Migrated Primitives, RecordingSample, RenderTarget and SimpleSprite. Also implemented DynamicBuffers and fixed many Dispose functions

increased the amount of shared code between vertex and index buffers
fixed GraphicsDevice.Reset() which didn't save the provided presentation
parameters and the backbuffer was still bound after the recent changes
about the rendertargets
Vertex and IndexBuffers that get dynamically generated for the UserDraw
methods dispose the buffers now
Added DebugNames to Index and VertexBuffers and their Dynamic version.
This commit is contained in:
Konstantin Koch 2015-10-04 21:30:00 +02:00
parent 55ab328f79
commit 85322e2363
47 changed files with 1339 additions and 935 deletions

2
.gitignore vendored
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@ -7,6 +7,6 @@ obj
*.cachefile
/packages/**
/package
/UpgradeLog.htm
UpgradeLog*.htm
log.txt
*.diagsession

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@ -245,17 +245,17 @@ namespace ANX.Framework.Graphics
"You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
public override void Dispose()
protected override void Dispose(bool disposeManaged)
{
if (this.nativeBlendState != null)
if (disposeManaged)
{
this.nativeBlendState.Dispose();
this.nativeBlendState = null;
if (this.nativeBlendState != null)
{
this.nativeBlendState.Dispose();
this.nativeBlendState = null;
}
}
}
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
base.Dispose(disposeManaged);
}
}

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@ -117,13 +117,18 @@ namespace ANX.Framework.Graphics
#endregion
#region Dispose
public override void Dispose()
protected override void Dispose(bool disposeManaged)
{
if (nativeConstantBuffer != null)
{
nativeConstantBuffer.Dispose();
nativeConstantBuffer = null;
}
if (disposeManaged)
{
if (nativeConstantBuffer != null)
{
nativeConstantBuffer.Dispose();
nativeConstantBuffer = null;
}
}
base.Dispose(disposeManaged);
}
#endregion

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@ -311,17 +311,17 @@ namespace ANX.Framework.Graphics
"You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
public override void Dispose()
protected override void Dispose(bool disposeManaged)
{
if (this.nativeDepthStencilState != null)
if (disposeManaged)
{
this.nativeDepthStencilState.Dispose();
this.nativeDepthStencilState = null;
if (this.nativeDepthStencilState != null)
{
this.nativeDepthStencilState.Dispose();
this.nativeDepthStencilState = null;
}
}
}
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
base.Dispose(disposeManaged);
}
}

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@ -1,6 +1,7 @@
#region Using Statements
using System;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA;
#endregion // Using Statements
@ -34,9 +35,10 @@ namespace ANX.Framework.Graphics
graphicsDevice.DeviceReset += graphicsDevice_DeviceReset;
}
~DynamicVertexBuffer()
internal override void CreateNativeBuffer()
{
base.GraphicsDevice.DeviceReset -= graphicsDevice_DeviceReset;
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
this.NativeVertexBuffer = creator.CreateDynamicVertexBuffer(GraphicsDevice, this, VertexDeclaration, VertexCount, BufferUsage);
}
private void graphicsDevice_DeviceReset(object sender, EventArgs e)
@ -81,5 +83,14 @@ namespace ANX.Framework.Graphics
}
}
protected override void Dispose(bool disposeManaged)
{
if (disposeManaged)
{
base.GraphicsDevice.DeviceReset -= graphicsDevice_DeviceReset;
}
base.Dispose(disposeManaged);
}
}
}

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@ -116,25 +116,18 @@ namespace ANX.Framework.Graphics
#endregion
#region Dispose
public override void Dispose()
protected override void Dispose(bool disposeManaged)
{
if (nativeEffect != null)
{
nativeEffect.Dispose();
nativeEffect = null;
}
}
if (disposeManaged)
{
if (nativeEffect != null)
{
nativeEffect.Dispose();
nativeEffect = null;
}
}
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
try
{
Dispose();
}
finally
{
base.Dispose(false);
}
base.Dispose(disposeManaged);
}
#endregion

