Consistency in memset calls.
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@@ -277,7 +277,7 @@ SHIM_CALL VdGetSystemCommandBuffer_shim(PPCContext* ppc_state,
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XELOGD("VdGetSystemCommandBuffer(%.8X, %.8X)", p0_ptr, p1_ptr);
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memset(SHIM_MEM_ADDR(p0_ptr), 0, 0x94);
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std::memset(SHIM_MEM_ADDR(p0_ptr), 0, 0x94);
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SHIM_SET_MEM_32(p0_ptr, 0xBEEF0000);
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SHIM_SET_MEM_32(p1_ptr, 0xBEEF0001);
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}
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@@ -430,7 +430,7 @@ SHIM_CALL VdSwap_shim(PPCContext* ppc_state, KernelState* state) {
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// token value. It'd be nice to figure out what this is really doing so
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// that we could simulate it, though due to TCR I bet all games need to
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// use this method.
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memset(SHIM_MEM_ADDR(unk0), 0, 64 * 4);
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std::memset(SHIM_MEM_ADDR(unk0), 0, 64 * 4);
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auto dwords = reinterpret_cast<uint32_t*>(SHIM_MEM_ADDR(unk0));
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dwords[0] = xe::byte_swap((0x3 << 30) | ((63 - 1) << 16) |
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(xe::gpu::xenos::PM4_XE_SWAP << 8));
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