This commit is contained in:
Henrik Rydgård committed 2026-07-20 12:02:07 +02:00
1 parent a73fcc7b4b
commit acc0a19786
3 files changed
+8 -6

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+2
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@@ -10,6 +10,8 @@ struct CommandLineOptions {
std::optional<bool> softwareRendering;
std::optional<bool> enableLogging;
std::optional<std::string> bootFilename;
#ifndef _DEBUG
bool showLogWindow = false;
#else
+4
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@@ -437,6 +437,10 @@ void NativeInit(int argc, const char *argv[], const char *savegame_dir, const ch
g_VFS.Register("", new DirectoryReader(Path("/usr/local/share/games/ppsspp/assets")));
g_VFS.Register("", new DirectoryReader(Path("/usr/share/ppsspp/assets")));
g_VFS.Register("", new DirectoryReader(Path("/usr/share/games/ppsspp/assets")));
#elif defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
const Path &exePath = File::GetExeDirectory();
g_VFS.Register("", new DirectoryReader(exePath / "assets"));
g_VFS.Register("", new DirectoryReader(exePath));
#endif
#if PPSSPP_PLATFORM(SWITCH)
+2 -6
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@@ -1062,10 +1062,6 @@ int WINAPI WinMain(HINSTANCE _hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLin
TimeInit();
WinMainInit();
const Path &exePath = File::GetExeDirectory();
g_VFS.Register("", new DirectoryReader(exePath / "assets"));
g_VFS.Register("", new DirectoryReader(exePath));
g_langRegion = GetDefaultLangRegion();
g_osName = GetWindowsVersion() + " " + GetWindowsSystemArchitecture();
@@ -1102,6 +1098,8 @@ int WINAPI WinMain(HINSTANCE _hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLin
}
#endif
NativeInit((int)args.size(), args.data(), "", "", nullptr);
// Consider at least the following cases before changing this code:
// - By default in Release, the console should be hidden by default even if logging is enabled.
// - By default in Debug, the console should be shown by default.
@@ -1149,8 +1147,6 @@ int WINAPI WinMain(HINSTANCE _hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLin
MainWindow::Minimize();
}
NativeInit((int)args.size(), args.data(), "", "", nullptr);
// Emu thread (and render thread, if any) is always running!
// OpenGL uses an externally managed render thread (due to GL's single-threaded context design).
// Vulkan manages its own render thread. Our D3D backend doesn't have a render thread.