (x Int8x16) MulAdd(y Int8x16, z Int8x16) (w Int8x16)
// MulAdd returns x * y + z elementwise.
//
// w[i] = x[i] * y[i] + z[i]
//
// Asm: VMLA
func (x Int16x8) MulAdd(y Int16x8, z Int16x8) (w Int16x8)
// MulAdd returns x * y + z elementwise.
//
// w[i] = x[i] * y[i] + z[i]
//
// Asm: VMLA
func (x Int32x4) MulAdd(y Int32x4, z Int32x4) (w Int32x4)
// MulAdd returns x * y + z elementwise.
//
// w[i] = x[i] * y[i] + z[i]
//
// Asm: VMLA
func (x Uint8x16) MulAdd(y Uint8x16, z Uint8x16) (w Uint8x16)
// MulAdd returns x * y + z elementwise.
//
// w[i] = x[i] * y[i] + z[i]
//
// Asm: VMLA
func (x Uint16x8) MulAdd(y Uint16x8, z Uint16x8) (w Uint16x8)
// MulAdd returns x * y + z elementwise.
//
// w[i] = x[i] * y[i] + z[i]
//
// Asm: VMLA
func (x Uint32x4) MulAdd(y Uint32x4, z Uint32x4) (w Uint32x4)
/* MulWidenLo */
// MulWidenLo multiplies corresponding low-indexed elements and produces a result with double the element width.
// For the high-indexed elements, use HiToLo:
//
// x.HiToLo().MulWidenLo(y.HiToLo())
//
// Asm: VSMULL
func (x Int8x16) MulWidenLo(y Int8x16) Int16x8
// MulWidenLo multiplies corresponding low-indexed elements and produces a result with double the element width.
// For the high-indexed elements, use HiToLo:
//
// x.HiToLo().MulWidenLo(y.HiToLo())
//
// Asm: VSMULL
func (x Int16x8) MulWidenLo(y Int16x8) Int32x4
// MulWidenLo multiplies corresponding low-indexed elements and produces a result with double the element width.
// For the high-indexed elements, use HiToLo:
//
// x.HiToLo().MulWidenLo(y.HiToLo())
//
// Asm: VSMULL
func (x Int32x4) MulWidenLo(y Int32x4) Int64x2
// MulWidenLo multiplies corresponding low-indexed elements and produces a result with double the element width.
// For the high-indexed elements, use HiToLo:
//
// x.HiToLo().MulWidenLo(y.HiToLo())
//
// Asm: VUMULL
func (x Uint8x16) MulWidenLo(y Uint8x16) Uint16x8
// MulWidenLo multiplies corresponding low-indexed elements and produces a result with double the element width.
// For the high-indexed elements, use HiToLo:
//
// x.HiToLo().MulWidenLo(y.HiToLo())
//
// Asm: VUMULL
func (x Uint16x8) MulWidenLo(y Uint16x8) Uint32x4
// MulWidenLo multiplies corresponding low-indexed elements and produces a result with double the element width.
// For the high-indexed elements, use HiToLo:
//
// x.HiToLo().MulWidenLo(y.HiToLo())
//
// Asm: VUMULL
func (x Uint32x4) MulWidenLo(y Uint32x4) Uint64x2
/* Neg */
// Neg returns the elementwise negation of x.
//
// z[i] = -x[i]
//
// Asm: VFNEG
func (x Float32x4) Neg() (z Float32x4)
// Neg returns the elementwise negation of x.
//
// z[i] = -x[i]
//
// Asm: VFNEG
func (x Float64x2) Neg() (z Float64x2)
// Neg returns the elementwise negation of x.
//
// z[i] = -x[i]
//
// Asm: VNEG
func (x Int8x16) Neg() (z Int8x16)
// Neg returns the elementwise negation of x.
//
// z[i] = -x[i]
//
// Asm: VNEG
func (x Int16x8) Neg() (z Int16x8)
// Neg returns the elementwise negation of x.
//
// z[i] = -x[i]
//
// Asm: VNEG
func (x Int32x4) Neg() (z Int32x4)
// Neg returns the elementwise negation of x.
//
// z[i] = -x[i]
//
// Asm: VNEG
func (x Int64x2) Neg() (z Int64x2)
/* Not */
// Not returns the bitwise negation of x.
//
// z[i] = ^x[i]
//
// Asm: VNOT
func (x Int8x16) Not() (z Int8x16)
// Not returns the bitwise negation of x.
//
// z[i] = ^x[i]
//
// Asm: VNOT
func (x Int16x8) Not() (z Int16x8)
// Not returns the bitwise negation of x.
//
// z[i] = ^x[i]
//
// Asm: VNOT
func (x Int32x4) Not() (z Int32x4)
// Not returns the bitwise negation of x.
//
// z[i] = ^x[i]
//
// Asm: VNOT
func (x Int64x2) Not() (z Int64x2)
// Not returns the bitwise negation of x.
//
// z[i] = ^x[i]
//
// Asm: VNOT
func (x Uint8x16) Not() (z Uint8x16)
// Not returns the bitwise negation of x.
//
// z[i] = ^x[i]
//
// Asm: VNOT
func (x Uint16x8) Not() (z Uint16x8)
// Not returns the bitwise negation of x.
//
// z[i] = ^x[i]
//
// Asm: VNOT
func (x Uint32x4) Not() (z Uint32x4)
// Not returns the bitwise negation of x.
