Fixed issue #1015 (GetData method of vertex buffer). See VertexIndexBuffer sample for a proof of concept (search for GetData in Game1)

This commit is contained in:
Glatzemann 2012-09-28 06:16:57 +00:00 committed by Konstantin Koch
parent ab91d83a1b
commit 3d5b24d6f6
16 changed files with 202 additions and 79 deletions

View File

@ -34,13 +34,13 @@
</PropertyGroup>
<ItemGroup>
<Reference Include="SharpDX">
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.dll</HintPath>
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.dll</HintPath>
</Reference>
<Reference Include="SharpDX.DirectInput">
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.DirectInput.dll</HintPath>
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.DirectInput.dll</HintPath>
</Reference>
<Reference Include="SharpDX.XInput">
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.XInput.dll</HintPath>
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.XInput.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />

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@ -32,6 +32,9 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="MetroContentManager.cs" />
<Compile Include="MetroGameTimer.cs" />

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@ -19,7 +19,7 @@
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\..\bin\Debug\</OutputPath>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>TRACE;DEBUG;WINDOWSMETRO;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
@ -27,7 +27,7 @@
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\..\bin\Release\</OutputPath>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE;WINDOWSMETRO;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>

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@ -71,6 +71,12 @@
<Compile Include="Texture2DGL3.cs" />
<Compile Include="VertexBufferGL3.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework_WindowsMetro.csproj">
<Project>{6899f0c9-70b9-4eb0-9dd3-e598d4be3e35}</Project>
<Name>ANX.Framework</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\WindowsXaml\v$(VisualStudioVersion)\Microsoft.Windows.UI.Xaml.CSharp.targets" />
<PropertyGroup>
<PreBuildEvent></PreBuildEvent>

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@ -11,15 +11,21 @@ using SharpDX;
// For details see: http://anxframework.codeplex.com/license
#if DX10
using Dx = SharpDX.Direct3D10;
using DxDevice = SharpDX.Direct3D10.Device;
namespace ANX.RenderSystem.Windows.DX10
#endif
#if DX11
using Dx = SharpDX.Direct3D11;
using DxDevice = SharpDX.Direct3D11.Device;
namespace ANX.RenderSystem.Windows.DX11
#endif
{
public partial class DxVertexBuffer : IDisposable
{
protected int vertexStride;
private int vertexStride;
#region SetData
public void SetData<S>(GraphicsDevice graphicsDevice, S[] data) where S : struct
@ -74,13 +80,16 @@ namespace ANX.RenderSystem.Windows.DX11
public void GetData<S>(int offsetInBytes, S[] data, int startIndex, int elementCount, int vertexStride)
where S : struct
{
using (var stream = MapBufferRead())
Dx.Buffer stagingBuffer = CreateStagingBuffer(elementCount * vertexStride);
CopySubresource(NativeBuffer, stagingBuffer);
using (var stream = MapBufferRead(stagingBuffer))
{
if (offsetInBytes > 0)
stream.Seek(offsetInBytes, SeekOrigin.Current);
stream.ReadRange(data, startIndex, elementCount);
UnmapBuffer();
UnmapBuffer(stagingBuffer);
}
}
#endregion

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@ -37,21 +37,17 @@
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<Reference Include="SharpDX, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.dll</HintPath>
<Reference Include="SharpDX">
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.dll</HintPath>
</Reference>
<Reference Include="SharpDX.D3DCompiler, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.D3DCompiler.dll</HintPath>
<Reference Include="SharpDX.D3DCompiler">
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.D3DCompiler.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct3D10, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.Direct3D10.dll</HintPath>
<Reference Include="SharpDX.Direct3D10">
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.Direct3D10.dll</HintPath>
</Reference>
<Reference Include="SharpDX.DXGI, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.DXGI.dll</HintPath>
<Reference Include="SharpDX.DXGI">
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.DXGI.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />

