forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			546 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
			
		
		
	
	
			546 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
package kha.audio2.ogg.tools;
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import haxe.ds.Vector;
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/**
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 * modified discrete cosine transform
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 * @author shohei909
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 */
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class Mdct {
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    static public inline function inverseTransform(buffer:Vector<Float>, n:Int, a:Vector<Float>, b:Vector<Float>, c:Vector<Float>, bitReverse:Vector<Int>)
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    {
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        var n2 = n >> 1;
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        var n4 = n >> 2;
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        var n8 = n >> 3;
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        // @OPTIMIZE: reduce register pressure by using fewer variables?
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        //int save_point = temp_alloc_save(f);
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        var buf2 = new Vector(n2);
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        // twiddle factors
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        // IMDCT algorithm from "The use of multirate filter banks for coding of high quality digital audio"
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        // See notes about bugs in that paper in less-optimal implementation 'inverseMdct_old' after this function.
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        // kernel from paper
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        // merged:
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        //    copy and reflect spectral data
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        //    step 0
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        // note that it turns out that the items added together during
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        // this step are, in fact, being added to themselves (as reflected
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        // by step 0). inexplicable inefficiency! this became obvious
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        // once I combined the passes.
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        // so there's a missing 'times 2' here (for adding X to itself).
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        // this propogates through linearly to the end, where the numbers
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        // are 1/2 too small, and need to be compensated for.
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        {
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            var dOffset = n2 - 2;
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            var aaOffset = 0;
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            var eOffset = 0;
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            var eStopOffset = n2;
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            while (eOffset != eStopOffset) {
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                buf2[dOffset + 1] = (buffer[eOffset + 0] * a[aaOffset + 0] - buffer[eOffset + 2] * a[aaOffset + 1]);
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                buf2[dOffset + 0] = (buffer[eOffset + 0] * a[aaOffset + 1] + buffer[eOffset + 2] * a[aaOffset + 0]);
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                dOffset -= 2;
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                aaOffset += 2;
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                eOffset += 4;
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            }
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            eOffset = n2 - 3;
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            while (dOffset >= 0) {
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                buf2[dOffset + 1] = (-buffer[eOffset + 2] * a[aaOffset + 0] - -buffer[eOffset + 0]*a[aaOffset + 1]);
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                buf2[dOffset + 0] = (-buffer[eOffset + 2] * a[aaOffset + 1] + -buffer[eOffset + 0]*a[aaOffset + 0]);
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                dOffset -= 2;
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                aaOffset += 2;
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                eOffset -= 4;
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            }
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        }
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        // now we use symbolic names for these, so that we can
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        // possibly swap their meaning as we change which operations
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        // are in place
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        var u = buffer;
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        var v = buf2;
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        // step 2     (paper output is w, now u)
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        // this could be in place, but the data ends up in the wrong
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        // place... _somebody_'s got to swap it, so this is nominated
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        {
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            var aaOffset = n2 - 8;
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            var eOffset0 = n4;
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            var eOffset1 = 0;
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            var dOffset0 = n4;
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            var dOffset1 = 0;
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            while (aaOffset >= 0) {
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                var v41_21:Float = v[eOffset0 + 1] - v[eOffset1 + 1];
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                var v40_20:Float = v[eOffset0 + 0] - v[eOffset1 + 0];
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                u[dOffset0 + 1]  = v[eOffset0 + 1] + v[eOffset1 + 1];
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                u[dOffset0 + 0]  = v[eOffset0 + 0] + v[eOffset1 + 0];
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                u[dOffset1 + 1]  = v41_21*a[aaOffset + 4] - v40_20*a[aaOffset + 5];
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                u[dOffset1 + 0]  = v40_20*a[aaOffset + 4] + v41_21*a[aaOffset + 5];
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                v41_21 = v[eOffset0 + 3] - v[eOffset1 + 3];
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                v40_20 = v[eOffset0 + 2] - v[eOffset1 + 2];
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                u[dOffset0 + 3]  = v[eOffset0 + 3] + v[eOffset1 + 3];
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                u[dOffset0 + 2]  = v[eOffset0 + 2] + v[eOffset1 + 2];
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                u[dOffset1 + 3]  = v41_21*a[aaOffset + 0] - v40_20*a[aaOffset + 1];
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                u[dOffset1 + 2]  = v40_20*a[aaOffset + 0] + v41_21*a[aaOffset + 1];
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                aaOffset -= 8;
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                dOffset0 += 4;
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                dOffset1 += 4;
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                eOffset0 += 4;
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                eOffset1 += 4;
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            }
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        }
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        // step 3
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        var ld = MathTools.ilog(n) - 1; // ilog is off-by-one from normal definitions
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        // optimized step 3:
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        // the original step3 loop can be nested r inside s or s inside r;
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        // it's written originally as s inside r, but this is dumb when r
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        // iterates many times, and s few. So I have two copies of it and
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        // switch between them halfway.