//
// z[i] = ^x[i]
//
// Asm: VNOT
func (x Uint64x2) Not() (z Uint64x2)
/* OnesCount */
// OnesCount counts the number of one bits ("population count") in
// each element.
//
// z[i] = bits.OnesCount(x[i])
//
// Asm: VCNT
func (x Int8x16) OnesCount() (z Int8x16)
// OnesCount counts the number of one bits ("population count") in
// each element.
//
// z[i] = bits.OnesCount(x[i])
//
// Asm: VCNT
func (x Uint8x16) OnesCount() (z Uint8x16)
/* Or */
// Or returns the bitwise OR of x and y.
//
// z[i] = x[i] | y[i]
//
// Asm: VORR
func (x Int8x16) Or(y Int8x16) (z Int8x16)
// Or returns the bitwise OR of x and y.
//
// z[i] = x[i] | y[i]
//
// Asm: VORR
func (x Int16x8) Or(y Int16x8) (z Int16x8)
// Or returns the bitwise OR of x and y.
//
// z[i] = x[i] | y[i]
//
// Asm: VORR
func (x Int32x4) Or(y Int32x4) (z Int32x4)
// Or returns the bitwise OR of x and y.
//
// z[i] = x[i] | y[i]
//
// Asm: VORR
func (x Int64x2) Or(y Int64x2) (z Int64x2)
// Or returns the bitwise OR of x and y.
//
// z[i] = x[i] | y[i]
//
// Asm: VORR
func (x Uint8x16) Or(y Uint8x16) (z Uint8x16)
// Or returns the bitwise OR of x and y.
//
// z[i] = x[i] | y[i]
//
// Asm: VORR
func (x Uint16x8) Or(y Uint16x8) (z Uint16x8)
// Or returns the bitwise OR of x and y.
//
// z[i] = x[i] | y[i]
//
// Asm: VORR
func (x Uint32x4) Or(y Uint32x4) (z Uint32x4)
// Or returns the bitwise OR of x and y.
//
// z[i] = x[i] | y[i]
//
// Asm: VORR
func (x Uint64x2) Or(y Uint64x2) (z Uint64x2)
/* OrNot */
// OrNot performs a bitwise x | ^y.
//
// Asm: VORN
func (x Int8x16) OrNot(y Int8x16) Int8x16
// OrNot performs a bitwise x | ^y.
//
// Asm: VORN
func (x Int16x8) OrNot(y Int16x8) Int16x8
// OrNot performs a bitwise x | ^y.
//
// Asm: VORN
func (x Int32x4) OrNot(y Int32x4) Int32x4
// OrNot performs a bitwise x | ^y.
//
// Asm: VORN
func (x Int64x2) OrNot(y Int64x2) Int64x2
// OrNot performs a bitwise x | ^y.
//
// Asm: VORN
func (x Uint8x16) OrNot(y Uint8x16) Uint8x16
// OrNot performs a bitwise x | ^y.
//
// Asm: VORN
func (x Uint16x8) OrNot(y Uint16x8) Uint16x8
// OrNot performs a bitwise x | ^y.
//
// Asm: VORN
func (x Uint32x4) OrNot(y Uint32x4) Uint32x4
// OrNot performs a bitwise x | ^y.
//
// Asm: VORN
func (x Uint64x2) OrNot(y Uint64x2) Uint64x2
/* Round */
// Round rounds elements to the nearest integer, rounding ties to even.
//
// Asm: VFRINTN
func (x Float32x4) Round() Float32x4
// Round rounds elements to the nearest integer, rounding ties to even.
//
// Asm: VFRINTN
func (x Float64x2) Round() Float64x2
/* SaturateToInt8 */
// SaturateToInt8 converts element values to int8 with signed saturation.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VSQXTN
func (x Int16x8) SaturateToInt8() Int8x16
/* SaturateToInt16 */
// SaturateToInt16 converts element values to int16 with signed saturation.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VSQXTN
func (x Int32x4) SaturateToInt16() Int16x8
/* SaturateToInt32 */
// SaturateToInt32 converts element values to int32 with signed saturation.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VSQXTN
func (x Int64x2) SaturateToInt32() Int32x4
/* SaturateToUint8 */
// SaturateToUint8 converts element values to uint8 with unsigned saturation.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VSQXTUN
func (x Int16x8) SaturateToUint8() Uint8x16
// SaturateToUint8 converts element values to uint8 with unsigned saturation.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VUQXTN
func (x Uint16x8) SaturateToUint8() Uint8x16
/* SaturateToUint16 */
// SaturateToUint16 converts element values to uint16 with unsigned saturation.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VSQXTUN
func (x Int32x4) SaturateToUint16() Uint16x8
// SaturateToUint16 converts element values to uint16 with unsigned saturation.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VUQXTN
func (x Uint32x4) SaturateToUint16() Uint16x8
/* SaturateToUint32 */
// SaturateToUint32 converts element values to uint32 with unsigned saturation.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VSQXTUN
func (x Int64x2) SaturateToUint32() Uint32x4
// SaturateToUint32 converts element values to uint32 with unsigned saturation.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VUQXTN
func (x Uint64x2) SaturateToUint32() Uint32x4
/* ScaleSaturated */
// ScaleSaturated multiplies x[i] by 2^scale[i], with saturation.
//
// Positive exponents scale up (shift left with saturation). Negative exponents
// scale down (arithmetic shift right).
