From 34465a7fb091664b07611353d99dcaa0862d4a4c Mon Sep 17 00:00:00 2001 From: Julian Eisel Date: Thu, 2 Apr 2020 17:40:29 +0200 Subject: 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. --- source/blender/windowmanager/WM_api.h | 4 ---- 1 file changed, 4 deletions(-) (limited to 'source/blender/windowmanager/WM_api.h') 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, -- cgit v1.2.3