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        // this is iteration 0 of step 3
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        step3Iter0Loop(n >> 4, u, n2-1-n4*0, -(n >> 3), a);
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        step3Iter0Loop(n >> 4, u, n2-1-n4*1, -(n >> 3), a);
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        // this is iteration 1 of step 3
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        step3InnerRLoop(n >> 5, u, n2-1 - n8*0, -(n >> 4), a, 16);
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        step3InnerRLoop(n >> 5, u, n2-1 - n8*1, -(n >> 4), a, 16);
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        step3InnerRLoop(n >> 5, u, n2-1 - n8*2, -(n >> 4), a, 16);
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        step3InnerRLoop(n >> 5, u, n2-1 - n8*3, -(n >> 4), a, 16);
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        for (l in 2...((ld - 3) >> 1)) {
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            var k0 = n >> (l + 2);
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            var k0_2 = k0 >> 1;
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            var lim = 1 << (l+1);
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            for (i in 0...lim) {
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                step3InnerRLoop(n >> (l + 4), u, n2 - 1 - k0 * i, -k0_2, a, 1 << (l + 3));
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            }
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        }
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        for (l in ((ld - 3) >> 1)...(ld-6)) {
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            var k0 = n >> (l + 2);
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            var k1 = 1 << (l + 3);
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            var k0_2 = k0 >> 1;
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            var rlim = n >> (l+6);
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            var lim = 1 << (l+1);
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            var aOffset = 0;
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            var i_off = n2 - 1;
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            var r = rlim + 1;
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            while (--r > 0) {
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                step3InnerSLoop(lim, u, i_off, -k0_2, a, aOffset, k1, k0);
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                aOffset += k1 * 4;
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                i_off -= 8;
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            }
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        }
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        // iterations with count:
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        //    ld-6,-5,-4 all interleaved together
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        //         the big win comes from getting rid of needless flops
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        //            due to the constants on pass 5 & 4 being all 1 and 0;
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        //         combining them to be simultaneous to improve cache made little difference
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        step3InnerSLoopLd654(n >> 5, u, n2-1, a, n);
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        // output is u
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        // step 4, 5, and 6
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        // cannot be in-place because of step 5
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        {
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            // weirdly, I'd have thought reading sequentially and writing
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            // erratically would have been better than vice-versa, but in
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            // fact that's not what my testing showed. (That is, with
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            // j = bitreverse(i), do you read i and write j, or read j and write i.)
