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NEON: vcvtq can scale directly, no need for a mul by const.
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@@ -444,11 +444,10 @@ bool DrawEngineCommon::TestBoundingBoxFast(const void *vdata, int vertexCount, u
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_mm_storeu_ps(verts + i * 3, pos); // TODO: use stride 4 to avoid clashing writes?
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}
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#elif PPSSPP_ARCH(ARM_NEON)
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float32x4_t scaleFactor = vdupq_n_f32(1.0f / 32768.0f);
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for (int i = 0; i < vertexCount; i++) {
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const s16 *dataPtr = ((const s16 *)((const s8 *)vdata + i * stride + offset));
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int32x4_t data = vmovl_s16(vld1_s16(dataPtr));
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float32x4_t pos = vmulq_f32(vcvtq_f32_s32(data), scaleFactor);
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float32x4_t pos = vcvtq_n_f32_s32(data, 15); // >> 15 = division by 32768.0f
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vst1q_f32(verts + i * 3, pos);
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}
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#else
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