GLK_INLINE GLKMatrix4 GLKMatrix4Add(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight) { #if defined(__ARM_NEON__) float32x4x4_t iMatrixLeft = *(float32x4x4_t *)&matrixLeft; float32x4x4_t iMatrixRight = *(float32x4x4_t *)&matrixRight; float32x4x4_t m; m.val[0] = vaddq_f32(iMatrixLeft.val[0], iMatrixRight.val[0]); m.val[1] = vaddq_f32(iMatrixLeft.val[1], iMatrixRight.val[1]); m.val[2] = vaddq_f32(iMatrixLeft.val[2], iMatrixRight.val[2]); m.val[3] = vaddq_f32(iMatrixLeft.val[3], iMatrixRight.val[3]); return *(GLKMatrix4 *)&m;