quartz/dsoundrender: Remove the unused "in_loop" field.

Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2020-11-30 23:51:32 -06:00 committed by Alexandre Julliard
parent bfab815a60
commit 3933ceca58
1 changed files with 0 additions and 5 deletions

View File

@ -63,7 +63,6 @@ struct dsound_render
IDirectSound8 *dsound;
LPDIRECTSOUNDBUFFER dsbuffer;
DWORD buf_size;
DWORD in_loop;
DWORD last_playpos, writepos;
REFERENCE_TIME play_time;
@ -237,11 +236,9 @@ static HRESULT DSoundRender_HandleEndOfStream(struct dsound_render *This)
if (pos1 == pos2)
break;
This->in_loop = 1;
LeaveCriticalSection(&This->stream_cs);
WaitForSingleObject(This->flush_event, 10);
EnterCriticalSection(&This->stream_cs);
This->in_loop = 0;
}
return S_OK;
@ -262,11 +259,9 @@ static HRESULT DSoundRender_SendSampleData(struct dsound_render *This,
hr = S_FALSE;
if (hr != S_OK) {
This->in_loop = 1;
LeaveCriticalSection(&This->stream_cs);
ret = WaitForSingleObject(This->flush_event, 10);
EnterCriticalSection(&This->stream_cs);
This->in_loop = 0;
if (This->sink.flushing || This->filter.state == State_Stopped)
return This->filter.state == State_Paused ? S_OK : VFW_E_WRONG_STATE;
if (ret != WAIT_TIMEOUT)