//
// z[i] = sat(x[i] * 2^scale[i])
//
// Asm: VSQSHL
func (x Int8x16) ScaleSaturated(scale Int8x16) (z Int8x16)
// ScaleSaturated multiplies x[i] by 2^scale[i], with saturation.
//
// Positive exponents scale up (shift left with saturation). Negative exponents
// scale down (arithmetic shift right).
//
// z[i] = sat(x[i] * 2^scale[i])
//
// Asm: VSQSHL
func (x Int16x8) ScaleSaturated(scale Int16x8) (z Int16x8)
// ScaleSaturated multiplies x[i] by 2^scale[i], with saturation.
//
// Positive exponents scale up (shift left with saturation). Negative exponents
// scale down (arithmetic shift right).
//
// z[i] = sat(x[i] * 2^scale[i])
//
// Asm: VSQSHL
func (x Int32x4) ScaleSaturated(scale Int32x4) (z Int32x4)
// ScaleSaturated multiplies x[i] by 2^scale[i], with saturation.
//
// Positive exponents scale up (shift left with saturation). Negative exponents
// scale down (arithmetic shift right).
//
// z[i] = sat(x[i] * 2^scale[i])
//
// Asm: VSQSHL
func (x Int64x2) ScaleSaturated(scale Int64x2) (z Int64x2)
// ScaleSaturated multiplies x[i] by 2^scale[i], with saturation.
//
// Positive exponents scale up (shift left with saturation). Negative exponents
// scale down (logical shift right).
//
// z[i] = sat(x[i] * 2^scale[i])
//
// Asm: VUQSHL
func (x Uint8x16) ScaleSaturated(scale Int8x16) (z Uint8x16)
// ScaleSaturated multiplies x[i] by 2^scale[i], with saturation.
//
// Positive exponents scale up (shift left with saturation). Negative exponents
// scale down (logical shift right).
//
// z[i] = sat(x[i] * 2^scale[i])
//
// Asm: VUQSHL
func (x Uint16x8) ScaleSaturated(scale Int16x8) (z Uint16x8)
// ScaleSaturated multiplies x[i] by 2^scale[i], with saturation.
//
// Positive exponents scale up (shift left with saturation). Negative exponents
// scale down (logical shift right).
//
// z[i] = sat(x[i] * 2^scale[i])
//
// Asm: VUQSHL
func (x Uint32x4) ScaleSaturated(scale Int32x4) (z Uint32x4)
// ScaleSaturated multiplies x[i] by 2^scale[i], with saturation.
//
// Positive exponents scale up (shift left with saturation). Negative exponents
// scale down (logical shift right).
//
// z[i] = sat(x[i] * 2^scale[i])
//
// Asm: VUQSHL
func (x Uint64x2) ScaleSaturated(scale Int64x2) (z Uint64x2)
/* SetElem */
// SetElem returns x with the index'th element set to y.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Int8x16) SetElem(index uint8, y int8) Int8x16
// SetElem returns x with the index'th element set to y.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Int16x8) SetElem(index uint8, y int16) Int16x8
// SetElem returns x with the index'th element set to y.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Int32x4) SetElem(index uint8, y int32) Int32x4
// SetElem returns x with the index'th element set to y.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Int64x2) SetElem(index uint8, y int64) Int64x2
// SetElem returns x with the index'th element set to y.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Uint8x16) SetElem(index uint8, y uint8) Uint8x16
// SetElem returns x with the index'th element set to y.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Uint16x8) SetElem(index uint8, y uint16) Uint16x8
// SetElem returns x with the index'th element set to y.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Uint32x4) SetElem(index uint8, y uint32) Uint32x4
// SetElem returns x with the index'th element set to y.
//
// Performance: A non-constant value of index may result in significantly worse performance for this operation.
//
// Asm: VMOV
func (x Uint64x2) SetElem(index uint8, y uint64) Uint64x2
// SetElem returns x with the index'th element set to y.
//
// Performance: index results in better performance when it's a constant, a non-constant value will be translated into a jump table.
//
// Asm: VMOV
func (x Float32x4) SetElem(index uint8, y float32) Float32x4
// SetElem returns x with the index'th element set to y.
//
// Performance: index results in better performance when it's a constant, a non-constant value will be translated into a jump table.
//
// Asm: VMOV
func (x Float64x2) SetElem(index uint8, y float64) Float64x2
/* Shift */
// Shift shifts each element in x by the signed value of the least significant byte
// of shift's corresponding element: positive values shift left, negative values shift right.
//
// Asm: VSSHL
func (x Int8x16) Shift(shift Int8x16) Int8x16
// Shift shifts each element in x by the signed value of the least significant byte
// of shift's corresponding element: positive values shift left, negative values shift right.
//
// Asm: VSSHL
func (x Int16x8) Shift(shift Int16x8) Int16x8
// Shift shifts each element in x by the signed value of the least significant byte
// of shift's corresponding element: positive values shift left, negative values shift right.
//
// Asm: VSSHL
func (x Int32x4) Shift(shift Int32x4) Int32x4
// Shift shifts each element in x by the signed value of the least significant byte
// of shift's corresponding element: positive values shift left, negative values shift right.
//
// Asm: VSSHL
func (x Int64x2) Shift(shift Int64x2) Int64x2
// Shift shifts each element in x by the signed value of the least significant byte
// of shift's corresponding element: positive values shift left, negative values shift right.