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@ -364,8 +364,8 @@ namespace ANX.Framework.Graphics
// reset presentation parameters
NativeDevice.ResizeBuffers(presentationParameters);
this.viewport = new Graphics.Viewport(0, 0, presentationParameters.BackBufferWidth,
presentationParameters.BackBufferHeight);
this.viewport = new Graphics.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
this.currentPresentationParameters = presentationParameters;
samplerStateCollection.InitializeDeviceState();

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@ -21,15 +21,10 @@ namespace ANX.Framework.Graphics
GraphicsResourceTracker.Instance.RegisterTrackedObject(this);
}
~GraphicsResource()
{
GraphicsResourceTracker.Instance.UnregisterTrackedObject(this);
}
public GraphicsResource(GraphicsDevice device)
: this()
{
this.GraphicsDevice = device;
GraphicsResourceTracker.Instance.RegisterTrackedObject(this);
}
public GraphicsDevice GraphicsDevice
@ -56,7 +51,11 @@ namespace ANX.Framework.Graphics
set;
}
public abstract void Dispose();
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected void raise_Disposing(object sender, EventArgs args)
{
@ -66,8 +65,14 @@ namespace ANX.Framework.Graphics
}
}
protected virtual void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
protected virtual void Dispose(bool disposeManaged)
{
if (disposeManaged)
{
raise_Disposing(this, EventArgs.Empty);
GraphicsResourceTracker.Instance.UnregisterTrackedObject(this);
}
}
public override string ToString()

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@ -180,19 +180,18 @@ namespace ANX.Framework.Graphics
#endregion
#region Dispose
public override void Dispose()
protected override void Dispose(bool disposeManaged)
{
Dispose(true);
}
if (disposeManaged)
{
if (this.nativeIndexBuffer != null)
{
this.nativeIndexBuffer.Dispose();
this.nativeIndexBuffer = null;
}
}
protected override void Dispose(
[MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
if (this.nativeIndexBuffer != null)
{
this.nativeIndexBuffer.Dispose();
this.nativeIndexBuffer = null;
}
base.Dispose(disposeManaged);
}
#endregion
}

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@ -86,18 +86,18 @@ namespace ANX.Framework.Graphics
#endregion
#region Dispose
public override void Dispose()
protected override void Dispose(bool disposeManaged)
{
Dispose(true);
}
if (disposeManaged)
{
if (nativeQuery != null)
{
nativeQuery.Dispose();
nativeQuery = null;
}
}
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
if (nativeQuery != null)
{
nativeQuery.Dispose();
nativeQuery = null;
}
base.Dispose(disposeManaged);
}
#endregion
}

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@ -171,19 +171,18 @@ namespace ANX.Framework.Graphics
#endregion
#region Dispose
public override void Dispose()
protected override void Dispose(bool disposeManaged)
{
if (this.nativeRasterizerState != null)
{
this.nativeRasterizerState.Dispose();
this.nativeRasterizerState = null;
}
}
if (disposeManaged)
{
if (this.nativeRasterizerState != null)
{
this.nativeRasterizerState.Dispose();
this.nativeRasterizerState = null;
}
}
protected override void Dispose(
[MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
base.Dispose(disposeManaged);
base.Dispose(disposeManaged);
}
#endregion
}

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@ -186,18 +186,18 @@ namespace ANX.Framework.Graphics
#endregion
#region Dispose
public override void Dispose()
protected override void Dispose(bool disposeManaged)
{
if (this.nativeSamplerState != null)
{
this.nativeSamplerState.Dispose();
this.nativeSamplerState = null;
}
}
if (disposeManaged)
{
if (this.nativeSamplerState != null)
{
this.nativeSamplerState.Dispose();
this.nativeSamplerState = null;
}
}
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
base.Dispose(disposeManaged);
base.Dispose(disposeManaged);
}
#endregion