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            var brOffset = 0;
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            var dOffset0 = n4-4; // v
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            var dOffset1 = n2-4; // v
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            while (dOffset0 >= 0) {
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                var k4 = bitReverse[brOffset + 0];
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                v[dOffset1 +3] = u[k4+0];
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                v[dOffset1 +2] = u[k4+1];
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                v[dOffset0 +3] = u[k4+2];
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                v[dOffset0 +2] = u[k4+3];
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                k4 = bitReverse[brOffset + 1];
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                v[dOffset1 +1] = u[k4+0];
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                v[dOffset1 +0] = u[k4+1];
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                v[dOffset0 +1] = u[k4+2];
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                v[dOffset0 +0] = u[k4+3];
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                dOffset0 -= 4;
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                dOffset1 -= 4;
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                brOffset += 2;
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            }
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        }
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        // (paper output is u, now v)
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        // data must be in buf2
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        //assert(v == buf2);
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        // step 7    (paper output is v, now v)
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        // this is now in place
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        {
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            var cOffset = 0;
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            var dOffset = 0; // v
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            var eOffset = n2 - 4; // v
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            while (dOffset < eOffset) {
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                var a02 = v[dOffset + 0] - v[eOffset + 2];
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                var a11 = v[dOffset + 1] + v[eOffset + 3];
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                var b0 = c[cOffset + 1]*a02 + c[cOffset + 0]*a11;
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                var b1 = c[cOffset + 1]*a11 - c[cOffset + 0]*a02;
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                var b2 = v[dOffset + 0] + v[eOffset + 2];
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                var b3 = v[dOffset + 1] - v[eOffset + 3];
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                v[dOffset + 0] = b2 + b0;
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                v[dOffset + 1] = b3 + b1;
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                v[eOffset + 2] = b2 - b0;
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                v[eOffset + 3] = b1 - b3;
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                a02 = v[dOffset + 2] - v[eOffset + 0];
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                a11 = v[dOffset + 3] + v[eOffset + 1];
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                b0 = c[cOffset + 3]*a02 + c[cOffset + 2]*a11;
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                b1 = c[cOffset + 3]*a11 - c[cOffset + 2]*a02;
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                b2 = v[dOffset + 2] + v[eOffset + 0];
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                b3 = v[dOffset + 3] - v[eOffset + 1];
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                v[dOffset + 2] = b2 + b0;
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                v[dOffset + 3] = b3 + b1;
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                v[eOffset + 0] = b2 - b0;
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                v[eOffset + 1] = b1 - b3;
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                cOffset += 4;
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                dOffset += 4;
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                eOffset -= 4;
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            }
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        }
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        // data must be in buf2
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        // step 8+decode    (paper output is X, now buffer)
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        // this generates pairs of data a la 8 and pushes them directly through
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        // the decode kernel (pushing rather than pulling) to avoid having
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        // to make another pass later
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        // this cannot POSSIBLY be in place, so we refer to the buffers directly
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        {
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            var bOffset = n2 - 8; //b
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            var eOffset = n2 - 8; //buf2
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            var dOffset0 = 0; //buffer
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            var dOffset1 = n2-4; //buffer
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            var dOffset2 = n2; //buffer
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            var dOffset3 = n - 4; //buffer
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            while (eOffset >= 0) {
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                var p3 =  buf2[eOffset + 6]*b[bOffset + 7] - buf2[eOffset + 7]*b[bOffset + 6];
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                var p2 = -buf2[eOffset + 6]*b[bOffset + 6] - buf2[eOffset + 7]*b[bOffset + 7];
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                buffer[dOffset0 + 0] =    p3;
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                buffer[dOffset1 + 3] = - p3;
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                buffer[dOffset2 + 0] =    p2;
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                buffer[dOffset3 + 3] =    p2;
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                var p1 =  buf2[eOffset + 4]*b[bOffset + 5] - buf2[eOffset + 5]*b[bOffset + 4];
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                var p0 = -buf2[eOffset + 4]*b[bOffset + 4] - buf2[eOffset + 5]*b[bOffset + 5];
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                buffer[dOffset0 + 1] =    p1;
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                buffer[dOffset1 + 2] = - p1;
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                buffer[dOffset2 + 1] =    p0;
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                buffer[dOffset3 + 2] =    p0;
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                p3 =  buf2[eOffset + 2]*b[bOffset + 3] - buf2[eOffset + 3]*b[bOffset + 2];
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                p2 = -buf2[eOffset + 2]*b[bOffset + 2] - buf2[eOffset + 3]*b[bOffset + 3];
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                buffer[dOffset0 + 2] =    p3;
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                buffer[dOffset1 + 1] = - p3;
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                buffer[dOffset2 + 2] =    p2;
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                buffer[dOffset3 + 1] =    p2;
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                p1 =  buf2[eOffset + 0]*b[bOffset + 1] - buf2[eOffset + 1]*b[bOffset + 0];
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                p0 = -buf2[eOffset + 0]*b[bOffset + 0] - buf2[eOffset + 1]*b[bOffset + 1];
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                buffer[dOffset0 + 3] =    p1;
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                buffer[dOffset1 + 0] = - p1;
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                buffer[dOffset2 + 3] =    p0;
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                buffer[dOffset3 + 0] =    p0;
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                bOffset -= 8;
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                eOffset -= 8;
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                dOffset0 += 4;
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                dOffset2 += 4;
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                dOffset1 -= 4;
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                dOffset3 -= 4;
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            }
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        }
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    }
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    // the following were split out into separate functions while optimizing;
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    // they could be pushed back up but eh. __forceinline showed no change;
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    // they're probably already being inlined.
