+u32x8_gather (void *p0, void *p1, void *p2, void *p3, void *p4, void *p5,
+ void *p6, void *p7)
+{
+ u32x8 r = {
+ *(u32 *) p0, *(u32 *) p1, *(u32 *) p2, *(u32 *) p3,
+ *(u32 *) p4, *(u32 *) p5, *(u32 *) p6, *(u32 *) p7,
+ };
+ return r;
+}
+
+
+static_always_inline void
+u64x4_scatter (u64x4 r, void *p0, void *p1, void *p2, void *p3)
+{
+ *(u64 *) p0 = r[0];
+ *(u64 *) p1 = r[1];
+ *(u64 *) p2 = r[2];
+ *(u64 *) p3 = r[3];
+}
+
+static_always_inline void
+u32x8_scatter (u32x8 r, void *p0, void *p1, void *p2, void *p3, void *p4,
+ void *p5, void *p6, void *p7)
+{
+ *(u32 *) p0 = r[0];
+ *(u32 *) p1 = r[1];
+ *(u32 *) p2 = r[2];
+ *(u32 *) p3 = r[3];
+ *(u32 *) p4 = r[4];
+ *(u32 *) p5 = r[5];
+ *(u32 *) p6 = r[6];
+ *(u32 *) p7 = r[7];
+}
+
+static_always_inline void
+u64x4_scatter_one (u64x4 r, int index, void *p)
+{
+ *(u64 *) p = r[index];
+}
+
+static_always_inline void
+u32x8_scatter_one (u32x8 r, int index, void *p)