//
// Asm: VUSHL
func (x Uint8x16) Shift(shift Int8x16) Uint8x16
// Shift shifts each element in x by the signed value of the least significant byte
// of shift's corresponding element: positive values shift left, negative values shift right.
//
// Asm: VUSHL
func (x Uint16x8) Shift(shift Int16x8) Uint16x8
// Shift shifts each element in x by the signed value of the least significant byte
// of shift's corresponding element: positive values shift left, negative values shift right.
//
// Asm: VUSHL
func (x Uint32x4) Shift(shift Int32x4) Uint32x4
// Shift shifts each element in x by the signed value of the least significant byte
// of shift's corresponding element: positive values shift left, negative values shift right.
//
// Asm: VUSHL
func (x Uint64x2) Shift(shift Int64x2) Uint64x2
/* ShiftAllLeft */
// ShiftAllLeft shifts each element of x left by shift bits.
// If shift is greater than the element width, the result is 0.
//
// z[i] = x[i] << shift
//
// Asm: VSSHL
func (x Int8x16) ShiftAllLeft(shift uint64) (z Int8x16)
// ShiftAllLeft shifts each element of x left by shift bits.
// If shift is greater than the element width, the result is 0.
//
// z[i] = x[i] << shift
//
// Asm: VSSHL
func (x Int16x8) ShiftAllLeft(shift uint64) (z Int16x8)
// ShiftAllLeft shifts each element of x left by shift bits.
// If shift is greater than the element width, the result is 0.
//
// z[i] = x[i] << shift
//
// Asm: VSSHL
func (x Int32x4) ShiftAllLeft(shift uint64) (z Int32x4)
// ShiftAllLeft shifts each element of x left by shift bits.
// If shift is greater than the element width, the result is 0.
//
// z[i] = x[i] << shift
//
// Asm: VSSHL
func (x Int64x2) ShiftAllLeft(shift uint64) (z Int64x2)
// ShiftAllLeft shifts each element of x left by shift bits.
// If shift is greater than the element width, the result is 0.
//
// z[i] = x[i] << shift
//
// Asm: VUSHL
func (x Uint8x16) ShiftAllLeft(shift uint64) (z Uint8x16)
// ShiftAllLeft shifts each element of x left by shift bits.
// If shift is greater than the element width, the result is 0.
//
// z[i] = x[i] << shift
//
// Asm: VUSHL
func (x Uint16x8) ShiftAllLeft(shift uint64) (z Uint16x8)
// ShiftAllLeft shifts each element of x left by shift bits.
// If shift is greater than the element width, the result is 0.
//
// z[i] = x[i] << shift
//
// Asm: VUSHL
func (x Uint32x4) ShiftAllLeft(shift uint64) (z Uint32x4)
// ShiftAllLeft shifts each element of x left by shift bits.
// If shift is greater than the element width, the result is 0.
//
// z[i] = x[i] << shift
//
// Asm: VUSHL
func (x Uint64x2) ShiftAllLeft(shift uint64) (z Uint64x2)
/* ShiftAllRight */
// ShiftAllRight arithmetically shifts each element of x right by shift bits.
// If shift is greater than the element width, the result is 0 or -1.
//
// z[i] = x[i] >> shift
//
// Asm: VSSHL
func (x Int8x16) ShiftAllRight(shift uint64) (z Int8x16)
// ShiftAllRight arithmetically shifts each element of x right by shift bits.
// If shift is greater than the element width, the result is 0 or -1.
//
// z[i] = x[i] >> shift
//
// Asm: VSSHL
func (x Int16x8) ShiftAllRight(shift uint64) (z Int16x8)
// ShiftAllRight arithmetically shifts each element of x right by shift bits.
// If shift is greater than the element width, the result is 0 or -1.
//
// z[i] = x[i] >> shift
//
// Asm: VSSHL
func (x Int32x4) ShiftAllRight(shift uint64) (z Int32x4)
// ShiftAllRight arithmetically shifts each element of x right by shift bits.
// If shift is greater than the element width, the result is 0 or -1.
//
// z[i] = x[i] >> shift
//
// Asm: VSSHL
func (x Int64x2) ShiftAllRight(shift uint64) (z Int64x2)
// ShiftAllRight logically shifts each element of x right by shift bits.
// If shift is greater than the element width, the result is 0.
//
// z[i] = x[i] >> shift
//
// Asm: VUSHL
func (x Uint8x16) ShiftAllRight(shift uint64) (z Uint8x16)
// ShiftAllRight logically shifts each element of x right by shift bits.
// If shift is greater than the element width, the result is 0.
//
// z[i] = x[i] >> shift
//
// Asm: VUSHL
func (x Uint16x8) ShiftAllRight(shift uint64) (z Uint16x8)
// ShiftAllRight logically shifts each element of x right by shift bits.
// If shift is greater than the element width, the result is 0.
//
// z[i] = x[i] >> shift
//
// Asm: VUSHL
func (x Uint32x4) ShiftAllRight(shift uint64) (z Uint32x4)
// ShiftAllRight logically shifts each element of x right by shift bits.
// If shift is greater than the element width, the result is 0.
//
// z[i] = x[i] >> shift
//
// Asm: VUSHL
func (x Uint64x2) ShiftAllRight(shift uint64) (z Uint64x2)
/* Sqrt */
// Sqrt returns the elementwise square root of x.
//
// z[i] = sqrt(x[i])
//
// Asm: VFSQRT
func (x Float32x4) Sqrt() (z Float32x4)
// Sqrt returns the elementwise square root of x.