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    static inline function step3Iter0Loop(n:Int, e:Vector<Float>, i_off:Int, k_off:Int, a:Vector<Float>)
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    {
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        var eeOffset0 = i_off; // e
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        var eeOffset2 = i_off + k_off; // e
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        var aOffset = 0;
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        var i = (n >> 2) + 1;
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        while (--i > 0) {
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            var k00_20  = e[eeOffset0 +  0] - e[eeOffset2 +  0];
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            var k01_21  = e[eeOffset0 + -1] - e[eeOffset2 + -1];
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            e[eeOffset0 +  0] += e[eeOffset2 +  0];//e[eeOffset0 +  0] = e[eeOffset0 +  0] + e[eeOffset2 +  0];
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            e[eeOffset0 + -1] += e[eeOffset2 + -1];//e[eeOffset0 + -1] = e[eeOffset0 + -1] + e[eeOffset2 + -1];
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            e[eeOffset2 +  0] = k00_20 * a[aOffset + 0] - k01_21 * a[aOffset + 1];
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            e[eeOffset2 + -1] = k01_21 * a[aOffset + 0] + k00_20 * a[aOffset + 1];
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            aOffset +=  8;
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            k00_20  = e[eeOffset0 + -2] - e[eeOffset2 + -2];
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            k01_21  = e[eeOffset0 + -3] - e[eeOffset2 + -3];
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            e[eeOffset0 + -2] += e[eeOffset2 + -2];//e[eeOffset0 + -2] = e[eeOffset0 + -2] + e[eeOffset2 + -2];
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            e[eeOffset0 + -3] += e[eeOffset2 + -3];//e[eeOffset0 + -3] = e[eeOffset0 + -3] + e[eeOffset2 + -3];
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            e[eeOffset2 + -2] = k00_20 * a[aOffset + 0] - k01_21 * a[aOffset + 1];
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            e[eeOffset2 + -3] = k01_21 * a[aOffset + 0] + k00_20 * a[aOffset + 1];
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            aOffset +=  8;
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            k00_20  = e[eeOffset0 + -4] - e[eeOffset2 + -4];
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            k01_21  = e[eeOffset0 + -5] - e[eeOffset2 + -5];
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            e[eeOffset0 + -4] += e[eeOffset2 + -4];//e[eeOffset0 + -4] = e[eeOffset0 + -4] + e[eeOffset2 + -4];
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            e[eeOffset0 + -5] += e[eeOffset2 + -5];//e[eeOffset0 + -5] = e[eeOffset0 + -5] + e[eeOffset2 + -5];
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            e[eeOffset2 + -4] = k00_20 * a[aOffset + 0] - k01_21 * a[aOffset + 1];
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            e[eeOffset2 + -5] = k01_21 * a[aOffset + 0] + k00_20 * a[aOffset + 1];
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            aOffset +=  8;
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            k00_20  = e[eeOffset0 + -6] - e[eeOffset2 + -6];
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            k01_21  = e[eeOffset0 + -7] - e[eeOffset2 + -7];
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            e[eeOffset0 + -6] += e[eeOffset2 + -6];//e[eeOffset0 + -6] = e[eeOffset0 + -6] + e[eeOffset2 + -6];
