diff options
Diffstat (limited to 'src/yuzu')
-rw-r--r-- | src/yuzu/applets/qt_controller.cpp | 52 | ||||
-rw-r--r-- | src/yuzu/applets/qt_controller.h | 4 | ||||
-rw-r--r-- | src/yuzu/configuration/configure_input.cpp | 59 | ||||
-rw-r--r-- | src/yuzu/configuration/configure_input.h | 7 | ||||
-rw-r--r-- | src/yuzu/configuration/configure_input_player.h | 5 | ||||
-rw-r--r-- | src/yuzu/debugger/wait_tree.cpp | 2 | ||||
-rw-r--r-- | src/yuzu/game_list.cpp | 26 | ||||
-rw-r--r-- | src/yuzu/game_list.h | 10 | ||||
-rw-r--r-- | src/yuzu/game_list_worker.cpp | 102 | ||||
-rw-r--r-- | src/yuzu/game_list_worker.h | 35 | ||||
-rw-r--r-- | src/yuzu/main.cpp | 2 |
11 files changed, 201 insertions, 103 deletions
diff --git a/src/yuzu/applets/qt_controller.cpp b/src/yuzu/applets/qt_controller.cpp index ca0e14fad..515cb7ce6 100644 --- a/src/yuzu/applets/qt_controller.cpp +++ b/src/yuzu/applets/qt_controller.cpp @@ -155,18 +155,27 @@ QtControllerSelectorDialog::QtControllerSelectorDialog( UpdateBorderColor(i); connect(player_groupboxes[i], &QGroupBox::toggled, [this, i](bool checked) { - if (checked) { - // Hide eventual error message about number of controllers - ui->labelError->setVisible(false); - for (std::size_t index = 0; index <= i; ++index) { - connected_controller_checkboxes[index]->setChecked(checked); - } - } else { - for (std::size_t index = i; index < NUM_PLAYERS; ++index) { - connected_controller_checkboxes[index]->setChecked(checked); - } + // Reconnect current controller if it was the last one checked + // (player number was reduced by more than one) + const bool reconnect_first = !checked && i < player_groupboxes.size() - 1 && + player_groupboxes[i + 1]->isChecked(); + + // Ensures that connecting a controller changes the number of players + if (connected_controller_checkboxes[i]->isChecked() != checked) { + // Ensures that the players are always connected in sequential order + PropagatePlayerNumberChanged(i, checked, reconnect_first); } }); + connect(connected_controller_checkboxes[i], &QCheckBox::clicked, [this, i](bool checked) { + // Reconnect current controller if it was the last one checked + // (player number was reduced by more than one) + const bool reconnect_first = !checked && + i < connected_controller_checkboxes.size() - 1 && + connected_controller_checkboxes[i + 1]->isChecked(); + + // Ensures that the players are always connected in sequential order + PropagatePlayerNumberChanged(i, checked, reconnect_first); + }); connect(emulated_controllers[i], qOverload<int>(&QComboBox::currentIndexChanged), [this, i](int) { @@ -668,6 +677,29 @@ void QtControllerSelectorDialog::UpdateDockedState(bool is_handheld) { } } +void QtControllerSelectorDialog::PropagatePlayerNumberChanged(size_t player_index, bool checked, + bool reconnect_current) { + connected_controller_checkboxes[player_index]->setChecked(checked); + // Hide eventual error message about number of controllers + ui->labelError->setVisible(false); + + if (checked) { + // Check all previous buttons when checked + if (player_index > 0) { + PropagatePlayerNumberChanged(player_index - 1, checked); + } + } else { + // Unchecked all following buttons when unchecked + if (player_index < connected_controller_checkboxes.size() - 1) { + PropagatePlayerNumberChanged(player_index + 1, checked); + } + } + + if (reconnect_current) { + connected_controller_checkboxes[player_index]->setCheckState(Qt::Checked); + } +} + void QtControllerSelectorDialog::DisableUnsupportedPlayers() { const auto max_supported_players = parameters.enable_single_mode ? 