diff --git a/GPU/Common/DrawEngineCommon.cpp b/GPU/Common/DrawEngineCommon.cpp index 3f63a01bcc0e..94594a9c17ab 100644 --- a/GPU/Common/DrawEngineCommon.cpp +++ b/GPU/Common/DrawEngineCommon.cpp @@ -444,7 +444,7 @@ bool DrawEngineCommon::TestBoundingBoxFast(const void *vdata, int vertexCount, u _mm_storeu_ps(verts + i * 3, pos); // TODO: use stride 4 to avoid clashing writes? } #elif PPSSPP_ARCH(ARM_NEON) - __m128 scaleFactor = vdupq_n_f32(1.0f / 32768.0f); + float32x4_t scaleFactor = vdupq_n_f32(1.0f / 32768.0f); for (int i = 0; i < vertexCount; i++) { const int16_t *dataPtr = ((const int16_t *)((const s8 *)vdata + i * stride + offset)); int32x4_t data = vmovl_s16(vld1_s16(dataPtr)); @@ -471,7 +471,7 @@ bool DrawEngineCommon::TestBoundingBoxFast(const void *vdata, int vertexCount, u // We only check the 4 sides. Near/far won't likely make a huge difference. // We test one vertex against 4 planes to get some SIMD. Vertices need to be transformed to world space // for testing, don't want to re-do that, so we have to use that "pivot" of the data. -#ifdef PPSSPP_ARCH(SSE2) +#if PPSSPP_ARCH(SSE2) const __m128 worldX = _mm_loadu_ps(gstate.worldMatrix); const __m128 worldY = _mm_loadu_ps(gstate.worldMatrix + 3); const __m128 worldZ = _mm_loadu_ps(gstate.worldMatrix + 6);