updated ANX.RenderSystem.Windows.DX11 to use NuGet for SharpDX dependencies

updated ANX.RenderSystem.Windows.DX11 to compile with SharpDX 2.4.2
This commit is contained in:
Glatzemann 2013-07-23 10:58:07 +00:00 committed by Konstantin Koch
parent aa75274bab
commit 1f1055e66f
8 changed files with 40 additions and 23 deletions

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@ -45,27 +45,29 @@
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Reference Include="SharpDX, Version=2.2.0.0, Culture=neutral, processorArchitecture=MSIL">
<Reference Include="SharpDX, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.dll</HintPath>
<HintPath>..\..\packages\SharpDX.2.4.2\lib\net40\SharpDX.dll</HintPath>
</Reference>
<Reference Include="SharpDX.D3DCompiler, Version=2.2.0.0, Culture=neutral, processorArchitecture=MSIL">
<Reference Include="SharpDX.D3DCompiler, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.D3DCompiler.dll</HintPath>
<HintPath>..\..\packages\SharpDX.D3DCompiler.2.4.2\lib\net40\SharpDX.D3DCompiler.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct3D11, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<Reference Include="SharpDX.Direct3D11, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.Direct3D11.dll</HintPath>
<HintPath>..\..\packages\SharpDX.Direct3D11.2.4.2\lib\net40\SharpDX.Direct3D11.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct3D11.Effects">
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.Direct3D11.Effects.dll</HintPath>
</Reference>
<Reference Include="SharpDX.DXGI, Version=2.2.0.0, Culture=neutral, processorArchitecture=MSIL">
<Reference Include="SharpDX.Direct3D11.Effects, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.DXGI.dll</HintPath>
<HintPath>..\..\packages\SharpDX.Direct3D11.Effects.2.4.2\lib\net40\SharpDX.Direct3D11.Effects.dll</HintPath>
</Reference>
<Reference Include="SharpDX.DXGI, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\packages\SharpDX.DXGI.2.4.2\lib\net40\SharpDX.DXGI.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
</ItemGroup>
<ItemGroup>
<Compile Include="BlendState_DX11.cs" />
@ -96,6 +98,13 @@
<Compile Include="DxTexture2D.cs" />
<Compile Include="DxVertexBuffer.cs" />
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<Content Include="sharpdx_direct3d11_effects_x64.dll" />
<Content Include="sharpdx_direct3d11_effects_x86.dll" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.

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@ -226,7 +226,7 @@ namespace ANX.RenderSystem.Windows.DX11
protected override Dx11.BlendState CreateNativeState(GraphicsDevice graphics)
{
Dx11.DeviceContext context = (graphics.NativeDevice as GraphicsDeviceDX).NativeDevice;
return new Dx11.BlendState(context.Device, ref blendStateDescription);
return new Dx11.BlendState(context.Device, blendStateDescription);
}
protected override void ApplyNativeState(GraphicsDevice graphics)

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@ -173,7 +173,7 @@ namespace ANX.RenderSystem.Windows.DX11
protected override Dx11.DepthStencilState CreateNativeState(GraphicsDevice graphics)
{
Dx11.DeviceContext context = (graphics.NativeDevice as GraphicsDeviceDX).NativeDevice;
return new Dx11.DepthStencilState(context.Device, ref description);
return new Dx11.DepthStencilState(context.Device, description);
}
protected override void ApplyNativeState(GraphicsDevice graphics)

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@ -72,7 +72,7 @@ namespace ANX.RenderSystem.Windows.DX11
{
NativeEffect = new Dx11.Effect(device, GetByteCode(effectStream));
}
catch (SharpDX.SharpDXException ex)
catch (SharpDX.SharpDXException)
{
System.Diagnostics.Debugger.Break();
}

