Started implementing RenderTargets for RenderSystem DX10. The target is creatable and usable but the Texture of the RenderTarget is currently empty.

This commit is contained in:
Glatzemann 2011-11-28 16:06:52 +00:00
parent a0e94dc265
commit 0d196c2f53
15 changed files with 351 additions and 40 deletions

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@ -429,6 +429,7 @@
<Compile Include="NonXNA\AddInSystemFactory.cs" />
<Compile Include="NonXNA\RenderSystem\INativeRasterizerState.cs" />
<Compile Include="NonXNA\RenderSystem\INativeDepthStencilState.cs" />
<Compile Include="NonXNA\RenderSystem\INativeRenderTarget2D.cs" />
<Compile Include="NonXNA\RenderSystem\INativeSamplerState.cs" />
<Compile Include="NonXNA\RenderSystem\INativeTexture.cs" />
<Compile Include="NonXNA\RenderSystem\INativeTexture2D.cs" />

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@ -243,9 +243,16 @@ namespace ANX.Framework.Graphics
#region SetRenderTarget
public void SetRenderTarget(RenderTarget2D renderTarget)
{
RenderTargetBinding[] renderTargetBindings = new RenderTargetBinding[] { new RenderTargetBinding(renderTarget) };
this.currentRenderTargetBindings = renderTargetBindings;
nativeDevice.SetRenderTargets(renderTargetBindings);
if (renderTarget != null)
{
RenderTargetBinding[] renderTargetBindings = new RenderTargetBinding[] { new RenderTargetBinding(renderTarget) };
this.currentRenderTargetBindings = renderTargetBindings;
nativeDevice.SetRenderTargets(renderTargetBindings);
}
else
{
nativeDevice.SetRenderTargets(null);
}
}
public void SetRenderTarget(RenderTargetCube renderTarget, CubeMapFace cubeMapFace)

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@ -5,6 +5,7 @@ using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
#endregion // Using Statements
@ -61,34 +62,69 @@ namespace ANX.Framework.Graphics
{
public event EventHandler<EventArgs> ContentLost;
#region Private Members
private DepthFormat depthStencilFormat;
private int multiSampleCount;
private RenderTargetUsage usage;
private bool isContentLost;
private INativeRenderTarget2D nativeRenderTarget;
#endregion // Private Members
#region Constructors
public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height)
: base(graphicsDevice, width, height)
: base(graphicsDevice)
{
throw new NotImplementedException();
this.depthStencilFormat = DepthFormat.None;
this.multiSampleCount = 0;
this.usage = RenderTargetUsage.DiscardContents;
this.nativeRenderTarget = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color, this.depthStencilFormat, this.multiSampleCount, this.usage);
base.nativeTexture = this.nativeRenderTarget as INativeTexture2D;
}
public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat)
: base(graphicsDevice, width, height)
: base(graphicsDevice)
{
throw new NotImplementedException();
this.depthStencilFormat = DepthFormat.None;
this.multiSampleCount = 0;
this.usage = RenderTargetUsage.DiscardContents;
this.nativeRenderTarget = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color, this.depthStencilFormat, this.multiSampleCount, this.usage);
base.nativeTexture = this.nativeRenderTarget as INativeTexture2D;
}
public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
: base(graphicsDevice, width, height)
: base(graphicsDevice)
{
throw new NotImplementedException();
this.depthStencilFormat = preferredDepthFormat;
this.multiSampleCount = preferredMultiSampleCount;
this.usage = usage;
this.nativeRenderTarget = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color, this.depthStencilFormat, this.multiSampleCount, this.usage);
base.nativeTexture = this.nativeRenderTarget as INativeTexture2D;
}
#endregion // Constructors
protected virtual void Dispose(Boolean disposeManaged)
{
throw new NotImplementedException();
}
internal INativeRenderTarget2D NativeRenderTarget
{
get
{
return this.nativeRenderTarget;
}
}
public DepthFormat DepthStencilFormat
{
get
{
throw new NotImplementedException();
return this.depthStencilFormat;
}
}
@ -96,7 +132,7 @@ namespace ANX.Framework.Graphics
{
get
{
throw new NotImplementedException();
return this.isContentLost;
}
}
@ -104,7 +140,7 @@ namespace ANX.Framework.Graphics
{
get
{
throw new NotImplementedException();
return this.multiSampleCount;
}
}
@ -112,12 +148,18 @@ namespace ANX.Framework.Graphics
{
get
{
throw new NotImplementedException();
return this.usage;
}
}
void IDynamicGraphicsResource.SetContentLost(bool isContentLost)
{
this.isContentLost = isContentLost;
if (isContentLost)
{
raise_ContentLost(this, EventArgs.Empty);
}
throw new NotImplementedException();
}

