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authorJulian Eisel <julian@blender.org>2020-04-02 18:40:29 +0300
committerJulian Eisel <julian@blender.org>2020-04-02 18:43:45 +0300
commit34465a7fb091664b07611353d99dcaa0862d4a4c (patch)
tree973457851e3836286daf07345b4ea4fd517347e1 /intern/ghost/GHOST_IXrContext.h
parent868d4526a8818fbffc5ea993fbbbd3890046a6e9 (diff)
VR: Refactor DirectX context management
All DirectX management happens on Ghost level now, higher level code can just assume everything is OpenGL (except of the upside-down drawing that still needs to be done for DirectX). This is similar to how the metal-layer is hidden outside of Ghost. The Ghost-XR graphics binding for DirectX is responsible for managing the DirectX compatibility now.
Diffstat (limited to 'intern/ghost/GHOST_IXrContext.h')
-rw-r--r--intern/ghost/GHOST_IXrContext.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/intern/ghost/GHOST_IXrContext.h b/intern/ghost/GHOST_IXrContext.h
index 362bc923ee8..3076de96690 100644
--- a/intern/ghost/GHOST_IXrContext.h
+++ b/intern/ghost/GHOST_IXrContext.h
@@ -37,6 +37,8 @@ class GHOST_IXrContext {
virtual void setGraphicsContextBindFuncs(GHOST_XrGraphicsContextBindFn bind_fn,
GHOST_XrGraphicsContextUnbindFn unbind_fn) = 0;
virtual void setDrawViewFunc(GHOST_XrDrawViewFn draw_view_fn) = 0;
+
+ virtual bool needsUpsideDownDrawing() const = 0;
};
#endif // __GHOST_IXRCONTEXT_H__