invln2_256
y##N = (x##N * invln2_256) + round; \
y0 = (x0 * invln2_256) + round;
y1 = (x1 * invln2_256) + round;
y2 = (x2 * invln2_256) + round;
y3 = (x3 * invln2_256) + round;
y4 = (x4 * invln2_256) + round;
y5 = (x5 * invln2_256) + round;