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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/intern/wm_window.c
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/intern/wm_window.c')
-rw-r--r--source/blender/windowmanager/intern/wm_window.c21
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