View File

@ -10,31 +10,41 @@ using SharpDX;
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
using Dx10 = SharpDX.Direct3D10;
#if DX10
using Dx = SharpDX.Direct3D10;
using DxDevice = SharpDX.Direct3D10.Device;
namespace ANX.RenderSystem.Windows.DX10
#endif
#if DX11
using Dx = SharpDX.Direct3D11;
using DxDevice = SharpDX.Direct3D11.Device;
namespace ANX.RenderSystem.Windows.DX11
#endif
{
public partial class DxVertexBuffer : INativeVertexBuffer, IDisposable
{
public Dx10.Buffer NativeBuffer { get; protected set; }
public Dx.Buffer NativeBuffer { get; protected set; }
private Dx.Device device;
#region Constructor
public DxVertexBuffer(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
GraphicsDeviceDX gd10 = graphics.NativeDevice as GraphicsDeviceDX;
Dx10.Device device = gd10 != null ? gd10.NativeDevice as Dx10.Device : null;
this.device = gd10 != null ? gd10.NativeDevice as Dx.Device : null;
InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
}
internal DxVertexBuffer(Dx10.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
internal DxVertexBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
}
#endregion
#region InitializeBuffer
private void InitializeBuffer(Dx10.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
private void InitializeBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
this.vertexStride = vertexDeclaration.VertexStride;
@ -42,34 +52,62 @@ namespace ANX.RenderSystem.Windows.DX10
if (device != null)
{
var description = new Dx10.BufferDescription()
var description = new Dx.BufferDescription()
{
Usage = Dx10.ResourceUsage.Dynamic,
Usage = Dx.ResourceUsage.Dynamic,
SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
BindFlags = Dx10.BindFlags.VertexBuffer,
CpuAccessFlags = Dx10.CpuAccessFlags.Write,
OptionFlags = Dx10.ResourceOptionFlags.None
BindFlags = Dx.BindFlags.VertexBuffer,
CpuAccessFlags = Dx.CpuAccessFlags.Write,
OptionFlags = Dx.ResourceOptionFlags.None
};
NativeBuffer = new Dx10.Buffer(device, description);
NativeBuffer = new Dx.Buffer(device, description);
NativeBuffer.Unmap();
}
}
}
#endregion
protected DataStream MapBufferWrite()
private DataStream MapBufferWrite()
{
return NativeBuffer.Map(Dx10.MapMode.WriteDiscard);
return NativeBuffer.Map(Dx.MapMode.WriteDiscard);
}
protected DataStream MapBufferRead()
private DataStream MapBufferRead()
{
return NativeBuffer.Map(Dx10.MapMode.Read);
return NativeBuffer.Map(Dx.MapMode.Read);
}
protected void UnmapBuffer()
private SharpDX.DataStream MapBufferRead(Dx.Buffer buffer)
{
return buffer.Map(Dx.MapMode.ReadWrite);
}
private void UnmapBuffer()
{
NativeBuffer.Unmap();
}
private void UnmapBuffer(Dx.Buffer buffer)
{
buffer.Unmap();
}
private void CopySubresource(Dx.Buffer source, Dx.Buffer destination)
{
this.device.CopyResource(source, destination);
}
private Dx.Buffer CreateStagingBuffer(int sizeInBytes)
{
var description = new Dx.BufferDescription()
{
Usage = Dx.ResourceUsage.Staging,
SizeInBytes = sizeInBytes,
CpuAccessFlags = Dx.CpuAccessFlags.Read | Dx.CpuAccessFlags.Write,
OptionFlags = Dx.ResourceOptionFlags.None
};
return new Dx.Buffer(device, description);
}
}
}

View File

@ -32,7 +32,7 @@ using System.Runtime.InteropServices;
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.7.20.*")]
[assembly: AssemblyFileVersion("0.7.20.0")]
[assembly: AssemblyVersion("0.7.21.*")]
[assembly: AssemblyFileVersion("0.7.21.0")]
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]

