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.
This commit is contained in:
Julian Eisel
2020-04-02 17:40:29 +02:00
parent 868d4526a8
commit 34465a7fb0
20 changed files with 125 additions and 198 deletions

View File

@@ -122,16 +122,6 @@ GHOST_TSuccess GHOST_System::disposeWindow(GHOST_IWindow *window)
return success;
}
GHOST_IContext *GHOST_System::createOffscreenContext(GHOST_TDrawingContextType type)
{
switch (type) {
case GHOST_kDrawingContextTypeOpenGL:
return createOffscreenContext();
default:
return NULL;
}
}
bool GHOST_System::validWindow(GHOST_IWindow *window)
{
return m_windowManager->getWindowFound(window);