blender/intern/ghost/GHOST_IXrContext.h
Julian Eisel 34465a7fb0 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.
2020-04-02 17:43:45 +02:00

45 lines
1.5 KiB
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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup GHOST
*/
#ifndef __GHOST_IXRCONTEXT_H__
#define __GHOST_IXRCONTEXT_H__
#include "GHOST_Types.h"
class GHOST_IXrContext {
public:
virtual ~GHOST_IXrContext() = default;
virtual void startSession(const GHOST_XrSessionBeginInfo *begin_info) = 0;
virtual void endSession() = 0;
virtual bool isSessionRunning() const = 0;
virtual void drawSessionViews(void *draw_customdata) = 0;
virtual void dispatchErrorMessage(const class GHOST_XrException *) const = 0;
virtual void setGraphicsContextBindFuncs(GHOST_XrGraphicsContextBindFn bind_fn,
GHOST_XrGraphicsContextUnbindFn unbind_fn) = 0;
virtual void setDrawViewFunc(GHOST_XrDrawViewFn draw_view_fn) = 0;
virtual bool needsUpsideDownDrawing() const = 0;
};
#endif // __GHOST_IXRCONTEXT_H__