diff --git a/src/GameLoop.cpp b/src/GameLoop.cpp index 6e6475c119..8e5655cc8e 100644 --- a/src/GameLoop.cpp +++ b/src/GameLoop.cpp @@ -24,10 +24,6 @@ #include #include -#ifdef _WIN32 -#include "archutils/Win32/ThreadPriorityHelper.h" -#endif - static RageTimer g_GameplayTimer; static Preference g_bNeverBoostAppPriority( "NeverBoostAppPriority", false ); @@ -413,13 +409,6 @@ void ConcurrentRenderer::RenderThread() if( m_State == RENDERING_START ) { -#ifdef _WIN32 - bool setThreadSuccess = BoostThreadPriorityToHighest(); - if (!setThreadSuccess) - { - ASSERT_M(0, "Failed to set thread priority to highest."); - } -#endif /* We're starting to render. Set up, and then kick the event to wake * up the calling thread. */ DISPLAY->BeginConcurrentRendering(); diff --git a/src/RageSoundReader_ThreadedBuffer.h b/src/RageSoundReader_ThreadedBuffer.h index af69262a72..e5ce499a54 100644 --- a/src/RageSoundReader_ThreadedBuffer.h +++ b/src/RageSoundReader_ThreadedBuffer.h @@ -8,10 +8,6 @@ #include "RageThreads.h" #include -#ifdef _WIN32 -#include "archutils/Win32/ThreadPriorityHelper.h" -#endif - class RageThread; class RageSoundReader_ThreadedBuffer: public RageSoundReader_Filter { @@ -76,13 +72,6 @@ private: bool m_bShutdownThread; static int StartBufferingThread(void* p) { -#ifdef _WIN32 - bool setThreadSuccess = BoostThreadPriorityToHighest(); - if (!setThreadSuccess) - { - ASSERT_M(0, "Failed to set thread priority to highest."); - } -#endif ((RageSoundReader_ThreadedBuffer*)p)->BufferingThread(); return 0; }