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@ -50,21 +50,17 @@
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Reference Include="SharpDX, Version=2.2.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.dll</HintPath>
<Reference Include="SharpDX">
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.dll</HintPath>
</Reference>
<Reference Include="SharpDX.D3DCompiler, Version=2.2.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.D3DCompiler.dll</HintPath>
<Reference Include="SharpDX.D3DCompiler">
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.D3DCompiler.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct3D11, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.Direct3D11.dll</HintPath>
<Reference Include="SharpDX.Direct3D11">
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.Direct3D11.dll</HintPath>
</Reference>
<Reference Include="SharpDX.DXGI, Version=2.2.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.DXGI.dll</HintPath>
<Reference Include="SharpDX.DXGI">
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.DXGI.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Drawing" />

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@ -10,31 +10,41 @@ using SharpDX;
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
using Dx11 = SharpDX.Direct3D11;
#if DX10
using Dx = SharpDX.Direct3D10;
using DxDevice = SharpDX.Direct3D10.Device;
namespace ANX.RenderSystem.Windows.DX10
#endif
#if DX11
using Dx = SharpDX.Direct3D11;
using DxDevice = SharpDX.Direct3D11.Device;
namespace ANX.RenderSystem.Windows.DX11
#endif
{
public partial class DxVertexBuffer : INativeVertexBuffer, IDisposable
{
public Dx11.Buffer NativeBuffer { get; protected set; }
public Dx.Buffer NativeBuffer { get; protected set; }
private Dx.DeviceContext context;
#region Constructor
public DxVertexBuffer(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
var gd11 = graphics.NativeDevice as GraphicsDeviceDX;
Dx11.DeviceContext context = gd11 != null ? gd11.NativeDevice as Dx11.DeviceContext : null;
this.context = gd11 != null ? gd11.NativeDevice as Dx.DeviceContext : null;
InitializeBuffer(context.Device, vertexDeclaration, vertexCount, usage);
}
internal DxVertexBuffer(Dx11.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
internal DxVertexBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
}
#endregion
#region InitializeBuffer (TODO)
private void InitializeBuffer(Dx11.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
private void InitializeBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
vertexStride = vertexDeclaration.VertexStride;
@ -42,40 +52,71 @@ namespace ANX.RenderSystem.Windows.DX11
if (device != null)
{
var description = new Dx11.BufferDescription()
var description = new Dx.BufferDescription()
{
Usage = Dx11.ResourceUsage.Dynamic,
Usage = Dx.ResourceUsage.Dynamic,
SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
BindFlags = Dx11.BindFlags.VertexBuffer,
CpuAccessFlags = Dx11.CpuAccessFlags.Write,
OptionFlags = Dx11.ResourceOptionFlags.None
BindFlags = Dx.BindFlags.VertexBuffer,
CpuAccessFlags = Dx.CpuAccessFlags.Write,
OptionFlags = Dx.ResourceOptionFlags.None
};
NativeBuffer = new Dx11.Buffer(device, description);
NativeBuffer = new Dx.Buffer(device, description);
}
}
#endregion
protected SharpDX.DataStream MapBufferWrite()
private SharpDX.DataStream MapBufferWrite()
{
Dx11.DeviceContext context = NativeBuffer.Device.ImmediateContext;
Dx.DeviceContext context = NativeBuffer.Device.ImmediateContext;
DataStream stream;
context.MapSubresource(NativeBuffer, Dx11.MapMode.WriteDiscard, Dx11.MapFlags.None, out stream);
context.MapSubresource(NativeBuffer, Dx.MapMode.WriteDiscard, Dx.MapFlags.None, out stream);
return stream;
}
protected SharpDX.DataStream MapBufferRead()
private SharpDX.DataStream MapBufferRead()
{
Dx11.DeviceContext context = NativeBuffer.Device.ImmediateContext;
Dx.DeviceContext context = NativeBuffer.Device.ImmediateContext;
DataStream stream;
context.MapSubresource(NativeBuffer, Dx11.MapMode.Read, Dx11.MapFlags.None, out stream);
context.MapSubresource(NativeBuffer, Dx.MapMode.Read, Dx.MapFlags.None, out stream);
return stream;
}
protected void UnmapBuffer()
private SharpDX.DataStream MapBufferRead(Dx.Resource buffer)
{
DataStream stream;
buffer.Device.ImmediateContext.MapSubresource(buffer, 0, Dx.MapMode.Read, Dx.MapFlags.None, out stream);
return stream;
}
private void UnmapBuffer()
{
Dx11.DeviceContext context = NativeBuffer.Device.ImmediateContext;
Dx.DeviceContext context = NativeBuffer.Device.ImmediateContext;
context.UnmapSubresource(NativeBuffer, 0);
}
private void CopySubresource(Dx.Buffer source, Dx.Buffer destination)
{
this.context.CopyResource(source, destination);
}
private void UnmapBuffer(Dx.Resource buffer)
{
buffer.Device.ImmediateContext.UnmapSubresource(buffer, 0);
}
private Dx.Buffer CreateStagingBuffer(int sizeInBytes)
{
var description = new Dx.BufferDescription()
{
Usage = Dx.ResourceUsage.Staging,
SizeInBytes = sizeInBytes,
BindFlags = Dx.BindFlags.VertexBuffer,
CpuAccessFlags = Dx.CpuAccessFlags.Write | Dx.CpuAccessFlags.Read,
OptionFlags = Dx.ResourceOptionFlags.None
};
return new Dx.Buffer(context.Device, description);
}
}
}