//
// z[i] = sqrt(x[i])
//
// Asm: VFSQRT
func (x Float64x2) Sqrt() (z Float64x2)
/* Sub */
// Sub subtracts y from x elementwise.
//
// z[i] = x[i] - y[i]
//
// Asm: VFSUB
func (x Float32x4) Sub(y Float32x4) (z Float32x4)
// Sub subtracts y from x elementwise.
//
// z[i] = x[i] - y[i]
//
// Asm: VFSUB
func (x Float64x2) Sub(y Float64x2) (z Float64x2)
// Sub subtracts y from x elementwise.
//
// z[i] = x[i] - y[i]
//
// Asm: VSUB
func (x Int8x16) Sub(y Int8x16) (z Int8x16)
// Sub subtracts y from x elementwise.
//
// z[i] = x[i] - y[i]
//
// Asm: VSUB
func (x Int16x8) Sub(y Int16x8) (z Int16x8)
// Sub subtracts y from x elementwise.
//
// z[i] = x[i] - y[i]
//
// Asm: VSUB
func (x Int32x4) Sub(y Int32x4) (z Int32x4)
// Sub subtracts y from x elementwise.
//
// z[i] = x[i] - y[i]
//
// Asm: VSUB
func (x Int64x2) Sub(y Int64x2) (z Int64x2)
// Sub subtracts y from x elementwise.
//
// z[i] = x[i] - y[i]
//
// Asm: VSUB
func (x Uint8x16) Sub(y Uint8x16) (z Uint8x16)
// Sub subtracts y from x elementwise.
//
// z[i] = x[i] - y[i]
//
// Asm: VSUB
func (x Uint16x8) Sub(y Uint16x8) (z Uint16x8)
// Sub subtracts y from x elementwise.
//
// z[i] = x[i] - y[i]
//
// Asm: VSUB
func (x Uint32x4) Sub(y Uint32x4) (z Uint32x4)
// Sub subtracts y from x elementwise.
//
// z[i] = x[i] - y[i]
//
// Asm: VSUB
func (x Uint64x2) Sub(y Uint64x2) (z Uint64x2)
/* SubSaturated */
// SubSaturated subtracts y from x elementwise with saturation.
//
// z[i] = sat(x[i] - y[i])
//
// Asm: VSQSUB
func (x Int8x16) SubSaturated(y Int8x16) (z Int8x16)
// SubSaturated subtracts y from x elementwise with saturation.
//
// z[i] = sat(x[i] - y[i])
//
// Asm: VSQSUB
func (x Int16x8) SubSaturated(y Int16x8) (z Int16x8)
// SubSaturated subtracts y from x elementwise with saturation.
//
// z[i] = sat(x[i] - y[i])
//
// Asm: VSQSUB
func (x Int32x4) SubSaturated(y Int32x4) (z Int32x4)
// SubSaturated subtracts y from x elementwise with saturation.
//
// z[i] = sat(x[i] - y[i])
//
// Asm: VSQSUB
func (x Int64x2) SubSaturated(y Int64x2) (z Int64x2)
// SubSaturated subtracts y from x elementwise with saturation.
//
// z[i] = sat(x[i] - y[i])
//
// Asm: VUQSUB
func (x Uint8x16) SubSaturated(y Uint8x16) (z Uint8x16)
// SubSaturated subtracts y from x elementwise with saturation.
//
// z[i] = sat(x[i] - y[i])
//
// Asm: VUQSUB
func (x Uint16x8) SubSaturated(y Uint16x8) (z Uint16x8)
// SubSaturated subtracts y from x elementwise with saturation.
//
// z[i] = sat(x[i] - y[i])
//
// Asm: VUQSUB
func (x Uint32x4) SubSaturated(y Uint32x4) (z Uint32x4)
// SubSaturated subtracts y from x elementwise with saturation.
//
// z[i] = sat(x[i] - y[i])
//
// Asm: VUQSUB
func (x Uint64x2) SubSaturated(y Uint64x2) (z Uint64x2)
/* Trunc */
// Trunc truncates elements towards zero.
//
// Asm: VFRINTZ
func (x Float32x4) Trunc() Float32x4
// Trunc truncates elements towards zero.
//
// Asm: VFRINTZ
func (x Float64x2) Trunc() Float64x2
/* TruncToInt8 */
// TruncToInt8 truncates element values to int8.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VXTN
func (x Int16x8) TruncToInt8() Int8x16
/* TruncToInt16 */
// TruncToInt16 truncates element values to int16.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VXTN
func (x Int32x4) TruncToInt16() Int16x8
/* TruncToInt32 */
// TruncToInt32 truncates element values to int32.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VXTN
func (x Int64x2) TruncToInt32() Int32x4
/* TruncToUint8 */
// TruncToUint8 truncates element values to uint8.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VXTN
func (x Uint16x8) TruncToUint8() Uint8x16
/* TruncToUint16 */
// TruncToUint16 truncates element values to uint16.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VXTN
func (x Uint32x4) TruncToUint16() Uint16x8
/* TruncToUint32 */
// TruncToUint32 truncates element values to uint32.
// Results are packed to low elements in the returned vector, its upper elements are zeroed.
//
// Asm: VXTN
func (x Uint64x2) TruncToUint32() Uint32x4
/* Xor */
// Xor returns the bitwise XOR of x and y.
