diff --git a/Source/Core/Core/PowerPC/Jit64/Jit_LoadStorePaired.cpp b/Source/Core/Core/PowerPC/Jit64/Jit_LoadStorePaired.cpp index b660906875..bf42fa3774 100644 --- a/Source/Core/Core/PowerPC/Jit64/Jit_LoadStorePaired.cpp +++ b/Source/Core/Core/PowerPC/Jit64/Jit_LoadStorePaired.cpp @@ -72,7 +72,7 @@ void Jit64::psq_stXX(UGeckoInstruction inst) else { // Stash PC in case asm_routine causes exception - MOV(32, PPCSTATE(pc), Imm32(g_jit->js.compilerPC)); + MOV(32, PPCSTATE(pc), Imm32(js.compilerPC)); // We know what GQR is here, so we can load RSCRATCH2 and call into the store method directly // with just the scale bits. MOV(32, R(RSCRATCH2), Imm32(gqrValue & 0x3F00)); @@ -86,7 +86,7 @@ void Jit64::psq_stXX(UGeckoInstruction inst) else { // Stash PC incase asm_routine causes exception - MOV(32, PPCSTATE(pc), Imm32(g_jit->js.compilerPC)); + MOV(32, PPCSTATE(pc), Imm32(js.compilerPC)); // Some games (e.g. Dirt 2) incorrectly set the unused bits which breaks the lookup table code. // Hence, we need to mask out the unused bits. The layout of the GQR register is // UU[SCALE]UUUUU[TYPE] where SCALE is 6 bits and TYPE is 3 bits, so we have to AND with @@ -154,7 +154,7 @@ void Jit64::psq_lXX(UGeckoInstruction inst) else { // Stash PC in case asm_routine causes exception - MOV(32, PPCSTATE(pc), Imm32(g_jit->js.compilerPC)); + MOV(32, PPCSTATE(pc), Imm32(js.compilerPC)); // Get the high part of the GQR register OpArg gqr = PPCSTATE(spr[SPR_GQR0 + i]); gqr.AddMemOffset(2);