Initialize GAMECONTROLLER in EmuWindow_SDL2 (#6078)

Resolves #6077

If only `SDL_INIT_JOYSTICK` is used, `InputCommon::SDL::SDLState` later tries to initialize the game controller in a background thread, which on macOS causes a crash in `SDL_PumpEvents`. From [the SDL docs](https://wiki.libsdl.org/SDL_Init), `SDL_INIT_GAMECONTROLLER` implies `SDL_INIT_JOYSTICK`, so this should be a total superset of the previous behavior.
master
Ian Chamberlain 2022-07-28 11:21:53 +07:00 committed by GitHub
parent 357025dfdf
commit 6764264488
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 1 additions and 1 deletions

@ -134,7 +134,7 @@ void EmuWindow_SDL2::Fullscreen() {
EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) { EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
// Initialize the window // Initialize the window
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) < 0) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting..."); LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
exit(1); exit(1);
} }