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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 /source/blender/windowmanager/WM_api.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 'source/blender/windowmanager/WM_api.h')
-rw-r--r--source/blender/windowmanager/WM_api.h4
1 files changed, 0 insertions, 4 deletions
diff --git a/source/blender/windowmanager/WM_api.h b/source/blender/windowmanager/WM_api.h
index a29ee4131cb..8047e5e2112 100644
--- a/source/blender/windowmanager/WM_api.h
+++ b/source/blender/windowmanager/WM_api.h
@@ -156,10 +156,6 @@ void *WM_opengl_context_create(void);
void WM_opengl_context_dispose(void *context);
void WM_opengl_context_activate(void *context);
void WM_opengl_context_release(void *context);
-#ifdef WIN32
-void *WM_directx_context_create(void);
-void WM_directx_context_dispose(void *context);
-#endif
struct wmWindow *WM_window_open(struct bContext *C, const struct rcti *rect);
struct wmWindow *WM_window_open_temp(struct bContext *C,