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wip
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@@ -10,6 +10,8 @@ struct CommandLineOptions {
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std::optional<bool> softwareRendering;
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std::optional<bool> enableLogging;
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std::optional<std::string> bootFilename;
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#ifndef _DEBUG
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bool showLogWindow = false;
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#else
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@@ -437,6 +437,10 @@ void NativeInit(int argc, const char *argv[], const char *savegame_dir, const ch
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g_VFS.Register("", new DirectoryReader(Path("/usr/local/share/games/ppsspp/assets")));
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g_VFS.Register("", new DirectoryReader(Path("/usr/share/ppsspp/assets")));
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g_VFS.Register("", new DirectoryReader(Path("/usr/share/games/ppsspp/assets")));
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#elif defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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const Path &exePath = File::GetExeDirectory();
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g_VFS.Register("", new DirectoryReader(exePath / "assets"));
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g_VFS.Register("", new DirectoryReader(exePath));
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#endif
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#if PPSSPP_PLATFORM(SWITCH)
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+2
-6
@@ -1062,10 +1062,6 @@ int WINAPI WinMain(HINSTANCE _hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLin
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TimeInit();
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WinMainInit();
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const Path &exePath = File::GetExeDirectory();
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g_VFS.Register("", new DirectoryReader(exePath / "assets"));
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g_VFS.Register("", new DirectoryReader(exePath));
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g_langRegion = GetDefaultLangRegion();
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g_osName = GetWindowsVersion() + " " + GetWindowsSystemArchitecture();
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@@ -1102,6 +1098,8 @@ int WINAPI WinMain(HINSTANCE _hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLin
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}
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#endif
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NativeInit((int)args.size(), args.data(), "", "", nullptr);
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// Consider at least the following cases before changing this code:
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// - By default in Release, the console should be hidden by default even if logging is enabled.
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// - By default in Debug, the console should be shown by default.
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@@ -1149,8 +1147,6 @@ 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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