Removed some XNA 3.1 code paths; cleaned up constant usage in platform-specific code sections
git-svn-id: file:///srv/devel/repo-conversion/nusu@211 d2e56fa2-650e-0410-a79f-9358c0239efd
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16 changed files with 75 additions and 110 deletions
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@ -197,7 +197,7 @@ namespace Nuclex.Support {
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// explicitly move it to that core. MSDN states that SetProcessorAffinity() should
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// be called from the thread whose affinity is being changed.
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Thread.CurrentThread.SetProcessorAffinity(new int[] { hardwareThreadIndex });
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#elif !WINDOWS_PHONE
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#elif WINDOWS
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if(Environment.OSVersion.Platform == PlatformID.Win32NT) {
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// Prevent this managed thread from impersonating another system thread.
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// In .NET, managed threads can supposedly be moved to different system threads
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@ -237,7 +237,7 @@ namespace Nuclex.Support {
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}
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}
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#if !XBOX360 && !WINDOWS_PHONE
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#if WINDOWS
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/// <summary>Retrieves the ProcessThread for the calling thread</summary>
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/// <returns>The ProcessThread for the calling thread</returns>
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internal static ProcessThread GetProcessThread(int threadId) {
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@ -282,7 +282,7 @@ namespace Nuclex.Support {
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/// <summary>Delegate used to handle assertion checks in the code</summary>
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public static volatile ExceptionDelegate ExceptionHandler = DefaultExceptionHandler;
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#if !XBOX360 // Only called if platform is Win32NT
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#if WINDOWS
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/// <summary>Retrieves the calling thread's thread id</summary>
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/// <returns>The thread is of the calling thread</returns>
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[DllImport("kernel32.dll")]
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