diff options
author | Julian Eisel <julian@blender.org> | 2020-04-02 18:40:29 +0300 |
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committer | Julian Eisel <julian@blender.org> | 2020-04-02 18:43:45 +0300 |
commit | 34465a7fb091664b07611353d99dcaa0862d4a4c (patch) | |
tree | 973457851e3836286daf07345b4ea4fd517347e1 /source/blender/windowmanager/WM_api.h | |
parent | 868d4526a8818fbffc5ea993fbbbd3890046a6e9 (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.h | 4 |
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, |