diff --git a/src/core/PICA/regs.cpp b/src/core/PICA/regs.cpp index 4c865d12..f63ee186 100644 --- a/src/core/PICA/regs.cpp +++ b/src/core/PICA/regs.cpp @@ -284,7 +284,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) { break; case VertexShaderOpDescriptorIndex: { - shaderUnit.vs.setOpDescriptorIndex(value); + shaderUnit.vs.setOpDescriptorIndex(newValue); break; } @@ -301,7 +301,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) { } case VertexBoolUniform: { - shaderUnit.vs.uploadBoolUniform(value & 0xffff); + shaderUnit.vs.uploadBoolUniform(newValue & 0xffff); break; } @@ -309,7 +309,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) { case VertexIntUniform1: case VertexIntUniform2: case VertexIntUniform3: { - shaderUnit.vs.uploadIntUniform(index - VertexIntUniform0, value); + shaderUnit.vs.uploadIntUniform(index - VertexIntUniform0, newValue); break; } @@ -326,7 +326,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) { } case VertexShaderEntrypoint: { - shaderUnit.vs.entrypoint = value & 0xffff; + shaderUnit.vs.entrypoint = newValue & 0xffff; break; } @@ -336,13 +336,13 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) { break; */ - case VertexShaderTransferIndex: shaderUnit.vs.setBufferIndex(value); break; + case VertexShaderTransferIndex: shaderUnit.vs.setBufferIndex(newValue); break; // Command lists can write to the command processor registers and change the command list stream // Several games are known to do this, including New Super Mario Bros 2 and Super Mario 3D Land case CmdBufTrigger0: case CmdBufTrigger1: { - if (value != 0) { // A non-zero value triggers command list processing + if (newValue != 0) { // A non-zero value triggers command list processing int bufferIndex = index - CmdBufTrigger0; // Index of the command buffer to execute (0 or 1) u32 addr = (regs[CmdBufAddr0 + bufferIndex] & 0xfffffff) << 3; u32 size = (regs[CmdBufSize0 + bufferIndex] & 0xfffff) << 3;