updated ANX.RenderSystem.Windows.DX11 to use NuGet for SharpDX dependencies
updated ANX.RenderSystem.Windows.DX11 to compile with SharpDX 2.4.2
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@ -45,27 +45,29 @@
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<Reference Include="SharpDX, Version=2.2.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="SharpDX, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.dll</HintPath>
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<HintPath>..\..\packages\SharpDX.2.4.2\lib\net40\SharpDX.dll</HintPath>
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</Reference>
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<Reference Include="SharpDX.D3DCompiler, Version=2.2.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="SharpDX.D3DCompiler, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.D3DCompiler.dll</HintPath>
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<HintPath>..\..\packages\SharpDX.D3DCompiler.2.4.2\lib\net40\SharpDX.D3DCompiler.dll</HintPath>
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</Reference>
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<Reference Include="SharpDX.Direct3D11, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="SharpDX.Direct3D11, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.Direct3D11.dll</HintPath>
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<HintPath>..\..\packages\SharpDX.Direct3D11.2.4.2\lib\net40\SharpDX.Direct3D11.dll</HintPath>
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</Reference>
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<Reference Include="SharpDX.Direct3D11.Effects">
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<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.Direct3D11.Effects.dll</HintPath>
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</Reference>
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<Reference Include="SharpDX.DXGI, Version=2.2.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="SharpDX.Direct3D11.Effects, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.DXGI.dll</HintPath>
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<HintPath>..\..\packages\SharpDX.Direct3D11.Effects.2.4.2\lib\net40\SharpDX.Direct3D11.Effects.dll</HintPath>
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</Reference>
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<Reference Include="SharpDX.DXGI, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\packages\SharpDX.DXGI.2.4.2\lib\net40\SharpDX.DXGI.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Drawing" />
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<Reference Include="System.Windows.Forms" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="BlendState_DX11.cs" />
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@ -96,6 +98,13 @@
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<Compile Include="DxTexture2D.cs" />
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<Compile Include="DxVertexBuffer.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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</ItemGroup>
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<ItemGroup>
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<Content Include="sharpdx_direct3d11_effects_x64.dll" />
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<Content Include="sharpdx_direct3d11_effects_x86.dll" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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@ -226,7 +226,7 @@ namespace ANX.RenderSystem.Windows.DX11
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protected override Dx11.BlendState CreateNativeState(GraphicsDevice graphics)
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{
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Dx11.DeviceContext context = (graphics.NativeDevice as GraphicsDeviceDX).NativeDevice;
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return new Dx11.BlendState(context.Device, ref blendStateDescription);
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return new Dx11.BlendState(context.Device, blendStateDescription);
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}
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protected override void ApplyNativeState(GraphicsDevice graphics)
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@ -173,7 +173,7 @@ namespace ANX.RenderSystem.Windows.DX11
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protected override Dx11.DepthStencilState CreateNativeState(GraphicsDevice graphics)
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{
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Dx11.DeviceContext context = (graphics.NativeDevice as GraphicsDeviceDX).NativeDevice;
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return new Dx11.DepthStencilState(context.Device, ref description);
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return new Dx11.DepthStencilState(context.Device, description);
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}
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protected override void ApplyNativeState(GraphicsDevice graphics)
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@ -72,7 +72,7 @@ namespace ANX.RenderSystem.Windows.DX11
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{
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NativeEffect = new Dx11.Effect(device, GetByteCode(effectStream));
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}
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catch (SharpDX.SharpDXException ex)
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catch (SharpDX.SharpDXException)
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{
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System.Diagnostics.Debugger.Break();
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}
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@ -435,10 +435,10 @@ namespace ANX.RenderSystem.Windows.DX11
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#region SetViewport
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protected void SetViewport(int x, int y, int width, int height, float minDepth, float maxDepth)
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{