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            e[eeOffset0 + -7] += e[eeOffset2 + -7];//e[eeOffset0 + -7] = e[eeOffset0 + -7] + e[eeOffset2 + -7];
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            e[eeOffset2 + -6] = k00_20 * a[aOffset + 0] - k01_21 * a[aOffset + 1];
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            e[eeOffset2 + -7] = k01_21 * a[aOffset + 0] + k00_20 * a[aOffset + 1];
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            aOffset += 8;
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            eeOffset0 -= 8;
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            eeOffset2 -= 8;
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        }
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    }
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    static inline function step3InnerRLoop(lim:Int, e:Vector<Float>, d0:Int, k_off:Int, a:Vector<Float>, k1:Int) {
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        var aOffset = 0;
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        var eOffset0 = d0; //e
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        var eOffset2 = d0 + k_off; //e
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        var i = (lim >> 2) + 1;
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        while (--i > 0) {
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            var k00_20 = e[eOffset0 + -0] - e[eOffset2 + -0];
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            var k01_21 = e[eOffset0 + -1] - e[eOffset2 + -1];
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            e[eOffset0 + -0] += e[eOffset2 + -0];//e[eOffset0 + -0] = e[eOffset0 + -0] + e[eOffset2 + -0];
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            e[eOffset0 + -1] += e[eOffset2 + -1];//e[eOffset0 + -1] = e[eOffset0 + -1] + e[eOffset2 + -1];
 | 
						|
            e[eOffset2 + -0] = (k00_20)*a[aOffset + 0] - (k01_21) * a[aOffset + 1];
 | 
						|
            e[eOffset2 + -1] = (k01_21)*a[aOffset + 0] + (k00_20) * a[aOffset + 1];
 | 
						|
 | 
						|
            aOffset +=  k1;
 | 
						|
 | 
						|
            k00_20 = e[eOffset0 + -2] - e[eOffset2 + -2];
 | 
						|
            k01_21 = e[eOffset0 + -3] - e[eOffset2 + -3];
 | 
						|
            e[eOffset0 + -2] += e[eOffset2 + -2];//e[eOffset0 + -2] = e[eOffset0 + -2] + e[eOffset2 + -2];
 | 
						|
            e[eOffset0 + -3] += e[eOffset2 + -3];//e[eOffset0 + -3] = e[eOffset0 + -3] + e[eOffset2 + -3];
 | 
						|
            e[eOffset2 + -2] = (k00_20)*a[aOffset + 0] - (k01_21) * a[aOffset + 1];
 | 
						|
            e[eOffset2 + -3] = (k01_21)*a[aOffset + 0] + (k00_20) * a[aOffset + 1];
 | 
						|
 | 
						|
            aOffset +=  k1;
 | 
						|
 | 
						|
            k00_20 = e[eOffset0 + -4] - e[eOffset2 + -4];
 | 
						|
            k01_21 = e[eOffset0 + -5] - e[eOffset2 + -5];
 | 
						|
            e[eOffset0 + -4] += e[eOffset2 + -4];//e[eOffset0 + -4] = e[eOffset0 + -4] + e[eOffset2 + -4];
 | 
						|
            e[eOffset0 + -5] += e[eOffset2 + -5];//e[eOffset0 + -5] = e[eOffset0 + -5] + e[eOffset2 + -5];
 | 
						|
            e[eOffset2 + -4] = (k00_20)*a[aOffset + 0] - (k01_21) * a[aOffset + 1];
 | 
						|
            e[eOffset2 + -5] = (k01_21)*a[aOffset + 0] + (k00_20) * a[aOffset + 1];
 | 
						|
 | 
						|
            aOffset +=  k1;
 | 
						|
 | 
						|
            k00_20 = e[eOffset0 + -6] - e[eOffset2 + -6];
 | 
						|
            k01_21 = e[eOffset0 + -7] - e[eOffset2 + -7];
 | 
						|
            e[eOffset0 + -6] += e[eOffset2 + -6];//e[eOffset0 + -6] = e[eOffset0 + -6] + e[eOffset2 + -6];