1 : parameters.max_players; diff --git a/src/yuzu/applets/qt_controller.h b/src/yuzu/applets/qt_controller.h index 7f0673d06..e5372495d 100644 --- a/src/yuzu/applets/qt_controller.h +++ b/src/yuzu/applets/qt_controller.h @@ -100,6 +100,10 @@ private: // Updates the console mode. void UpdateDockedState(bool is_handheld); + // Enable preceding controllers or disable following ones + void PropagatePlayerNumberChanged(size_t player_index, bool checked, + bool reconnect_current = false); + // Disables and disconnects unsupported players based on the given parameters. void DisableUnsupportedPlayers(); diff --git a/src/yuzu/configuration/configure_input.cpp b/src/yuzu/configuration/configure_input.cpp index 5a48e388b..3dcad2701 100644 --- a/src/yuzu/configuration/configure_input.cpp +++ b/src/yuzu/configuration/configure_input.cpp @@ -101,13 +101,13 @@ void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem, ui->tabPlayer5, ui->tabPlayer6, ui->tabPlayer7, ui->tabPlayer8, }; - player_connected = { + connected_controller_checkboxes = { ui->checkboxPlayer1Connected, ui->checkboxPlayer2Connected, ui->checkboxPlayer3Connected, ui->checkboxPlayer4Connected, ui->checkboxPlayer5Connected, ui->checkboxPlayer6Connected, ui->checkboxPlayer7Connected, ui->checkboxPlayer8Connected, }; - std::array<QLabel*, 8> player_connected_labels = { + std::array<QLabel*, 8> connected_controller_labels = { ui->label, ui->label_3, ui->label_4, ui->label_5, ui->label_6, ui->label_7, ui->label_8, ui->label_9, }; @@ -115,23 +115,37 @@ void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem, for (std::size_t i = 0; i < player_tabs.size(); ++i) { player_tabs[i]->setLayout(new QHBoxLayout(player_tabs[i])); player_tabs[i]->layout()->addWidget(player_controllers[i]); - connect(player_connected[i], &QCheckBox::clicked, [this, i](int checked) { - // Ensures that the controllers are always connected in sequential order - this->propagateMouseClickOnPlayers(i, checked, true); + connect(player_controllers[i], &ConfigureInputPlayer::Connected, [this, i](bool checked) { + // Ensures that connecting a controller changes the number of players + if (connected_controller_checkboxes[i]->isChecked() != checked) { + // Ensures that the players are always connected in sequential order + PropagatePlayerNumberChanged(i, checked); + } + }); + connect(connected_controller_checkboxes[i], &QCheckBox::clicked, [this, i](bool checked) { + // Reconnect current controller if it was the last one checked + // (player number was reduced by more than one) + const bool reconnect_first = !checked && + i < connected_controller_checkboxes.size() - 1 && + connected_controller_checkboxes[i + 1]->isChecked(); + + // Ensures that the players are always connected in sequential order + PropagatePlayerNumberChanged(i, checked, reconnect_first); }); connect(player_controllers[i], &ConfigureInputPlayer::RefreshInputDevices, this, &ConfigureInput::UpdateAllInputDevices); connect(player_controllers[i], &ConfigureInputPlayer::RefreshInputProfiles, this, &ConfigureInput::UpdateAllInputProfiles, Qt::QueuedConnection); - connect(player_connected[i], &QCheckBox::stateChanged, [this, i](int state) { + connect(connected_controller_checkboxes[i], &QCheckBox::stateChanged, [this, i](int state) { + // Keep activated controllers synced with the "Connected Controllers" checkboxes player_controllers[i]->ConnectPlayer(state == Qt::Checked); }); // Remove/hide all the elements that exceed max_players, if applicable. if (i >= max_players) { ui->tabWidget->removeTab(static_cast<int>(max_players)); - player_connected[i]->hide(); - player_connected_labels[i]->hide(); + connected_controller_checkboxes[i]->hide(); + connected_controller_labels[i]->hide(); } } // Only the first player can choose handheld mode so connect the signal just to player 1 @@ -175,28 +189,25 @@ void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem, LoadConfiguration(); } -void ConfigureInput::propagateMouseClickOnPlayers(size_t player_index, bool checked, bool origin) { - // Origin has already been toggled - if (!origin) { - player_connected[player_index]->setChecked(checked); - } +void ConfigureInput::PropagatePlayerNumberChanged(size_t player_index, bool checked, + bool reconnect_current) { + connected_controller_checkboxes[player_index]->setChecked(checked); if (checked) { // Check