TARGET := $(TARGET_NAME)_libretro_ctr.a
CFLAGS += -DARM11 -D_3DS -D__3DS__
CFLAGS += -DGPU_UNAI_USE_FLOATMATH -DGPU_UNAI_USE_FLOAT_DIV_MULTINV
- CFLAGS += -DGPU_UNAI_USE_FLOAT_DIV_MULTINV_FOR_ONE # needed on some compilers?
CFLAGS += -march=armv6k -mtune=mpcore -mfloat-abi=hard -marm -mfpu=vfp -mtp=soft
CFLAGS += -mword-relocations
CFLAGS += -fomit-frame-pointer
x3 = x4 = i2x(x0);
if (dx < 0) {
#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV_FOR_ONE
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
dx3 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0;
dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0;
#else
#endif
} else {
#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV_FOR_ONE
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
dx3 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0;
dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0;
#else
x3 = i2x(x0) + (dx3 * (y1 - y0));
x4 = i2x(x1);
#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV_FOR_ONE
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
#else
dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
x3 = i2x(x1);
x4 = i2x(x0) + (dx4 * (y1 - y0));
#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV_FOR_ONE
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
dx3 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
#else
dx3 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
v3 += (dv3 * (y1 - y0));
}
#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV_FOR_ONE
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
#else
dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
}
#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV_FOR_ONE
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
#else
dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
}
#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV_FOR_ONE
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
#else
dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;