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authorJordan Woyak <jordan.woyak@gmail.com>2025-08-17 12:49:19 -0500
committerJordan Woyak <jordan.woyak@gmail.com>2025-08-17 12:49:19 -0500
commitcec41b2448d6bed9649b26fd98b2441ccd511ab7 (patch)
tree3818f8370a1875d5c1790d42767f729dfb1469cf /Source/Core
parent52806b3dc82954bf222166d5870e0d8825c977d9 (diff)
ControllerInterface/SDL: Don't force SDL_HINT_JOYSTICK_THREAD.
SDL3 enables it by default now and things seem to work properly even when it's off these days.
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
index 8e4043f4a9..f684d94570 100644
--- a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
+++ b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
@@ -130,9 +130,6 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
{
EnableSDLLogging();
- // This is required on windows so that SDL's joystick code properly pumps window messages
- SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1");
-
SDL_SetHint(SDL_HINT_JOYSTICK_ENHANCED_REPORTS, "1");
// We have our own WGI backend. Enabling SDL's WGI handling creates even more redundant devices.