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@ -435,10 +435,10 @@ namespace ANX.RenderSystem.Windows.DX11
#region SetViewport
protected void SetViewport(int x, int y, int width, int height, float minDepth, float maxDepth)
{
nativeDevice.Rasterizer.SetViewports(new Dx11.Viewport(x, y, width, height, minDepth, maxDepth));
nativeDevice.Rasterizer.SetViewports(new SharpDX.Viewport(x, y, width, height, minDepth, maxDepth));
}
protected void SetViewport(params Dx11.Viewport[] viewports)
protected void SetViewport(params SharpDX.ViewportF[] viewports)
{
nativeDevice.Rasterizer.SetViewports(viewports);
}
@ -509,7 +509,7 @@ namespace ANX.RenderSystem.Windows.DX11
// reset the RenderTarget to backbuffer
CreateDepthStencilBuffer(this.depthStencilBuffer.Description.Format, this.backBuffer.Description.Width, this.backBuffer.Description.Height, false);
nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
nativeDevice.Rasterizer.SetViewports(new Dx11.Viewport(0, 0, this.backBuffer.Description.Width, this.backBuffer.Description.Height));
nativeDevice.Rasterizer.SetViewports(new SharpDX.Viewport(0, 0, this.backBuffer.Description.Width, this.backBuffer.Description.Height));
// dispose the old views
for (int i = 0; i < renderTargetView.Length; i++)
@ -526,7 +526,7 @@ namespace ANX.RenderSystem.Windows.DX11
int renderTargetCount = renderTargets.Length;
RenderTargetView[] renderTargetsToDelete = new RenderTargetView[renderTargetView.Length];
Array.Copy(renderTargetView, renderTargetsToDelete, renderTargetView.Length);
Dx11.Viewport[] rtViewports = new Dx11.Viewport[renderTargetCount];
SharpDX.ViewportF[] rtViewports = new SharpDX.ViewportF[renderTargetCount];
if (this.renderTargetView.Length != renderTargetCount)
{
@ -554,7 +554,7 @@ namespace ANX.RenderSystem.Windows.DX11
}
renderTargetView[i] = new RenderTargetView(nativeDevice.Device, ((DxTexture2D)nativeRenderTarget).NativeShaderResourceView.Resource);
rtViewports[i] = new Dx11.Viewport(0, 0, width, height);
rtViewports[i] = new SharpDX.Viewport(0, 0, width, height);
}
}

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@ -10,7 +10,7 @@ using System.Runtime.InteropServices;
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("ANX.Framework Team")]
[assembly: AssemblyProduct("ANX.RenderSystem.Windows.DX11")]
[assembly: AssemblyCopyright("Copyright (c) ANX.Framework Team 2011-2012")]
[assembly: AssemblyCopyright("Copyright (c) ANX.Framework Team 2011-2013")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
// Buildnummer
// Revision
//
[assembly: AssemblyVersion("0.7.18.*")]
[assembly: AssemblyFileVersion("0.7.18.0")]
[assembly: AssemblyVersion("0.7.19.*")]
[assembly: AssemblyFileVersion("0.7.19.0")]

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@ -89,7 +89,7 @@ namespace ANX.RenderSystem.Windows.DX11
protected override Dx11.RasterizerState CreateNativeState(GraphicsDevice graphics)
{
Dx11.DeviceContext context = (graphics.NativeDevice as GraphicsDeviceDX).NativeDevice;
return new Dx11.RasterizerState(context.Device, ref description);
return new Dx11.RasterizerState(context.Device, description);
}
protected override void ApplyNativeState(GraphicsDevice graphics)

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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="SharpDX" version="2.4.2" targetFramework="net40-Client" />
<package id="SharpDX.D3DCompiler" version="2.4.2" targetFramework="net40-Client" />
<package id="SharpDX.Direct3D11" version="2.4.2" targetFramework="net40-Client" />
<package id="SharpDX.Direct3D11.Effects" version="2.4.2" targetFramework="net40-Client" />
<package id="SharpDX.DXGI" version="2.4.2" targetFramework="net40-Client" />
</packages>