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@ -63,6 +63,12 @@ namespace ANX.Framework.Graphics
#endregion // Private Members
internal Texture2D(GraphicsDevice graphicsDevice)
: base(graphicsDevice)
{
}
public Texture2D(GraphicsDevice graphicsDevice, int width, int height)
: base(graphicsDevice)
{
@ -72,7 +78,7 @@ namespace ANX.Framework.Graphics
base.levelCount = 1;
base.format = SurfaceFormat.Color;
CreateNativeTextureSurface();
CreateNativeTextureSurface(graphicsDevice, SurfaceFormat.Color, width, height, levelCount);
}
public Texture2D(GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat format)
@ -84,7 +90,7 @@ namespace ANX.Framework.Graphics
base.levelCount = 1; //TODO: mipmap paramter?!?!?
base.format = format;
CreateNativeTextureSurface();
CreateNativeTextureSurface(graphicsDevice, format, width, height, levelCount);
}
public static Texture2D FromStream(GraphicsDevice graphicsDevice, Stream stream)
@ -171,9 +177,9 @@ namespace ANX.Framework.Graphics
}
}
private void CreateNativeTextureSurface()
internal void CreateNativeTextureSurface(GraphicsDevice device, SurfaceFormat format, int width, int height, int levelCount)
{
base.nativeTexture = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateTexture(GraphicsDevice, format, Width, Height, levelCount);
base.nativeTexture = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateTexture(device, format, width, height, levelCount);
}
}
}

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@ -0,0 +1,60 @@
#region Using Statements
using System;
using ANX.Framework.Graphics;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.NonXNA.RenderSystem
{
public interface INativeRenderTarget2D
{
//INativeTexture2D NativeTexture { get; }
}
}

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@ -65,6 +65,8 @@ namespace ANX.Framework
INativeTexture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount);
INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage);
INativeBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexElementSize size, int indexCount, BufferUsage usage);
INativeBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage);

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@ -75,6 +75,7 @@
<Compile Include="NativeMethods.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="RasterizerState_DX10.cs" />
<Compile Include="RenderTarget2D_DX10.cs" />
<Compile Include="SamplerState_DX10.cs" />
<Compile Include="ShaderByteCode.cs" />
<Compile Include="Texture2D_DX10.cs" />

View File

@ -227,5 +227,10 @@ namespace ANX.Framework.Windows.DX10
{
return new Texture2D_DX10(graphics, width, height, surfaceFormat, mipCount);
}
public INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
{
return new RenderTarget2D_DX10(graphics, width, height, mipMap, preferredFormat, preferredDepthFormat, preferredMultiSampleCount, usage);
}
}
}

