Delete src/archutils/Win32/ThreadPriorityHelper
unused
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#include "ThreadPriorityHelper.h"
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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bool SetThreadPriorityLevel(int priorityLevel)
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{
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return SetThreadPriority(GetCurrentThread(), priorityLevel) != 0;
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}
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bool BoostThreadPriorityToBelowNormal()
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{
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return SetThreadPriorityLevel(THREAD_PRIORITY_BELOW_NORMAL);
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}
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bool BoostThreadPriorityToNormal()
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{
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return SetThreadPriorityLevel(THREAD_PRIORITY_NORMAL);
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}
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bool BoostThreadPriorityToAboveNormal()
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{
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return SetThreadPriorityLevel(THREAD_PRIORITY_ABOVE_NORMAL);
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}
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bool BoostThreadPriorityToHighest()
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{
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return SetThreadPriorityLevel(THREAD_PRIORITY_HIGHEST);
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}
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bool BoostThreadPriorityToTimeCritical()
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{
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return SetThreadPriorityLevel(THREAD_PRIORITY_TIME_CRITICAL);
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}
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@@ -1,70 +0,0 @@
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/*++
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A layer to isolate windows.h from other source files while retaining the ability to set thread priorities.
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One possible way to call it if you don't need to store the result is like so:
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#ifdef _WIN32
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bool SuccessStatus = BoostThreadPriorityToHighest();
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if (!SuccessStatus)
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{
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ASSERT_M(0, "Failed to set thread priority to highest.");
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}
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#endif
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Please refer to the Windows SetThreadPriority function documentation for more information.
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https://learn.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-setthreadpriority
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Please maintain this priority structure for the threads:
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Highest or Time Critical
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* Rendering thread
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* Audio mixing thread
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- If this is not high enough priority, it can negatively affect the game clock
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Above Normal or Highest
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* Audio decoding thread
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* Audio streaming thread
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* Audio buffering thread
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Normal
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* Main game thread
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- Please keep this below the audio thread priority
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Below Normal
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* Worker threads
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--*/
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bool SetThreadPriorityLevel(int priorityLevel);
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bool BoostThreadPriorityToBelowNormal();
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bool BoostThreadPriorityToNormal();
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bool BoostThreadPriorityToAboveNormal();
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bool BoostThreadPriorityToHighest();
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bool BoostThreadPriorityToTimeCritical();
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/**
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* (c) sukibaby 2024
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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