//
// z[i] = x[i] ^ y[i]
//
// Asm: VEOR
func (x Int8x16) Xor(y Int8x16) (z Int8x16)
// Xor returns the bitwise XOR of x and y.
//
// z[i] = x[i] ^ y[i]
//
// Asm: VEOR
func (x Int16x8) Xor(y Int16x8) (z Int16x8)
// Xor returns the bitwise XOR of x and y.
//
// z[i] = x[i] ^ y[i]
//
// Asm: VEOR
func (x Int32x4) Xor(y Int32x4) (z Int32x4)
// Xor returns the bitwise XOR of x and y.
//
// z[i] = x[i] ^ y[i]
//
// Asm: VEOR
func (x Int64x2) Xor(y Int64x2) (z Int64x2)
// Xor returns the bitwise XOR of x and y.
//
// z[i] = x[i] ^ y[i]
//
// Asm: VEOR
func (x Uint8x16) Xor(y Uint8x16) (z Uint8x16)
// Xor returns the bitwise XOR of x and y.
//
// z[i] = x[i] ^ y[i]
//
// Asm: VEOR
func (x Uint16x8) Xor(y Uint16x8) (z Uint16x8)
// Xor returns the bitwise XOR of x and y.
//
// z[i] = x[i] ^ y[i]
//
// Asm: VEOR
func (x Uint32x4) Xor(y Uint32x4) (z Uint32x4)
// Xor returns the bitwise XOR of x and y.
//
// z[i] = x[i] ^ y[i]
//
// Asm: VEOR
func (x Uint64x2) Xor(y Uint64x2) (z Uint64x2)
// BitsToInt8 reinterprets the bits of each element of x as type int8.
func (x Uint8x16) BitsToInt8() (z Int8x16)
// ConvertToInt8 converts each element of x to int8.
func (x Uint8x16) ConvertToInt8() (z Int8x16)
// ConvertToUint8 converts each element of x to uint8.
func (x Int8x16) ConvertToUint8() (z Uint8x16)
// ToBits reinterprets the bits of each element of x as type uint8.
func (x Int8x16) ToBits() (z Uint8x16)
// ReshapeToUint16s reinterprets the bits of x as a Uint16x8 vector.
//
// Both the vector elements and the bits of each element are interpreted in
// little endian order.
//
// x[15] x[14] ⋯ x[1] x[0]
// | 7 .. 0 | 7 .. 0 | ⋯ | 7 .. 0 | 7 .. 0 |
// | 15 .... 0 | ⋯ | 15 .... 0 |
// z[7] ⋯ z[0]
func (x Uint8x16) ReshapeToUint16s() (z Uint16x8)
// ReshapeToUint32s reinterprets the bits of x as a Uint32x4 vector.
//
// Both the vector elements and the bits of each element are interpreted in
// little endian order.
//
// x[15] x[14] x[13] x[12] ⋯ x[3] x[2] x[1] x[0]
// | 7 .. 0 | 7 .. 0 | 7 .. 0 | 7 .. 0 | ⋯ | 7 .. 0 | 7 .. 0 | 7 .. 0 | 7 .. 0 |
// | 31 .... 0 | ⋯ | 31 .... 0 |
// z[3] ⋯ z[0]
func (x Uint8x16) ReshapeToUint32s() (z Uint32x4)
// ReshapeToUint64s reinterprets the bits of x as a Uint64x2 vector.
//
// Both the vector elements and the bits of each element are interpreted in
// little endian order.
//
// x[15] x[14] ⋯ x[9] x[8] x[7] x[6] ⋯ x[1] x[0]
// | 7 .. 0 | 7 .. 0 | ⋯ | 7 .. 0 | 7 .. 0 | 7 .. 0 | 7 .. 0 | ⋯ | 7 .. 0 | 7 .. 0 |
// | 63 .... 0 | 63 .... 0 |
// z[1] z[0]
func (x Uint8x16) ReshapeToUint64s() (z Uint64x2)
// BitsToInt16 reinterprets the bits of each element of x as type int16.
func (x Uint16x8) BitsToInt16() (z Int16x8)
// ConvertToInt16 converts each element of x to int16.
func (x Uint16x8) ConvertToInt16() (z Int16x8)
// ConvertToUint16 converts each element of x to uint16.
func (x Int16x8) ConvertToUint16() (z Uint16x8)
// ToBits reinterprets the bits of each element of x as type uint16.
func (x Int16x8) ToBits() (z Uint16x8)
// ReshapeToUint8s reinterprets the bits of x as a Uint8x16 vector.
//
// Both the vector elements and the bits of each element are interpreted in
// little endian order.
//
// x[7] ⋯ x[0]
// | 15 .... 0 | ⋯ | 15 .... 0 |
// | 7 .. 0 | 7 .. 0 | ⋯ | 7 .. 0 | 7 .. 0 |
// z[15] z[14] ⋯ z[1] z[0]
func (x Uint16x8) ReshapeToUint8s() (z Uint8x16)
// ReshapeToUint32s reinterprets the bits of x as a Uint32x4 vector.
//
// Both the vector elements and the bits of each element are interpreted in
// little endian order.
//
// x[7] x[6] ⋯ x[1] x[0]
// | 15 .. 0 | 15 .. 0 | ⋯ | 15 .. 0 | 15 .. 0 |
// | 31 .... 0 | ⋯ | 31 .... 0 |
// z[3] ⋯ z[0]
func (x Uint16x8) ReshapeToUint32s() (z Uint32x4)
// ReshapeToUint64s reinterprets the bits of x as a Uint64x2 vector.