all previous buttons when checked if (player_index > 0) { - propagateMouseClickOnPlayers(player_index - 1, checked, false); + PropagatePlayerNumberChanged(player_index - 1, checked); } } else { // Unchecked all following buttons when unchecked - if (player_index < player_tabs.size() - 1) { - // Reconnect current player if it was the last one checked - // (player number was reduced by more than one) - if (origin && player_connected[player_index + 1]->checkState() == Qt::Checked) { - player_connected[player_index]->setCheckState(Qt::Checked); - } - propagateMouseClickOnPlayers(player_index + 1, checked, false); + if (player_index < connected_controller_checkboxes.size() - 1) { + PropagatePlayerNumberChanged(player_index + 1, checked); } } + + if (reconnect_current) { + connected_controller_checkboxes[player_index]->setCheckState(Qt::Checked); + } } QList<QWidget*> ConfigureInput::GetSubTabs() const { @@ -249,17 +260,17 @@ void ConfigureInput::LoadConfiguration() { } void ConfigureInput::LoadPlayerControllerIndices() { - for (std::size_t i = 0; i < player_connected.size(); ++i) { + for (std::size_t i = 0; i < connected_controller_checkboxes.size(); ++i) { if (i == 0) { auto* handheld = system.HIDCore().GetEmulatedController(Core::HID::NpadIdType::Handheld); if (handheld->IsConnected()) { - player_connected[i]->setChecked(true); + connected_controller_checkboxes[i]->setChecked(true); continue; } } const auto* controller = system.HIDCore().GetEmulatedControllerByIndex(i); - player_connected[i]->setChecked(controller->IsConnected()); + connected_controller_checkboxes[i]->setChecked(controller->IsConnected()); } } diff --git a/src/yuzu/configuration/configure_input.h b/src/yuzu/configuration/configure_input.h index abb7f7089..136cd3a0a 100644 --- a/src/yuzu/configuration/configure_input.h +++ b/src/yuzu/configuration/configure_input.h @@ -56,7 +56,9 @@ private: void UpdateDockedState(bool is_handheld); void UpdateAllInputDevices(); void UpdateAllInputProfiles(std::size_t player_index); - void propagateMouseClickOnPlayers(size_t player_index, bool origin, bool checked); + // Enable preceding controllers or disable following ones + void PropagatePlayerNumberChanged(size_t player_index, bool checked, + bool reconnect_current = false); /// Load configuration settings. void LoadConfiguration(); @@ -71,7 +73,8 @@ private: std::array<ConfigureInputPlayer*, 8> player_controllers; std::array<QWidget*, 8> player_tabs; - std::array<QCheckBox*, 8> player_connected; + // Checkboxes representing the "Connected Controllers". + std::array<QCheckBox*, 8> connected_controller_checkboxes; ConfigureInputAdvanced* advanced; Core::System& system; diff --git a/src/yuzu/configuration/configure_input_player.h b/src/yuzu/configuration/configure_input_player.h index d4df43d73..d3255d2b4 100644 --- a/src/yuzu/configuration/configure_input_player.h +++ b/src/yuzu/configuration/configure_input_player.h @@ -75,7 +75,7 @@ public: void ClearAll(); signals: - /// Emitted when this controller is connected by the user. + /// Emitted when this controller is (dis)connected by the user. void Connected(bool connected); /// Emitted when the Handheld mode is selected (undocked with dual joycons attached). void HandheldStateChanged(bool is_handheld); @@ -183,9 +183,6 @@ private: /// Stores a pair of "Connected Controllers" combobox index and Controller Type enum. std::vector<std::pair<int, Core::HID::NpadStyleIndex>> index_controller_type_pairs; - static constexpr int PLAYER_COUNT = 8; - std::array<QCheckBox*, PLAYER_COUNT> player_connected_checkbox; - /// This will be the the setting function when an input is awaiting configuration. std::optional<std::function<void(const Common::ParamPackage&)>> input_setter; diff --git a/src/yuzu/debugger/wait_tree.cpp b/src/yuzu/debugger/wait_tree.cpp index 0783a2430..7049c57b6 100644 --- a/src/yuzu/debugger/wait_tree.cpp +++ b/src/yuzu/debugger/wait_tree.cpp @@ -127,7 +127,7 @@ std::vector<std::unique_ptr<WaitTreeItem>> WaitTreeCallstack::GetChildren() cons return list; } - if (thread.GetOwnerProcess() == nullptr || !thread.GetOwnerProcess()->Is64BitProcess()) { + if (thread.GetOwnerProcess() == nullptr || !thread.GetOwnerProcess()->Is64Bit()) { return list; } diff --git a/src/yuzu/game_list.cpp b/src/yuzu/game_list.cpp index 2bb1a0239..7e7d8e252 100644 --- a/src/yuzu/game_list.cpp +++ b/src/yuzu/game_list.cpp @@ -380,7 +380,6 @@ void GameList::UnloadController() { GameList::~GameList() { UnloadController(); - emit ShouldCancelWorker(); } void GameList::SetFilterFocus() { @@ -397,6 +396,10 @@ void GameList::ClearFilter() { search_field->clear(); } +void GameList::WorkerEvent() { + current_worker->ProcessEvents(this); +} + void GameList::AddDirEntry(GameListDir* entry_items) { item_model->invisibleRootItem()->appendRow(entry_items); tree_view->setExpanded( @@ -826,28 +829,21 @@ void GameList::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) { tree_view->setColumnHidden(COLUMN_SIZE, !UISettings::values.show_size); tree_view->setColumnHidden(COLUMN_PLAY_TIME, !UISettings::values.show_play_time); - // Before deleting rows, cancel the worker so that it is not using them - emit ShouldCancelWorker(); + // Cancel any existing worker. + current_worker.reset(); // Delete any rows that might already exist if we're repopulating item_model->removeRows(0, item_model->rowCount()); search_field->clear(); - GameListWorker* worker = - new GameListWorker(vfs, provider, game_dirs, compatibility_list, play_time_manager, system); + current_worker = std::make_unique<GameListWorker>(vfs, provider, game_dirs, compatibility_list, + play_time_manager, system); - connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection); - connect(worker, &GameListWorker::DirEntryReady, this, &GameList::AddDirEntry, - Qt::QueuedConnection); - connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating, + // Get events from the worker as data becomes available + connect(current_worker.get(), &GameListWorker::DataAvailable, this, &GameList::WorkerEvent, Qt::QueuedConnection); - // Use DirectConnection here because worker->Cancel() is thread-safe and we want it to - // cancel without delay. - connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel, - Qt::DirectConnection); - QThreadPool::globalInstance()->start(worker); - current_worker = std::move(worker); + QThreadPool::globalInstance()->start(current_worker.get()); } void GameList::SaveInterfaceLayout() { diff --git a/src/yuzu/game_list.h b/src/yuzu/game_list.h index 712570cea..563a3a35b 100644 --- a/src/yuzu/game_list.h +++ b/src/yuzu/game_list.h @@ -109,7 +109,6 @@ signals: void BootGame(const QString& game_path, u64 program_id, std::size_t program_index, StartGameType type, AmLaunchType launch_type); void GameChosen(const QString& game_path, const u64 title_id = 0); - void ShouldCancelWorker(); void OpenFolderRequested(u64 program_id, GameListOpenTarget target, const std::string& game_path); void OpenTransferableShaderCacheRequested(u64 program_id); @@ -138,11 +137,16 @@ private slots: void OnUpdateThemedIcons(); private: + friend class GameListWorker; + void WorkerEvent(); + void AddDirEntry(GameListDir* entry_items); void AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* parent); - void ValidateEntry(const QModelIndex& item); void DonePopulating(const QStringList& watch_list); +private: + void ValidateEntry(const QModelIndex& item); + void RefreshGameDirectory(); void ToggleFavorite(u64 program_id); @@ -165,7 +169,7 @@ private: QVBoxLayout* layout = nullptr; QTreeView* tree_view = nullptr; QStandardItemModel* item_model = nullptr; - GameListWorker* current_worker = nullptr; + std::unique_ptr<GameListWorker> current_worker; QFileSystemWatcher* watcher = nullptr; ControllerNavigation* controller_navigation = nullptr; CompatibilityList compatibility_list; diff --git a/src/yuzu/game_list_worker.cpp b/src/yuzu/game_list_worker.cpp index 