View File

@ -99,6 +99,7 @@ namespace ANX.Framework.Windows.DX10
private Device device;
private SwapChain swapChain;
private RenderTargetView renderView;
private RenderTargetView renderTargetView;
private DepthStencilView depthStencilView;
private SharpDX.Direct3D10.Texture2D backBuffer;
internal Effect_DX10 currentEffect;
@ -159,7 +160,7 @@ namespace ANX.Framework.Windows.DX10
clearColor.Alpha = color.A * ColorMultiplier;
}
this.device.ClearRenderTargetView(this.renderView, this.clearColor);
this.device.ClearRenderTargetView(this.renderTargetView != null ? this.renderTargetView : this.renderView, this.clearColor);
}
public void Clear(ClearOptions options, Vector4 color, float depth, int stencil)
@ -172,8 +173,9 @@ namespace ANX.Framework.Windows.DX10
this.clearColor.Green = color.Y;
this.clearColor.Blue = color.Z;
this.clearColor.Alpha = color.W;
this.lastClearColor = 0;
this.device.ClearRenderTargetView(this.renderView, this.clearColor);
this.device.ClearRenderTargetView(this.renderTargetView != null ? this.renderTargetView : this.renderView, this.clearColor);
}
if (this.depthStencilView != null)
@ -396,7 +398,40 @@ namespace ANX.Framework.Windows.DX10
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
throw new NotImplementedException();
if (renderTargets == null)
{
// reset the RenderTarget to backbuffer
if (renderTargetView != null)
{
renderTargetView.Dispose();
renderTargetView = null;
}
device.OutputMerger.SetRenderTargets(1, new RenderTargetView[] { this.renderView }, this.depthStencilView);
}
else
{
if (renderTargets.Length == 1)
{
RenderTarget2D renderTarget = renderTargets[0].RenderTarget as RenderTarget2D;
RenderTarget2D_DX10 nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_DX10;
if (renderTarget != null)
{
if (renderTargetView != null)
{
renderTargetView.Dispose();
renderTargetView = null;
}
this.renderTargetView = new RenderTargetView(device, ((Texture2D_DX10)nativeRenderTarget).NativeShaderResourceView.Resource);
DepthStencilView depthStencilView = null;
device.OutputMerger.SetRenderTargets(1,new RenderTargetView[] { this.renderTargetView }, depthStencilView);
}
}
else
{
throw new NotImplementedException("handling of multiple RenderTargets are not yet implemented");
}
}
}
@ -473,7 +508,25 @@ namespace ANX.Framework.Windows.DX10
public void Dispose()
{
//TODO: implement
if (renderTargetView != null)
{
renderTargetView.Dispose();
renderTargetView = null;
}
if (swapChain != null)
{
renderView.Dispose();
renderView = null;
backBuffer.Dispose();
backBuffer = null;
swapChain.Dispose();
swapChain = null;
}
//TODO: dispose everything else
}
}
}

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@ -0,0 +1,103 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
using SharpDX.Direct3D10;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Windows.DX10
{
public class RenderTarget2D_DX10 : Texture2D_DX10, INativeRenderTarget2D, INativeTexture2D
{
#region Private Members
#endregion // Private Members
public RenderTarget2D_DX10(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
: base(graphics)
{
if (mipMap)
{
throw new NotImplementedException("creating RenderTargets with mip map not yet implemented");
}
this.surfaceFormat = surfaceFormat;
GraphicsDeviceWindowsDX10 graphicsDX10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10;
SharpDX.Direct3D10.Device device = graphicsDX10.NativeDevice;
SharpDX.Direct3D10.Texture2DDescription description = new SharpDX.Direct3D10.Texture2DDescription()
{
Width = width,
Height = height,
MipLevels = 1,
ArraySize = 1,
Format = FormatConverter.Translate(preferredFormat),
SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
Usage = SharpDX.Direct3D10.ResourceUsage.Default,
BindFlags = SharpDX.Direct3D10.BindFlags.ShaderResource | SharpDX.Direct3D10.BindFlags.RenderTarget,
CpuAccessFlags = SharpDX.Direct3D10.CpuAccessFlags.None,
OptionFlags = SharpDX.Direct3D10.ResourceOptionFlags.None,
};
this.nativeTexture = new SharpDX.Direct3D10.Texture2D(graphicsDX10.NativeDevice, description);
this.nativeShaderResourceView = new SharpDX.Direct3D10.ShaderResourceView(graphicsDX10.NativeDevice, this.nativeTexture);
// description of texture formats of DX10: http://msdn.microsoft.com/en-us/library/bb694531(v=VS.85).aspx
// more helpfull information on DX10 textures: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205131(v=vs.85).aspx
this.formatSize = FormatConverter.FormatSize(surfaceFormat);
}
}
}