//
// Both the vector elements and the bits of each element are interpreted in
// little endian order.
//
// x[7] x[6] x[5] x[4] x[3] x[2] x[1] x[0]
// | 15 .. 0 | 15 .. 0 | 15 .. 0 | 15 .. 0 | 15 .. 0 | 15 .. 0 | 15 .. 0 | 15 .. 0 |
// | 63 .... 0 | 63 .... 0 |
// z[1] z[0]
func (x Uint16x8) ReshapeToUint64s() (z Uint64x2)
// BitsToFloat32 reinterprets the bits of each element of x as type float32.
func (x Uint32x4) BitsToFloat32() (z Float32x4)
// ToBits returns the IEEE 754 binary representation of each element of x.
func (x Float32x4) ToBits() (z Uint32x4)
// BitsToInt32 reinterprets the bits of each element of x as type int32.
func (x Uint32x4) BitsToInt32() (z Int32x4)
// ConvertToInt32 converts each element of x to int32.
func (x Uint32x4) ConvertToInt32() (z Int32x4)
// ConvertToUint32 converts each element of x to uint32.
func (x Int32x4) ConvertToUint32() (z Uint32x4)
// ToBits reinterprets the bits of each element of x as type uint32.
func (x Int32x4) ToBits() (z Uint32x4)
// ReshapeToUint8s reinterprets the bits of x as a Uint8x16 vector.
//
// Both the vector elements and the bits of each element are interpreted in
// little endian order.
//
// x[3] ⋯ x[0]
// | 31 .... 0 | ⋯ | 31 .... 0 |
// | 7 .. 0 | 7 .. 0 | 7 .. 0 | 7 .. 0 | ⋯ | 7 .. 0 | 7 .. 0 | 7 .. 0 | 7 .. 0 |
// z[15] z[14] z[13] z[12] ⋯ z[3] z[2] z[1] z[0]
func (x Uint32x4) ReshapeToUint8s() (z Uint8x16)
// ReshapeToUint16s reinterprets the bits of x as a Uint16x8 vector.
//
// Both the vector elements and the bits of each element are interpreted in
// little endian order.
//
// x[3] ⋯ x[0]
// | 31 .... 0 | ⋯ | 31 .... 0 |
// | 15 .. 0 | 15 .. 0 | ⋯ | 15 .. 0 | 15 .. 0 |
// z[7] z[6] ⋯ z[1] z[0]
func (x Uint32x4) ReshapeToUint16s() (z Uint16x8)
// ReshapeToUint64s reinterprets the bits of x as a Uint64x2 vector.
//
// Both the vector elements and the bits of each element are interpreted in
// little endian order.
//
// x[3] x[2] x[1] x[0]
// | 31 .. 0 | 31 .. 0 | 31 .. 0 | 31 .. 0 |
// | 63 .... 0 | 63 .... 0 |
// z[1] z[0]
func (x Uint32x4) ReshapeToUint64s() (z Uint64x2)
// BitsToFloat64 reinterprets the bits of each element of x as type float64.
func (x Uint64x2) BitsToFloat64() (z Float64x2)
// ToBits returns the IEEE 754 binary representation of each element of x.
func (x Float64x2) ToBits() (z Uint64x2)
// BitsToInt64 reinterprets the bits of each element of x as type int64.
func (x Uint64x2) BitsToInt64() (z Int64x2)
// ConvertToInt64 converts each element of x to int64.
func (x Uint64x2) ConvertToInt64() (z Int64x2)
// ConvertToUint64 converts each element of x to uint64.
func (x Int64x2) ConvertToUint64() (z Uint64x2)
// ToBits reinterprets the bits of each element of x as type uint64.
func (x Int64x2) ToBits() (z Uint64x2)
// ReshapeToUint8s reinterprets the bits of x as a Uint8x16 vector.
//
// Both the vector elements and the bits of each element are interpreted in
// little endian order.
//
// x[1] x[0]
// | 63 .... 0 | 63 .... 0 |
// | 7 .. 0 | 7 .. 0 | ⋯ | 7 .. 0 | 7 .. 0 | 7 .. 0 | 7 .. 0 | ⋯ | 7 .. 0 | 7 .. 0 |
// z[15] z[14] ⋯ z[9] z[8] z[7] z[6] ⋯ z[1] z[0]
func (x Uint64x2) ReshapeToUint8s() (z Uint8x16)
// ReshapeToUint16s reinterprets the bits of x as a Uint16x8 vector.
//
// Both the vector elements and the bits of each element are interpreted in
// little endian order.
//
// x[1] x[0]
// | 63 .... 0 | 63 .... 0 |
// | 15 .. 0 | 15 .. 0 | 15 .. 0 | 15 .. 0 | 15 .. 0 | 15 .. 0 | 15 .. 0 | 15 .. 0 |
// z[7] z[6] z[5] z[4] z[3] z[2] z[1] z[0]
func (x Uint64x2) ReshapeToUint16s() (z Uint16x8)
// ReshapeToUint32s reinterprets the bits of x as a Uint32x4 vector.
//
// Both the vector elements and the bits of each element are interpreted in
// little endian order.
