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authorbunnei <bunneidev@gmail.com>2020-03-04 20:37:51 -0500
committerGitHub <noreply@github.com>2020-03-04 20:37:51 -0500
commita157ecf76c8aa0add62ca8273aad5d0d4eb7ebee (patch)
treeee9cd2105f8802f81744f17154e767aa518ce867 /src/core/hle/kernel/process.cpp
parent6c42a3b9de41a8104df1e24d984739b43bded670 (diff)
parent36c4c33bb8de79c079b881d34a25fa34ab3ca848 (diff)
Merge pull request #3478 from bunnei/a32
Refactoring to boot A32 games
Diffstat (limited to 'src/core/hle/kernel/process.cpp')
-rw-r--r--src/core/hle/kernel/process.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/core/hle/kernel/process.cpp b/src/core/hle/kernel/process.cpp
index 2fcb7326c8..edc414d69c 100644
--- a/src/core/hle/kernel/process.cpp
+++ b/src/core/hle/kernel/process.cpp
@@ -42,7 +42,8 @@ void SetupMainThread(Process& owner_process, KernelCore& kernel, u32 priority) {
// Register 1 must be a handle to the main thread
const Handle thread_handle = owner_process.GetHandleTable().Create(thread).Unwrap();
- thread->GetContext().cpu_registers[1] = thread_handle;
+ thread->GetContext32().cpu_registers[1] = thread_handle;
+ thread->GetContext64().cpu_registers[1] = thread_handle;
// Threads by default are dormant, wake up the main thread so it runs when the scheduler fires
thread->ResumeFromWait();