diff options
author | Julian Eisel <julian@blender.org> | 2020-04-02 18:40:29 +0300 |
---|---|---|
committer | Julian Eisel <julian@blender.org> | 2020-04-02 18:43:45 +0300 |
commit | 34465a7fb091664b07611353d99dcaa0862d4a4c (patch) | |
tree | 973457851e3836286daf07345b4ea4fd517347e1 /source/blender/windowmanager/intern/wm_window.c | |
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/intern/wm_window.c')
-rw-r--r-- | source/blender/windowmanager/intern/wm_window.c | 21 |
1 files changed, 0 insertions, 21 deletions
diff --git a/source/blender/windowmanager/intern/wm_window.c b/source/blender/windowmanager/intern/wm_window.c index 505383d295f..c29fd24d4cd 100644 --- a/source/blender/windowmanager/intern/wm_window.c +++ b/source/blender/windowmanager/intern/wm_window.c @@ -2458,24 +2458,3 @@ void WM_ghost_show_message_box(const char *title, GHOST_ShowMessageBox(g_system, title, message, help_label, continue_label, link, dialog_options); } /** \} */ - -#ifdef WIN32 -/* -------------------------------------------------------------------- */ -/** \name Direct DirectX Context Management - * \{ */ - -void *WM_directx_context_create(void) -{ - BLI_assert(GPU_framebuffer_active_get() == NULL); - return GHOST_CreateDirectXContext(g_system); -} - -void WM_directx_context_dispose(void *context) -{ - BLI_assert(GPU_framebuffer_active_get() == NULL); - GHOST_DisposeDirectXContext(g_system, context); -} - -/** \} */ - -#endif |