 | 
						|
            e[eOffset0 + -7] += e[eOffset2 + -7];//e[eOffset0 + -7] = e[eOffset0 + -7] + e[eOffset2 + -7];
 | 
						|
            e[eOffset2 + -6] = (k00_20)*a[aOffset + 0] - (k01_21) * a[aOffset + 1];
 | 
						|
            e[eOffset2 + -7] = (k01_21)*a[aOffset + 0] + (k00_20) * a[aOffset + 1];
 | 
						|
 | 
						|
            eOffset0 -= 8;
 | 
						|
            eOffset2 -= 8;
 | 
						|
 | 
						|
            aOffset +=  k1;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    static inline function step3InnerSLoop(n:Int, e:Vector<Float>, i_off:Int, k_off:Int, a:Vector<Float>, aOffset0:Int, aOffset1:Int, k0:Int)
 | 
						|
    {
 | 
						|
        var A0 = a[aOffset0];
 | 
						|
        var A1 = a[aOffset0 + 1];
 | 
						|
        var A2 = a[aOffset0 + aOffset1];
 | 
						|
        var A3 = a[aOffset0 + aOffset1 + 1];
 | 
						|
        var A4 = a[aOffset0 + aOffset1 * 2+0];
 | 
						|
        var A5 = a[aOffset0 + aOffset1 * 2+1];
 | 
						|
        var A6 = a[aOffset0 + aOffset1 * 3+0];
 | 
						|
        var A7 = a[aOffset0 + aOffset1 * 3+1];
 | 
						|
 | 
						|
        var eeOffset0 = i_off; // e
 | 
						|
        var eeOffset2 = i_off + k_off; // e
 | 
						|
        var i = n + 1;
 | 
						|
        while (--i > 0) {
 | 
						|
            var k00      = e[eeOffset0 +  0] - e[eeOffset2 +  0];
 | 
						|
            var k11      = e[eeOffset0 + -1] - e[eeOffset2 + -1];
 | 
						|
            e[eeOffset0 +  0] =  e[eeOffset0 +  0] + e[eeOffset2 +  0];
 | 
						|
            e[eeOffset0 + -1] =  e[eeOffset0 + -1] + e[eeOffset2 + -1];
 | 
						|
            e[eeOffset2 +  0] = (k00) * A0 - (k11) * A1;
 | 
						|
            e[eeOffset2 + -1] = (k11) * A0 + (k00) * A1;
 | 
						|
 | 
						|
            k00      = e[eeOffset0 + -2] - e[eeOffset2 + -2];
 | 
						|
            k11      = e[eeOffset0 + -3] - e[eeOffset2 + -3];
 | 
						|
            e[eeOffset0 + -2] =  e[eeOffset0 + -2] + e[eeOffset2 + -2];
 | 
						|
            e[eeOffset0 + -3] =  e[eeOffset0 + -3] + e[eeOffset2 + -3];
 | 
						|
            e[eeOffset2 + -2] = (k00) * A2 - (k11) * A3;
 | 
						|
            e[eeOffset2 + -3] = (k11) * A2 + (k00) * A3;
 | 
						|
 | 
						|
            k00      = e[eeOffset0 + -4] - e[eeOffset2 + -4];
 | 
						|
            k11      = e[eeOffset0 + -5] - e[eeOffset2 + -5];
 | 
						|
            e[eeOffset0 + -4] =  e[eeOffset0 + -4] + e[eeOffset2 + -4];
 | 
						|
            e[eeOffset0 + -5] =  e[eeOffset0 + -5] + e[eeOffset2 + -5];
 | 
						|
            e[eeOffset2 + -4] = (k00) * A4 - (k11) * A5;
 | 
						|
            e[eeOffset2 + -5] = (k11) * A4 + (k00) * A5;
 | 
						|
 | 
						|
            k00      = e[eeOffset0 + -6] - e[eeOffset2 + -6];
 | 
						|
            k11      = e[eeOffset0 + -7] - e[eeOffset2 + -7];
 | 
						|
            e[eeOffset0 + -6] =  e[eeOffset0 + -6] + e[eeOffset2 + -6];
 | 
						|
            e[eeOffset0 + -7] =  e[eeOffset0 + -7] + e[eeOffset2 + -7];
 | 
						|
            e[eeOffset2 + -6] = (k00) * A6 - (k11) * A7;
 | 
						|
            e[eeOffset2 + -7] = (k11) * A6 + (k00) * A7;
 | 
						|
 | 
						|
            eeOffset0 -= k0;
 | 
						|
            eeOffset2 -= k0;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    static inline function iter54(e:Vector<Float>, zOffset:Int)
 | 
						|
    {
 | 
						|
        var t0 = e[zOffset +  0];
 | 
						|
        var t1 = e[zOffset + -4];
 | 
						|
        var k00  = t0 - t1;
 | 
						|
        var y0    = t0 + t1;
 | 
						|
 | 
						|
        t0 = e[zOffset + -2];
 | 
						|
        t1 = e[zOffset + -6];
 | 
						|
        var y2    = t0 + t1;
 | 
						|
        var k22  = t0 - t1;
