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-rw-r--r--splash/SplashMath.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/splash/SplashMath.h b/splash/SplashMath.h
index ca73c2bd..55089854 100644
--- a/splash/SplashMath.h
+++ b/splash/SplashMath.h
@@ -64,7 +64,7 @@ static inline int splashFloor(SplashCoord x) {
: "=m" (oldCW), "=m" (newCW), "=m" (result), "=r" (t)
: "m" (x));
return result;
- #elif defined(WIN32) && defined(_M_IX86)
+ #elif defined(_WIN32) && defined(_M_IX86)
// floor() and (int)() are implemented separately, which results
// in changing the FPCW multiple times - so we optimize it with
// some inline assembly
@@ -111,7 +111,7 @@ static inline int splashCeil(SplashCoord x) {
: "=m" (oldCW), "=m" (newCW), "=m" (result), "=r" (t)
: "m" (x));
return result;
-#elif defined(WIN32) && defined(_M_IX86)
+#elif defined(_WIN32) && defined(_M_IX86)
// ceil() and (int)() are implemented separately, which results
// in changing the FPCW multiple times - so we optimize it with
// some inline assembly
@@ -156,7 +156,7 @@ static inline int splashRound(SplashCoord x) {
: "=m" (oldCW), "=m" (newCW), "=m" (result), "=r" (t)
: "m" (x));
return result;
-#elif defined(WIN32) && defined(_M_IX86)
+#elif defined(_WIN32) && defined(_M_IX86)
// this could use round-to-nearest mode and avoid the "+0.5",
// but that produces slightly different results (because i+0.5
// sometimes rounds up and sometimes down using the even rule)