077ced12b..69be21027 100644 --- a/src/yuzu/game_list_worker.cpp +++ b/src/yuzu/game_list_worker.cpp @@ -233,10 +233,53 @@ GameListWorker::GameListWorker(FileSys::VirtualFilesystem vfs_, const PlayTime::PlayTimeManager& play_time_manager_, Core::System& system_) : vfs{std::move(vfs_)}, provider{provider_}, game_dirs{game_dirs_}, - compatibility_list{compatibility_list_}, - play_time_manager{play_time_manager_}, system{system_} {} + compatibility_list{compatibility_list_}, play_time_manager{play_time_manager_}, system{ + system_} { + // We want the game list to manage our lifetime. + setAutoDelete(false); +} + +GameListWorker::~GameListWorker() { + this->disconnect(); + stop_requested.store(true); + processing_completed.Wait(); +} + +void GameListWorker::ProcessEvents(GameList* game_list) { + while (true) { + std::function<void(GameList*)> func; + { + // Lock queue to protect concurrent modification. + std::scoped_lock lk(lock); + + // If we can't pop a function, return. + if (queued_events.empty()) { + return; + } + + // Pop a function. + func = std::move(queued_events.back()); + queued_events.pop_back(); + } + + // Run the function. + func(game_list); + } +} + +template <typename F> +void GameListWorker::RecordEvent(F&& func) { + { + // Lock queue to protect concurrent modification. + std::scoped_lock lk(lock); -GameListWorker::~GameListWorker() = default; + // Add the function into the front of the queue. + queued_events.emplace_front(std::move(func)); + } + + // Data now available. + emit DataAvailable(); +} void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) { using namespace FileSys; @@ -284,9 +327,9 @@ void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) { GetMetadataFromControlNCA(patch, *control, icon, name); } - emit EntryReady(MakeGameListEntry(file->GetFullPath(), name, file->GetSize(), icon, *loader, - program_id, compatibility_list, play_time_manager, patch), - parent_dir); + auto entry = MakeGameListEntry(file->GetFullPath(), name, file->GetSize(), icon, *loader, + program_id, compatibility_list, play_time_manager, patch); + RecordEvent([=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); }); } } @@ -360,11 +403,12 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa const FileSys::PatchManager patch{id, system.GetFileSystemController(), system.GetContentProvider()}; - emit EntryReady(MakeGameListEntry(physical_name, name, - Common::FS::GetSize(physical_name), icon, - *loader, id, compatibility_list, - play_time_manager, patch), - parent_dir); + auto entry = MakeGameListEntry( + physical_name, name, Common::FS::GetSize(physical_name), icon, *loader, + id, compatibility_list, play_time_manager, patch); + + RecordEvent( + [=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); }); } } else { std::vector<u8> icon; @@ -376,11 +420,12 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa const FileSys::PatchManager patch{program_id, system.GetFileSystemController(), system.GetContentProvider()}; - emit EntryReady(MakeGameListEntry(physical_name, name, - Common::FS::GetSize(physical_name), icon, - *loader, program_id, compatibility_list, - play_time_manager, patch), - parent_dir); + auto entry = MakeGameListEntry( + physical_name, name, Common::FS::GetSize(physical_name), icon, *loader, + program_id, compatibility_list, play_time_manager, patch); + + RecordEvent( + [=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); }); } } } else if (is_dir) { @@ -399,25 +444,34 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa } void GameListWorker::run() { + watch_list.clear(); provider->ClearAllEntries(); + const auto DirEntryReady = [&](GameListDir* game_list_dir) { + RecordEvent([=](GameList* game_list) { game_list->AddDirEntry(game_list_dir); }); + }; + for (UISettings::GameDir& game_dir : game_dirs) { + if (stop_requested) { + break; + } + if (game_dir.path == QStringLiteral("SDMC")) { auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SdmcDir); - emit