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Windows: Call NativeInit/NativeShutdown outside the EmuThread.
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@@ -1149,11 +1149,13 @@ int WINAPI WinMain(HINSTANCE _hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLin
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MainWindow::Minimize();
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}
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NativeInit((int)args.size(), args.data(), "", "", nullptr);
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// Emu thread (and render thread, if any) is always running!
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// OpenGL uses an externally managed render thread (due to GL's single-threaded context design).
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// Vulkan manages its own render thread. Our D3D backend doesn't have a render thread.
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// The Emu thread calls NativeInit() and NativeMain() etc.
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MainThread_Start((int)args.size(), args.data());
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MainThread_Start();
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g_InputManager.BeginPolling();
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@@ -1200,6 +1202,10 @@ int WINAPI WinMain(HINSTANCE _hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLin
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}
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}
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// When we've exited the loop, MainThread_Stop has already been called.
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// So it's safe to call NativeShutdown.
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NativeShutdown();
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g_VFS.Clear();
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// g_InputManager.StopPolling() is called in WM_DESTROY
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