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@ -606,30 +606,31 @@ namespace ANX.Framework.Graphics
#endregion
#region Dispose
public override void Dispose()
protected override void Dispose(bool disposeManaged)
{
if (this.spriteBatchEffect != null)
{
this.spriteBatchEffect.Dispose();
this.spriteBatchEffect = null;
}
if (disposeManaged)
{
if (this.spriteBatchEffect != null)
{
this.spriteBatchEffect.Dispose();
this.spriteBatchEffect = null;
}
if (this.indexBuffer != null)
{
this.indexBuffer.Dispose();
this.indexBuffer = null;
}
if (this.indexBuffer != null)
{
this.indexBuffer.Dispose();
this.indexBuffer = null;
}
if (this.vertexBuffer != null)
{
this.vertexBuffer.Dispose();
this.vertexBuffer = null;
}
}
if (this.vertexBuffer != null)
{
this.vertexBuffer.Dispose();
this.vertexBuffer = null;
}
}
protected override void Dispose(Boolean disposeManaged)
{
throw new NotImplementedException();
base.Dispose(disposeManaged);
}
#endregion

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@ -41,24 +41,21 @@ namespace ANX.Framework.Graphics
base.GraphicsDevice.ResourceDestroyed += GraphicsDevice_ResourceDestroyed;
}
~Texture()
{
base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed;
}
public override void Dispose()
{
Dispose(true);
}
protected override void Dispose(bool disposeManaged)
{
if (disposeManaged && nativeTexture != null)
if (disposeManaged)
{
nativeTexture.Dispose();
nativeTexture = null;
base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed;
if (nativeTexture != null)
{
nativeTexture.Dispose();
nativeTexture = null;
}
}
base.Dispose(disposeManaged);
}
internal abstract void ReCreateNativeTextureSurface();

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@ -170,18 +170,6 @@ namespace ANX.Framework.Graphics
}
#endregion
#region Dispose
public override void Dispose()
{
base.Dispose(true);
}
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
base.Dispose(disposeManaged);
}
#endregion
#region ReCreateNativeTextureSurface
internal override void ReCreateNativeTextureSurface()
{

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@ -72,12 +72,7 @@ namespace ANX.Framework.Graphics
throw new NotImplementedException();
}
public override void Dispose()
{
throw new NotImplementedException();
}
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
protected override void Dispose(bool disposeManaged)
{
throw new NotImplementedException();
}

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@ -62,12 +62,7 @@ namespace ANX.Framework.Graphics
}
#endregion
public override void Dispose()
{
throw new NotImplementedException();
}
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
protected override void Dispose(bool disposeManaged)
{
throw new NotImplementedException();
}

