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	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.
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		|  | @ -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); | ||||||
|     } |     } | ||||||
|  |  | ||||||
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