View File

@ -63,14 +63,19 @@ namespace ANX.Framework.Windows.DX10
public class Texture2D_DX10 : INativeTexture2D
{
#region Private Members
private SharpDX.Direct3D10.Texture2D nativeTexture;
private SharpDX.Direct3D10.ShaderResourceView nativeShaderResourceView;
private int formatSize;
private SurfaceFormat surfaceFormat;
private GraphicsDevice graphicsDevice;
protected internal SharpDX.Direct3D10.Texture2D nativeTexture;
protected internal SharpDX.Direct3D10.ShaderResourceView nativeShaderResourceView;
protected internal int formatSize;
protected internal SurfaceFormat surfaceFormat;
protected internal GraphicsDevice graphicsDevice;
#endregion // Private Members
internal Texture2D_DX10(GraphicsDevice graphicsDevice)
{
this.graphicsDevice = graphicsDevice;
}
public Texture2D_DX10(GraphicsDevice graphicsDevice, int width, int height, SurfaceFormat surfaceFormat, int mipCount)
{
if (mipCount > 1)

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@ -302,5 +302,10 @@ namespace ANX.Framework.Windows.GL3
return new ReadOnlyCollection<GraphicsAdapter>(result);
}
#endregion
}
public INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
{
throw new NotImplementedException();
}
}
}

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@ -229,5 +229,11 @@ namespace ANX.RenderSystem.Windows.DX11
{
throw new NotImplementedException();
}
public Framework.NonXNA.RenderSystem.INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
{
throw new NotImplementedException();
}
}
}

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@ -2,18 +2,18 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using ANX.Framework;
using ANX.Framework.Audio;
using ANX.Framework.Content;
using ANX.Framework.GamerServices;
using ANX.Framework.Graphics;
using ANX.Framework.Input;
using ANX.Framework.Media;
#endregion
namespace RenderTarget
{
public class Game1 : Microsoft.Xna.Framework.Game
public class Game1 : ANX.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
@ -24,6 +24,8 @@ namespace RenderTarget
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
this.Window.Title = "ANX.Framework - RenderTarget sample - you should see a green rectangle";
}
protected override void Initialize()
@ -37,7 +39,7 @@ namespace RenderTarget
{
spriteBatch = new SpriteBatch(GraphicsDevice);
this.renderTarget = new RenderTarget2D(GraphicsDevice, 128, 128, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8);
this.renderTarget = new RenderTarget2D(GraphicsDevice, 128, 128); //, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8);
}
protected override void UnloadContent()
@ -60,6 +62,7 @@ namespace RenderTarget
{
GraphicsDevice.SetRenderTarget(this.renderTarget);
GraphicsDevice.Clear(ClearOptions.Target, Color.Green, 1.0f, 0);
//GraphicsDevice.Clear(Color.Green);
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.CornflowerBlue);

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@ -60,10 +60,6 @@
<XnaCompressContent>true</XnaCompressContent>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.GamerServices, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="mscorlib" />
<Reference Include="System" />
<Reference Include="System.Xml" />
@ -83,6 +79,22 @@
</Content>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework.csproj">
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
<Name>ANX.Framework</Name>
</ProjectReference>
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputSystem.Windows.XInput.csproj">
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
<Name>ANX.InputSystem.Windows.XInput</Name>
</ProjectReference>
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
<Name>ANX.Framework.Windows.DX10</Name>
</ProjectReference>
<ProjectReference Include="..\..\SoundSystems\ANX.SoundSystem.Windows.XAudio\ANX.SoundSystem.Windows.XAudio.csproj">
<Project>{6A582788-C4D2-410C-96CD-177F75712D65}</Project>
<Name>ANX.SoundSystem.Windows.XAudio</Name>
</ProjectReference>
<ProjectReference Include="..\SampleContent\SampleContent.contentproj">
<Project>{FA6E229D-4504-47B1-8A23-2D3FCC13F778}</Project>
<Name>SampleContent</Name>