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| author | Hein-Pieter van Braam | 2018-01-29 16:46:30 +0100 |
|---|---|---|
| committer | Hein-Pieter van Braam | 2018-01-30 20:56:53 +0100 |
| commit | a34afa382077ab0c45ebc82c5fdfbf9efcd820ea (patch) | |
| tree | 8a562e75c5e47e82adb2bb93649462b4ad0f5713 /editor | |
| parent | 77d27053c3a0a8c29ec9c6039900ac4dd65dbece (diff) | |
| download | godot-a34afa382077ab0c45ebc82c5fdfbf9efcd820ea.tar.gz godot-a34afa382077ab0c45ebc82c5fdfbf9efcd820ea.tar.zst godot-a34afa382077ab0c45ebc82c5fdfbf9efcd820ea.zip | |
Implement OS::get_processor_count() for Windows
Current this is hardcoded as '1' for any platform except Unix. The
little is_wow64() dance is required to get correct output on a 32bit
compiled godot running on 64bit Windows according to MSDN.
This code should be UWP safe but I have no way to test that so it's not
implemented for UWP yet.
(cherry picked from commit b4d369c887001a824a4f27e59e3e300c8d4a5bb7)
Diffstat (limited to 'editor')
0 files changed, 0 insertions, 0 deletions
