cleanup
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@@ -843,11 +843,6 @@ void MovieTexture_FFMpeg::DiscardFrame()
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void MovieTexture_FFMpeg::DecoderThread()
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void MovieTexture_FFMpeg::DecoderThread()
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{
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{
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#if defined(_WINDOWS)
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#if defined(_WINDOWS)
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/* Movie decoding is bursty. We burst decode a frame, then we sleep, then we burst
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* to YUV->RGB convert, then we wait for the frame to move, and we repeat. */
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// if(!SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_BELOW_NORMAL))
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// LOG->Warn(werr_ssprintf(GetLastError(), "Failed to set sound thread priority"));
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/* Windows likes to boost priority when processes come out of a wait state. We don't
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/* Windows likes to boost priority when processes come out of a wait state. We don't
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* want that, since it'll result in us having a small priority boost after each movie
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* want that, since it'll result in us having a small priority boost after each movie
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* frame, resulting in skips in the gameplay thread. */
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* frame, resulting in skips in the gameplay thread. */
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