//
// x[1] x[0]
// | 63 .... 0 | 63 .... 0 |
// | 31 .. 0 | 31 .. 0 | 31 .. 0 | 31 .. 0 |
// z[3] z[2] z[1] z[0]
func (x Uint64x2) ReshapeToUint32s() (z Uint32x4)
// ToInt8x16 converts the mask to a vector, where element i is set to ^0 (all bits
// set, e.g., -1) if mask element i is "true", and 0 otherwise.
func (x Mask8x16) ToInt8x16() (z Int8x16)
// asMask converts from Int8x16 to Mask8x16.
func (from Int8x16) asMask() (to Mask8x16)
// And returns the bitwise AND of x and y.
//
// z[i] = x[i] & y[i]
func (x Mask8x16) And(y Mask8x16) (z Mask8x16)
// AndNot returns the bitwise AND NOT of x and y.
//
// z[i] = x[i] &^ y[i]
func (x Mask8x16) AndNot(y Mask8x16) (z Mask8x16)
// Equal returns a mask indicating which elements of x and y are equal.
func (x Mask8x16) Equal(y Mask8x16) (z Mask8x16)
// Or returns the bitwise OR of x and y.
//
// z[i] = x[i] | y[i]
func (x Mask8x16) Or(y Mask8x16) (z Mask8x16)
// Xor returns the bitwise XOR of x and y.
//
// z[i] = x[i] ^ y[i]
func (x Mask8x16) Xor(y Mask8x16) (z Mask8x16)
// Not returns the bitwise negation of x.
//
// z[i] = ^x[i]
func (x Mask8x16) Not() (z Mask8x16)
// ToInt16x8 converts the mask to a vector, where element i is set to ^0 (all bits
// set, e.g., -1) if mask element i is "true", and 0 otherwise.
func (x Mask16x8) ToInt16x8() (z Int16x8)
// asMask converts from Int16x8 to Mask16x8.
func (from Int16x8) asMask() (to Mask16x8)
// And returns the bitwise AND of x and y.
//
// z[i] = x[i] & y[i]
func (x Mask16x8) And(y Mask16x8) (z Mask16x8)
// AndNot returns the bitwise AND NOT of x and y.
//
// z[i] = x[i] &^ y[i]
func (x Mask16x8) AndNot(y Mask16x8) (z Mask16x8)
// Equal returns a mask indicating which elements of x and y are equal.
func (x Mask16x8) Equal(y Mask16x8) (z Mask16x8)
// Or returns the bitwise OR of x and y.
//
// z[i] = x[i] | y[i]
func (x Mask16x8) Or(y Mask16x8) (z Mask16x8)
// Xor returns the bitwise XOR of x and y.
//
// z[i] = x[i] ^ y[i]
func (x Mask16x8) Xor(y Mask16x8) (z Mask16x8)
// Not returns the bitwise negation of x.
//
// z[i] = ^x[i]
func (x Mask16x8) Not() (z Mask16x8)
// ToInt32x4 converts the mask to a vector, where element i is set to ^0 (all bits
// set, e.g., -1) if mask element i is "true", and 0 otherwise.
func (x Mask32x4) ToInt32x4() (z Int32x4)
// asMask converts from Int32x4 to Mask32x4.
func (from Int32x4) asMask() (to Mask32x4)
// And returns the bitwise AND of x and y.
//
// z[i] = x[i] & y[i]
func (x Mask32x4) And(y Mask32x4) (z Mask32x4)
// AndNot returns the bitwise AND NOT of x and y.
//
// z[i] = x[i] &^ y[i]
func (x Mask32x4) AndNot(y Mask32x4) (z Mask32x4)
// Equal returns a mask indicating which elements of x and y are equal.
func (x Mask32x4) Equal(y Mask32x4) (z Mask32x4)
// Or returns the bitwise OR of x and y.
//
// z[i] = x[i] | y[i]
func (x Mask32x4) Or(y Mask32x4) (z Mask32x4)
// Xor returns the bitwise XOR of x and y.
//
// z[i] = x[i] ^ y[i]
func (x Mask32x4) Xor(y Mask32x4) (z Mask32x4)
// Not returns the bitwise negation of x.
//
// z[i] = ^x[i]
func (x Mask32x4) Not() (z Mask32x4)
// ToInt64x2 converts the mask to a vector, where element i is set to ^0 (all bits
// set, e.g., -1) if mask element i is "true", and 0 otherwise.
func (x Mask64x2) ToInt64x2() (z Int64x2)
// asMask converts from Int64x2 to Mask64x2.
func (from Int64x2) asMask() (to Mask64x2)
// And returns the bitwise AND of x and y.
//
// z[i] = x[i] & y[i]
func (x Mask64x2) And(y Mask64x2) (z Mask64x2)
// AndNot returns the bitwise AND NOT of x and y.
//
// z[i] = x[i] &^ y[i]
func (x Mask64x2) AndNot(y Mask64x2) (z Mask64x2)
// Equal returns a mask indicating which elements of x and y are equal.
func (x Mask64x2) Equal(y Mask64x2) (z Mask64x2)
// Or returns the bitwise OR of x and y.
//
// z[i] = x[i] | y[i]
func (x Mask64x2) Or(y Mask64x2) (z Mask64x2)
// Xor returns the bitwise XOR of x and y.
//
// z[i] = x[i] ^ y[i]
func (x Mask64x2) Xor(y Mask64x2) (z Mask64x2)
// Not returns the bitwise negation of x.
//
// z[i] = ^x[i]
func (x Mask64x2) Not() (z Mask64x2)