DirEntryReady(game_list_dir); + DirEntryReady(game_list_dir); AddTitlesToGameList(game_list_dir); } else if (game_dir.path == QStringLiteral("UserNAND")) { auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::UserNandDir); - emit DirEntryReady(game_list_dir); + DirEntryReady(game_list_dir); AddTitlesToGameList(game_list_dir); } else if (game_dir.path == QStringLiteral("SysNAND")) { auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SysNandDir); - emit DirEntryReady(game_list_dir); + DirEntryReady(game_list_dir); AddTitlesToGameList(game_list_dir); } else { watch_list.append(game_dir.path); auto* const game_list_dir = new GameListDir(game_dir); - emit DirEntryReady(game_list_dir); + DirEntryReady(game_list_dir); ScanFileSystem(ScanTarget::FillManualContentProvider, game_dir.path.toStdString(), game_dir.deep_scan, game_list_dir); ScanFileSystem(ScanTarget::PopulateGameList, game_dir.path.toStdString(), @@ -425,12 +479,6 @@ void GameListWorker::run() { } } - emit Finished(watch_list); + RecordEvent([=](GameList* game_list) { game_list->DonePopulating(watch_list); }); processing_completed.Set(); } - -void GameListWorker::Cancel() { - this->disconnect(); - stop_requested.store(true); - processing_completed.Wait(); -} diff --git a/src/yuzu/game_list_worker.h b/src/yuzu/game_list_worker.h index 54dc05e30..d5990fcde 100644 --- a/src/yuzu/game_list_worker.h +++ b/src/yuzu/game_list_worker.h @@ -4,6 +4,7 @@ #pragma once #include <atomic> +#include <deque> #include <memory> #include <string> @@ -20,6 +21,7 @@ namespace Core { class System; } +class GameList; class QStandardItem; namespace FileSys { @@ -46,24 +48,22 @@ public: /// Starts the processing of directory tree information. void run() override; - /// Tells the worker that it should no longer continue processing. Thread-safe. - void Cancel(); - -signals: +public: /** - * The `EntryReady` signal is emitted once an entry has been prepared and is ready - * to be added to the game list. - * @param entry_items a list with `QStandardItem`s that make up the columns of the new - * entry. + * Synchronously processes any events queued by the worker. + * + * AddDirEntry is called on the game list for every discovered directory. + * AddEntry is called on the game list for every discovered program. + * DonePopulating is called on the game list when processing completes. */ - void DirEntryReady(GameListDir* entry_items); - void EntryReady(QList<QStandardItem*> entry_items, GameListDir* parent_dir); + void ProcessEvents(GameList* game_list); - /** - * After the worker has traversed the game directory looking for entries, this signal is - * emitted with a list of folders that should be watched for changes as well. - */ - void Finished(QStringList watch_list); +signals: + void DataAvailable(); + +private: + template <typename F> + void RecordEvent(F&& func); private: void AddTitlesToGameList(GameListDir* parent_dir); @@ -84,8 +84,11 @@ private: QStringList watch_list; - Common::Event processing_completed; + std::mutex lock; + std::condition_variable cv; + std::deque<std::function<void(GameList*)>> queued_events; std::atomic_bool stop_requested = false; + Common::Event processing_completed; Core::System& system; }; diff --git a/src/yuzu/main.cpp b/src/yuzu/main.cpp index 1431cf2fe..816d804c4 100644 --- a/src/yuzu/main.cpp +++ b/src/yuzu/main.cpp @@ -2019,7 +2019,7 @@ void GMainWindow::BootGame(const QString& filename, u64 program_id, std::size_t std::filesystem::path{Common::U16StringFromBuffer(filename.utf16(), filename.size())} .filename()); } - const bool is_64bit = system->Kernel().ApplicationProcess()->Is64BitProcess(); + const bool is_64bit = system->Kernel().ApplicationProcess()->Is64Bit(); const auto instruction_set_suffix = is_64bit ? tr("(64-bit)") : tr("(32-bit)"); title_name = tr("%1 %2", "%1 is the title name. %2 indicates if the title is 64-bit or 32-bit") .arg(QString::fromStdString(title_name), instruction_set_suffix) |