--- /dev/null
+// Copyright 2023 The Go Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style
+// license that can be found in the LICENSE file.
+
+//go:build !purego
+
+#include "textflag.h"
+
+// func addMulVVW1024(z, x *uint, y uint) (c uint)
+TEXT ·addMulVVW1024(SB),$0-32
+ MOV $16, X30
+ JMP addMulVVWx(SB)
+
+// func addMulVVW1536(z, x *uint, y uint) (c uint)
+TEXT ·addMulVVW1536(SB),$0-32
+ MOV $24, X30
+ JMP addMulVVWx(SB)
+
+// func addMulVVW2048(z, x *uint, y uint) (c uint)
+TEXT ·addMulVVW2048(SB),$0-32
+ MOV $32, X30
+ JMP addMulVVWx(SB)
+
+TEXT addMulVVWx(SB),NOFRAME|NOSPLIT,$0
+ MOV z+0(FP), X5
+ MOV x+8(FP), X7
+ MOV y+16(FP), X6
+ MOV $0, X29
+
+ BEQZ X30, done
+loop:
+ MOV 0*8(X5), X10 // z[0]
+ MOV 1*8(X5), X13 // z[1]
+ MOV 2*8(X5), X16 // z[2]
+ MOV 3*8(X5), X19 // z[3]
+
+ MOV 0*8(X7), X8 // x[0]
+ MOV 1*8(X7), X11 // x[1]
+ MOV 2*8(X7), X14 // x[2]
+ MOV 3*8(X7), X17 // x[3]
+
+ MULHU X8, X6, X9 // z_hi[0] = x[0] * y
+ MUL X8, X6, X8 // z_lo[0] = x[0] * y
+ ADD X8, X10, X21 // z_lo[0] = x[0] * y + z[0]
+ SLTU X8, X21, X22
+ ADD X9, X22, X9 // z_hi[0] = x[0] * y + z[0]
+ ADD X21, X29, X10 // z_lo[0] = x[0] * y + z[0] + c
+ SLTU X21, X10, X22
+ ADD X9, X22, X29 // next c
+
+ MULHU X11, X6, X12 // z_hi[1] = x[1] * y
+ MUL X11, X6, X11 // z_lo[1] = x[1] * y
+ ADD X11, X13, X21 // z_lo[1] = x[1] * y + z[1]
+ SLTU X11, X21, X22
+ ADD X12, X22, X12 // z_hi[1] = x[1] * y + z[1]
+ ADD X21, X29, X13 // z_lo[1] = x[1] * y + z[1] + c
+ SLTU X21, X13, X22
+ ADD X12, X22, X29 // next c
+
+ MULHU X14, X6, X15 // z_hi[2] = x[2] * y
+ MUL X14, X6, X14 // z_lo[2] = x[2] * y
+ ADD X14, X16, X21 // z_lo[2] = x[2] * y + z[2]
+ SLTU X14, X21, X22
+ ADD X15, X22, X15 // z_hi[2] = x[2] * y + z[2]
+ ADD X21, X29, X16 // z_lo[2] = x[2] * y + z[2] + c
+ SLTU X21, X16, X22
+ ADD X15, X22, X29 // next c
+
+ MULHU X17, X6, X18 // z_hi[3] = x[3] * y
+ MUL X17, X6, X17 // z_lo[3] = x[3] * y
+ ADD X17, X19, X21 // z_lo[3] = x[3] * y + z[3]
+ SLTU X17, X21, X22
+ ADD X18, X22, X18 // z_hi[3] = x[3] * y + z[3]
+ ADD X21, X29, X19 // z_lo[3] = x[3] * y + z[3] + c
+ SLTU X21, X19, X22
+ ADD X18, X22, X29 // next c
+
+ MOV X10, 0*8(X5) // z[0]
+ MOV X13, 1*8(X5) // z[1]
+ MOV X16, 2*8(X5) // z[2]
+ MOV X19, 3*8(X5) // z[3]
+
+ ADDI $32, X5
+ ADDI $32, X7
+
+ ADDI $-4, X30
+ BNEZ X30, loop
+
+done:
+ MOV X29, c+24(FP)
+ RET