 | 
						|
 | 
						|
        e[zOffset + -0] = y0 + y2;        // z0 + z4 + z2 + z6
 | 
						|
        e[zOffset + -2] = y0 - y2;        // z0 + z4 - z2 - z6
 | 
						|
 | 
						|
        // done with y0,y2
 | 
						|
 | 
						|
        var k33  = e[zOffset + -3] - e[zOffset + -7];
 | 
						|
 | 
						|
        e[zOffset + -4] = k00 + k33;     // z0 - z4 + z3 - z7
 | 
						|
        e[zOffset + -6] = k00 - k33;     // z0 - z4 - z3 + z7
 | 
						|
 | 
						|
        // done with k33
 | 
						|
 | 
						|
        t0 = e[zOffset + -1];
 | 
						|
        t1 = e[zOffset + -5];
 | 
						|
        var k11  = t0 - t1;
 | 
						|
        var y1    = t0 + t1;
 | 
						|
        var y3    = e[zOffset + -3] + e[zOffset + -7];
 | 
						|
 | 
						|
        e[zOffset + -1] = y1 + y3;        // z1 + z5 + z3 + z7
 | 
						|
        e[zOffset + -3] = y1 - y3;        // z1 + z5 - z3 - z7
 | 
						|
        e[zOffset + -5] = k11 - k22;     // z1 - z5 + z2 - z6
 | 
						|
        e[zOffset + -7] = k11 + k22;     // z1 - z5 - z2 + z6
 | 
						|
    }
 | 
						|
 | 
						|
    static inline function step3InnerSLoopLd654(n:Int, e:Vector<Float>, i_off:Int, a:Vector<Float>, baseN:Int)
 | 
						|
    {
 | 
						|
        var A2 = a[baseN >> 3];
 | 
						|
        var zOffset = i_off; // e
 | 
						|
        var baseOffset = i_off - 16 * n; //e
 | 
						|
 | 
						|
        while (zOffset > baseOffset) {
 | 
						|
            var t0 = e[zOffset];
 | 
						|
            var t1 = e[zOffset + -8];
 | 
						|
            e[zOffset + -8]    = t0 - t1;
 | 
						|
            e[zOffset + -0] = t0 + t1;
 | 
						|
 | 
						|
            t0 = e[zOffset + -1];
 | 
						|
            t1 = e[zOffset + -9];
 | 
						|
            e[zOffset + -9]    = t0 - t1;
 | 
						|
            e[zOffset + -1] = t0 + t1;
 | 
						|
 | 
						|
 | 
						|
            t0 = e[zOffset +  -2];
 | 
						|
            t1 = e[zOffset + -10];
 | 
						|
            var k00    = t0 - t1;
 | 
						|
            e[zOffset +  -2] = t0 + t1;
 | 
						|
 | 
						|
            t0 = e[zOffset +  -3];
 | 
						|
            t1 = e[zOffset + -11];
 | 
						|
            var k11    = t0 - t1;
 | 
						|
            e[zOffset +  -3] = t0 + t1;
 | 
						|
 | 
						|
            e[zOffset + -10] = (k00+k11) * A2;
 | 
						|
            e[zOffset + -11] = (k11-k00) * A2;
 | 
						|
 | 
						|
 | 
						|
            t0 = e[zOffset +  -4];
 | 
						|
            t1 = e[zOffset + -12];
 | 
						|
            k00     = t1 - t0; // reverse to avoid a unary negation
 | 
						|
            e[zOffset +  -4] = t0 + t1;
 | 
						|
 | 
						|
            t0 = e[zOffset +  -5];
 | 
						|
            t1 = e[zOffset + -13];
 | 
						|
            k11     = t0 - t1;
 | 
						|
            e[zOffset +  -5] = t0 + t1;
 | 
						|
 | 
						|
            e[zOffset + -12] = k11;
 | 
						|
            e[zOffset + -13] = k00;
 | 
						|
 | 
						|
 | 
						|
            t0 = e[zOffset +  -6];
 | 
						|
            t1 = e[zOffset + -14];
 | 
						|
            k00     = t1 - t0;  // reverse to avoid a unary negation
 | 
						|
            e[zOffset +  -6] = t0 + t1;
 | 
						|
 | 
						|
            t0 = e[zOffset +  -7];
 | 
						|
            t1 = e[zOffset + -15];
 | 
						|
            k11     = t0 - t1;
 | 
						|
            e[zOffset +  -7] = t0 + t1;
 | 
						|
 | 
						|
            e[zOffset + -14] = (k00+k11) * A2;
 | 
						|
            e[zOffset + -15] = (k00-k11) * A2;
 | 
						|
 | 
						|
            iter54(e, zOffset);
 | 
						|
            iter54(e, zOffset - 8);
 | 
						|
            zOffset -= 16;
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |