func (Implementation) Srotmg(d1, d2, x1, y1 float32) (p blas.SrotmParams, rd1, rd2, rx1 float32) {
	const (
		gam    = 4096.0
		gamsq  = gam * gam
		rgamsq = 1.0 / gamsq
	)
	if d1 < 0 {
		p.Flag = blas.Rescaling  
		return p, 0, 0, 0
	}
	if d2 == 0 || y1 == 0 {
		p.Flag = blas.Identity
		return p, d1, d2, x1
	}
	var h11, h12, h21, h22 float32
	if (d1 == 0 || x1 == 0) && d2 > 0 {
		p.Flag = blas.Diagonal
		h12 = 1
		h21 = -1
		x1 = y1
		d1, d2 = d2, d1
	} else {
		p2 := d2 * y1
		p1 := d1 * x1
		q2 := p2 * y1
		q1 := p1 * x1
		if math.Abs(q1) > math.Abs(q2) {
			p.Flag = blas.OffDiagonal
			h11 = 1
			h22 = 1
			h21 = -y1 / x1
			h12 = p2 / p1
			u := 1 - float32(h12*h21)
			if u <= 0 {
				p.Flag = blas.Rescaling  
				return p, 0, 0, 0
			}
			d1 /= u
			d2 /= u
			x1 *= u
		} else {
			if q2 < 0 {
				p.Flag = blas.Rescaling  
				return p, 0, 0, 0
			}
			p.Flag = blas.Diagonal
			h21 = -1
			h12 = 1
			h11 = p1 / p2
			h22 = x1 / y1
			u := 1 + float32(h11*h22)
			d1, d2 = d2/u, d1/u
			x1 = y1 * u
		}
	}
	for d1 <= rgamsq && d1 != 0 {
		p.Flag = blas.Rescaling
		d1 = (d1 * gam) * gam
		x1 /= gam
		h11 /= gam
		h12 /= gam
	}
	for d1 > gamsq {
		p.Flag = blas.Rescaling
		d1 = (d1 / gam) / gam
		x1 *= gam
		h11 *= gam
		h12 *= gam
	}
	for math.Abs(d2) <= rgamsq && d2 != 0 {
		p.Flag = blas.Rescaling
		d2 = (d2 * gam) * gam
		h21 /= gam
		h22 /= gam
	}
	for math.Abs(d2) > gamsq {
		p.Flag = blas.Rescaling
		d2 = (d2 / gam) / gam
		h21 *= gam
		h22 *= gam
	}
	switch p.Flag {
	case blas.Diagonal:
		p.H = [4]float32{0: h11, 3: h22}
	case blas.OffDiagonal:
		p.H = [4]float32{1: h21, 2: h12}
	case blas.Rescaling:
		p.H = [4]float32{h11, h21, h12, h22}
	default:
		panic(badFlag)
	}
	return p, d1, d2, x1
}
Srotmg computes the modified Givens rotation. See
http://www.netlib.org/lapack/explore-html/df/deb/drotmg_8f.html
for more details.

Float32 implementations are autogenerated and not directly tested.
package gonum
import (
	math "gonum.org/v1/gonum/internal/math32"
	"gonum.org/v1/gonum/blas"
	"gonum.org/v1/gonum/internal/asm/f32"
)
var _ blas.Float32Level1 = Implementation{}
func (Implementation) Snrm2(n int, x []float32, incX int) float32 {
	if incX < 1 {
		if incX == 0 {
			panic(zeroIncX)
		}
		return 0
	}
	if len(x) <= (n-1)*incX {
		panic(shortX)
	}
	if n < 2 {
		if n == 1 {
			return math.Abs(x[0])
		}
		if n == 0 {
			return 0
		}
		panic(nLT0)
	}
	if incX == 1 {
		return f32.L2NormUnitary(x[:n])
	}
	return f32.L2NormInc(x, uintptr(n), uintptr(incX))
}
func (Implementation) Sasum(n int, x []float32, incX int) float32 {
	var sum float32
	if n < 0 {
		panic(nLT0)
	}
	if incX < 1 {
		if incX == 0 {
			panic(zeroIncX)
		}
		return 0
	}
	if len(x) <= (n-1)*incX {
		panic(shortX)
	}
	if incX == 1 {
		x = x[:n]
		for _, v := range x {
			sum += math.Abs(v)
		}
		return sum
	}
	for i := 0; i < n; i++ {
		sum += math.Abs(x[i*incX])
	}
	return sum
}
func (Implementation) Isamax(n int, x []float32, incX int) int {
	if incX < 1 {
		if incX == 0 {
			panic(zeroIncX)
		}
		return -1
	}
	if len(x) <= (n-1)*incX {
		panic(shortX)
	}
	if n < 2 {
		if n == 1 {
			return 0
		}
		if n == 0 {
			return -1  
		}
		panic(nLT0)
	}
	idx := 0
	max := math.Abs(x[0])
	if incX == 1 {
		for i, v := range x[:n] {
			absV := math.Abs(v)
			if absV > max {
				max = absV
				idx = i
			}
		}
		return idx
	}
	ix := incX
	for i := 1; i < n; i++ {
		v := x[ix]
		absV := math.Abs(v)
		if absV > max {
			max = absV
			idx = i
		}
		ix += incX
	}
	return idx
}
func (Implementation) Sswap(n int, x []float32, incX int, y []float32, incY int) {
	if incX == 0 {
		panic(zeroIncX)
	}
	if incY == 0 {
		panic(zeroIncY)
	}
	if n < 1 {
		if n == 0 {
			return
		}
		panic(nLT0)
	}
	if (incX > 0 && len(x) <= (n-1)*incX) || (incX < 0 && len(x) <= (1-n)*incX) {
		panic(shortX)
	}
	if (incY > 0 && len(y) <= (n-1)*incY) || (incY < 0 && len(y) <= (1-n)*incY) {
		panic(shortY)
	}
	if incX == 1 && incY == 1 {
		x = x[:n]
		for i, v := range x {
			x[i], y[i] = y[i], v
		}
		return
	}
	var ix, iy int
	if incX < 0 {
		ix = (-n + 1) * incX
	}
	if incY < 0 {
		iy = (-n + 1) * incY
	}
	for i := 0; i < n; i++ {
		x[ix], y[iy] = y[iy], x[ix]
		ix += incX
		iy += incY
	}
}
func (Implementation) Scopy(n int, x []float32, incX int, y []float32, incY int) {
	if incX == 0 {
		panic(zeroIncX)
	}
	if incY == 0 {
		panic(zeroIncY)
	}
	if n < 1 {
		if n == 0 {
			return
		}
		panic(nLT0)
	}
	if (incX > 0 && len(x) <= (n-1)*incX) || (incX < 0 && len(x) <= (1-n)*incX) {
		panic(shortX)
	}
	if (incY > 0 && len(y) <= (n-1)*incY) || (incY < 0 && len(y) <= (1-n)*incY) {
		panic(shortY)
	}
	if incX == 1 && incY == 1 {
		copy(y[:n], x[:n])
		return
	}
	var ix, iy int
	if incX < 0 {
		ix = (-n + 1) * incX
	}
	if incY < 0 {
		iy = (-n + 1) * incY
	}
	for i := 0; i < n; i++ {
		y[iy] = x[ix]
		ix += incX
		iy += incY
	}
}
func (Implementation) Saxpy(n int, alpha float32, x []float32, incX int, y []float32, incY int) {
	if incX == 0 {
		panic(zeroIncX)
	}
	if incY == 0 {
		panic(zeroIncY)
	}
	if n < 1 {
		if n == 0 {
			return
		}
		panic(nLT0)
	}
	if (incX > 0 && len(x) <= (n-1)*incX) || (incX < 0 && len(x) <= (1-n)*incX) {
		panic(shortX)
	}
	if (incY > 0 && len(y) <= (n-1)*incY) || (incY < 0 && len(y) <= (1-n)*incY) {
		panic(shortY)
	}
	if alpha == 0 {
		return
	}
	if incX == 1 && incY == 1 {
		f32.AxpyUnitary(alpha, x[:n], y[:n])
		return
	}
	var ix, iy int
	if incX < 0 {
		ix = (-n + 1) * incX
	}
	if incY < 0 {
		iy = (-n + 1) * incY
	}
	f32.AxpyInc(alpha, x, y, uintptr(n), uintptr(incX), uintptr(incY), uintptr(ix), uintptr(iy))
}
func (Implementation) Srotg(a, b float32) (c, s, r, z float32) {
	const (
		safmin = 0x1p-126
		safmax = 1 / safmin
	)
	anorm := math.Abs(a)
	bnorm := math.Abs(b)
	switch {
	case bnorm == 0:
		c = 1
		s = 0
		r = a
		z = 0
	case anorm == 0:
		c = 0
		s = 1
		r = b
		z = 1
	default:
		maxab := math.Max(anorm, bnorm)
		scl := math.Min(math.Max(safmin, maxab), safmax)
		var sigma float32
		if anorm > bnorm {
			sigma = math.Copysign(1, a)
		} else {
			sigma = math.Copysign(1, b)
		}
		ascl := a / scl
		bscl := b / scl
		r = sigma * (scl * math.Sqrt(ascl*ascl+bscl*bscl))
		c = a / r
		s = b / r
		switch {
		case anorm > bnorm:
			z = s
		case c != 0:
			z = 1 / c
		default:
			z = 1
		}
	}
	return c, s, r, z
}