Consistency in memset calls.

This commit is contained in:
gibbed
2015-05-28 05:28:59 -05:00
parent 32fff9271b
commit d1dbee2052
13 changed files with 18 additions and 18 deletions

View File

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