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@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
// Buildnummer
// Revision
//
[assembly: AssemblyVersion("0.7.12.*")]
[assembly: AssemblyFileVersion("0.7.12.0")]
[assembly: AssemblyVersion("0.7.13.*")]
[assembly: AssemblyFileVersion("0.7.13.0")]

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@ -70,6 +70,9 @@ namespace VertexIndexBuffer
graphics.PreferredBackBufferHeight = 486;
graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8;
graphics.ApplyChanges();
VertexPositionColor[] vertices23 = new VertexPositionColor[vb.VertexCount];
vb.GetData<VertexPositionColor>(vertices23);
}
protected override void Update(GameTime gameTime)

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@ -33,12 +33,11 @@
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="SharpDX, Version=2.2.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.dll</HintPath>
<Reference Include="SharpDX">
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.dll</HintPath>
</Reference>
<Reference Include="SharpDX.XAudio2">
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.XAudio2.dll</HintPath>
<HintPath>..\..\lib\SharpDX\Bin\Win8Metro\SharpDX.XAudio2.dll</HintPath>
</Reference>
<Reference Include="System" />
</ItemGroup>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@ -67,6 +67,16 @@
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\ANX.Framework.Content.Pipeline\ANX.Framework.Content.Pipeline.csproj">
<Project>{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}</Project>
<Name>ANX.Framework.Content.Pipeline</Name>
</ProjectReference>
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework.csproj">
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
<Name>ANX.Framework</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(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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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@ -47,6 +47,22 @@
<Compile Include="ConsoleTraceListener.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework.csproj">
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
<Name>ANX.Framework</Name>
</ProjectReference>
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.GL3\ANX.RenderSystem.GL3.csproj">
<Project>{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}</Project>
<Name>ANX.RenderSystem.GL3</Name>
</ProjectReference>
<ProjectReference Include="..\..\RenderSystems\ANX.RenderSystem.Windows.DX10\ANX.RenderSystem.Windows.DX10.csproj">
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
<Name>ANX.RenderSystem.Windows.DX10</Name>
</ProjectReference>
<ProjectReference Include="..\..\RenderSystems\ANX.RenderSystem.Windows.DX11\ANX.RenderSystem.Windows.DX11.csproj">
<Project>{B30DE9C2-0926-46B6-8351-9AF276C472D5}</Project>
<Name>ANX.RenderSystem.Windows.DX11</Name>
</ProjectReference>
<ProjectReference Include="..\DX11MetroShaderGenerator\DX11MetroShaderGenerator.csproj">
<Project>{47B802CC-069D-431E-BF15-E574EDD3BA5D}</Project>
<Name>DX11MetroShaderGenerator</Name>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@ -84,6 +84,12 @@
<Content Include="anx.ico" />
<None Include="Resources\ANX.Framework.Logo_220x58.png" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework.csproj">
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
<Name>ANX.Framework</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(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.