gvmull_u8(pixels_##component, texels_##component, colors_##component) \
#define shade_blocks_textured_modulated_do(shading, dithering, target) \
- const block_struct * __restrict__ block = psx_gpu->blocks; \
+ block_struct * __restrict__ block = psx_gpu->blocks; \
u32 num_blocks = psx_gpu->num_blocks; \
vec_8x16u texels; \
\
u32 num_blocks = psx_gpu->num_blocks;
vec_8x16u pixels;
- gvld1q_u16(pixels, block->texels.e);
+ gvld1q_u16(pixels, block->pixels.e);
shade_blocks_load_msb_mask_direct();
while(num_blocks)