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@ -15,23 +15,14 @@ namespace ANX.Framework.Graphics
[Developer("Glatzemann")]
public class VertexBuffer : GraphicsResource, IGraphicsResource
{
#region Private
private INativeVertexBuffer nativeVertexBuffer;
#endregion
#region Public
// This is now internal because via befriending the assemblies
// it's usable in the modules but doesn't confuse the enduser.
internal INativeVertexBuffer NativeVertexBuffer
{
get
{
if (nativeVertexBuffer == null)
CreateNativeBuffer();
return nativeVertexBuffer;
}
}
internal INativeVertexBuffer NativeVertexBuffer
{
get;
set;
}
public BufferUsage BufferUsage { get; private set; }
public int VertexCount { get; private set; }
@ -44,8 +35,7 @@ namespace ANX.Framework.Graphics
{
}
public VertexBuffer(GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount,
BufferUsage usage)
public VertexBuffer(GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
: base(graphicsDevice)
{
VertexCount = vertexCount;
@ -57,22 +47,15 @@ namespace ANX.Framework.Graphics
CreateNativeBuffer();
}
~VertexBuffer()
{
Dispose();
base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed;
}
#endregion
#region GraphicsDevice_ResourceDestroyed
private void GraphicsDevice_ResourceDestroyed(object sender, ResourceDestroyedEventArgs e)
{
if (nativeVertexBuffer != null)
if (NativeVertexBuffer != null)
{
nativeVertexBuffer.Dispose();
nativeVertexBuffer = null;
NativeVertexBuffer.Dispose();
NativeVertexBuffer = null;
}
}
#endregion
@ -80,10 +63,10 @@ namespace ANX.Framework.Graphics
#region GraphicsDevice_ResourceCreated
private void GraphicsDevice_ResourceCreated(object sender, ResourceCreatedEventArgs e)
{
if (nativeVertexBuffer != null)
if (NativeVertexBuffer != null)
{
nativeVertexBuffer.Dispose();
nativeVertexBuffer = null;
NativeVertexBuffer.Dispose();
NativeVertexBuffer = null;
}
CreateNativeBuffer();
@ -91,11 +74,10 @@ namespace ANX.Framework.Graphics
#endregion
#region CreateNativeBuffer
private void CreateNativeBuffer()
internal virtual void CreateNativeBuffer()
{
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
this.nativeVertexBuffer = creator.CreateVertexBuffer(GraphicsDevice, this, VertexDeclaration, VertexCount,
BufferUsage);
this.NativeVertexBuffer = creator.CreateVertexBuffer(GraphicsDevice, this, VertexDeclaration, VertexCount, BufferUsage);
}
#endregion
@ -133,27 +115,25 @@ namespace ANX.Framework.Graphics
}
#endregion
#region Dispose
public override void Dispose()
{
if (nativeVertexBuffer != null)
{
nativeVertexBuffer.Dispose();
nativeVertexBuffer = null;
}
// do not dispose the VertexDeclaration here, because it's only a reference
if (VertexDeclaration != null)
VertexDeclaration = null;
}
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
protected override void Dispose(bool disposeManaged)
{
if (disposeManaged)
{
Dispose();
if (NativeVertexBuffer != null)
{
NativeVertexBuffer.Dispose();
NativeVertexBuffer = null;
}
// do not dispose the VertexDeclaration here, because it's only a reference
if (VertexDeclaration != null)
VertexDeclaration = null;
base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed;
}
base.Dispose(disposeManaged);
}
#endregion
}
}

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@ -45,16 +45,6 @@ namespace ANX.Framework.Graphics
return elements != null ? (elements.Clone() as VertexElement[]) : null;
}
public override void Dispose()
{
Dispose(true);
}
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
// Nothing to dispose
}
private int GetElementStride(VertexElementFormat format)
{
switch (format)

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@ -19,11 +19,13 @@ namespace ANX.Framework.NonXNA
SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount,
RenderTargetUsage usage);
INativeIndexBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexBuffer managedBuffer, IndexElementSize size,
int indexCount, BufferUsage usage);
INativeIndexBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexBuffer managedBuffer, IndexElementSize size, int indexCount, BufferUsage usage);
INativeVertexBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexBuffer managedBuffer,
VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage);
INativeIndexBuffer CreateDynamicIndexBuffer(GraphicsDevice graphics, IndexBuffer managedBuffer, IndexElementSize size, int indexCount, BufferUsage usage);
INativeVertexBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexBuffer managedBuffer, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage);
INativeVertexBuffer CreateDynamicVertexBuffer(GraphicsDevice graphics, DynamicVertexBuffer managedBuffer, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage);
#if XNAEXT
INativeConstantBuffer CreateConstantBuffer(GraphicsDevice graphics, ConstantBuffer managedBuffer, BufferUsage usage);

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@ -214,10 +214,19 @@ namespace ANX.RenderSystem.Windows.DX11
protected virtual void Dispose(bool managed)
{
if (NativeShaderResourceView != null)
if (managed)
{
NativeShaderResourceView.Dispose();
NativeShaderResourceView = null;
if (NativeShaderResourceView != null)
{
NativeShaderResourceView.Dispose();
NativeShaderResourceView = null;
}
if (NativeTexture != null)
{
NativeTexture.Dispose();
NativeTexture = null;
}
}
}
#endregion