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nativeDevice.Rasterizer.SetViewports(new Dx11.Viewport(x, y, width, height, minDepth, maxDepth));
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nativeDevice.Rasterizer.SetViewports(new SharpDX.Viewport(x, y, width, height, minDepth, maxDepth));
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}
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protected void SetViewport(params Dx11.Viewport[] viewports)
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protected void SetViewport(params SharpDX.ViewportF[] viewports)
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{
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nativeDevice.Rasterizer.SetViewports(viewports);
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}
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@ -509,7 +509,7 @@ namespace ANX.RenderSystem.Windows.DX11
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// reset the RenderTarget to backbuffer
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CreateDepthStencilBuffer(this.depthStencilBuffer.Description.Format, this.backBuffer.Description.Width, this.backBuffer.Description.Height, false);
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nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
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nativeDevice.Rasterizer.SetViewports(new Dx11.Viewport(0, 0, this.backBuffer.Description.Width, this.backBuffer.Description.Height));
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nativeDevice.Rasterizer.SetViewports(new SharpDX.Viewport(0, 0, this.backBuffer.Description.Width, this.backBuffer.Description.Height));
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// dispose the old views
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for (int i = 0; i < renderTargetView.Length; i++)
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@ -526,7 +526,7 @@ namespace ANX.RenderSystem.Windows.DX11
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int renderTargetCount = renderTargets.Length;
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RenderTargetView[] renderTargetsToDelete = new RenderTargetView[renderTargetView.Length];
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Array.Copy(renderTargetView, renderTargetsToDelete, renderTargetView.Length);
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Dx11.Viewport[] rtViewports = new Dx11.Viewport[renderTargetCount];
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SharpDX.ViewportF[] rtViewports = new SharpDX.ViewportF[renderTargetCount];
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if (this.renderTargetView.Length != renderTargetCount)
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{
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@ -554,7 +554,7 @@ namespace ANX.RenderSystem.Windows.DX11
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}
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renderTargetView[i] = new RenderTargetView(nativeDevice.Device, ((DxTexture2D)nativeRenderTarget).NativeShaderResourceView.Resource);
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rtViewports[i] = new Dx11.Viewport(0, 0, width, height);
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rtViewports[i] = new SharpDX.Viewport(0, 0, width, height);
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}
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}
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@ -10,7 +10,7 @@ using System.Runtime.InteropServices;
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("ANX.Framework Team")]
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[assembly: AssemblyProduct("ANX.RenderSystem.Windows.DX11")]
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[assembly: AssemblyCopyright("Copyright (c) ANX.Framework Team 2011-2012")]
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[assembly: AssemblyCopyright("Copyright (c) ANX.Framework Team 2011-2013")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
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// Buildnummer
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// Revision
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//
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[assembly: AssemblyVersion("0.7.18.*")]
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[assembly: AssemblyFileVersion("0.7.18.0")]
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[assembly: AssemblyVersion("0.7.19.*")]
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[assembly: AssemblyFileVersion("0.7.19.0")]
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@ -89,7 +89,7 @@ namespace ANX.RenderSystem.Windows.DX11
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protected override Dx11.RasterizerState CreateNativeState(GraphicsDevice graphics)
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{
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Dx11.DeviceContext context = (graphics.NativeDevice as GraphicsDeviceDX).NativeDevice;
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return new Dx11.RasterizerState(context.Device, ref description);
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return new Dx11.RasterizerState(context.Device, description);
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}
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protected override void ApplyNativeState(GraphicsDevice graphics)
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@ -0,0 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<packages>
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<package id="SharpDX" version="2.4.2" targetFramework="net40-Client" />
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<package id="SharpDX.D3DCompiler" version="2.4.2" targetFramework="net40-Client" />
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<package id="SharpDX.Direct3D11" version="2.4.2" targetFramework="net40-Client" />
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<package id="SharpDX.Direct3D11.Effects" version="2.4.2" targetFramework="net40-Client" />
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<package id="SharpDX.DXGI" version="2.4.2" targetFramework="net40-Client" />
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</packages>
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