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@ -17,7 +17,7 @@ namespace ANX.RenderSystem.Windows.DX10
namespace ANX.RenderSystem.Windows.DX11
#endif
{
public partial class DxIndexBuffer : IDisposable
public partial class DxIndexBuffer
{
protected IndexElementSize elementSize;
@ -38,19 +38,34 @@ namespace ANX.RenderSystem.Windows.DX11
if (offsetInBytes + elementCount * Marshal.SizeOf(typeof(S)) > NativeBuffer.Description.SizeInBytes)
throw new ArgumentOutOfRangeException(string.Format("The offset by \"{0}\" plus the byte length described by \"{1}\" is over the bounds of the buffer.", "offsetInBytes", "elementCount"));
using (var stream = MapBufferWrite())
var buffer = this.NativeBuffer;
if (this.WriteNeedsStaging)
buffer = this.CreateStagingBuffer(ResourceMapping.Write);
try
{
if (offsetInBytes > 0)
stream.Seek(offsetInBytes, SeekOrigin.Current);
using (var stream = MapBuffer(buffer, ResourceMapping.Write))
{
if (offsetInBytes > 0)
stream.Seek(offsetInBytes, SeekOrigin.Current);
if (startIndex > 0 || elementCount < data.Length)
for (int i = startIndex; i < startIndex + elementCount; i++)
stream.Write<S>(data[i]);
else
for (int i = 0; i < data.Length; i++)
stream.Write<S>(data[i]);
if (startIndex > 0 || elementCount < data.Length)
for (int i = startIndex; i < startIndex + elementCount; i++)
stream.Write<S>(data[i]);
else
for (int i = 0; i < data.Length; i++)
stream.Write<S>(data[i]);
UnmapBuffer();
UnmapBuffer(buffer);
}
}
finally
{
if (this.WriteNeedsStaging)
{
CopySubresource(buffer, this.NativeBuffer);
buffer.Dispose();
}
}
}
#endregion
@ -74,16 +89,18 @@ namespace ANX.RenderSystem.Windows.DX11
if (data == null)
throw new ArgumentNullException("data");
var stagingBuffer = CreateStagingBuffer();
CopySubresource(NativeBuffer, stagingBuffer);
using (var stream = MapBufferRead(stagingBuffer))
using (var stagingBuffer = CreateStagingBuffer(ResourceMapping.Read))
{
if (offsetInBytes > 0)
stream.Seek(offsetInBytes, SeekOrigin.Current);
CopySubresource(NativeBuffer, stagingBuffer);
stream.ReadRange(data, startIndex, elementCount);
UnmapBuffer(stagingBuffer);
using (var stream = MapBuffer(stagingBuffer, ResourceMapping.Read))
{
if (offsetInBytes > 0)
stream.Seek(offsetInBytes, SeekOrigin.Current);
stream.ReadRange(data, startIndex, elementCount);
UnmapBuffer(stagingBuffer);
}
}
}
#endregion
@ -92,16 +109,5 @@ namespace ANX.RenderSystem.Windows.DX11
{
return (elementSize == IndexElementSize.SixteenBits ? 2 : 4) * indexCount;
}
#region Dispose
public void Dispose()
{
if (NativeBuffer != null)
{
NativeBuffer.Dispose();
NativeBuffer = null;
}
}
#endregion
}
}

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@ -25,7 +25,7 @@ using DxDevice = SharpDX.Direct3D11.Device;
namespace ANX.RenderSystem.Windows.DX11
#endif
{
public partial class DxVertexBuffer : IDisposable
public partial class DxVertexBuffer
{
private int vertexStride;
@ -55,19 +55,36 @@ namespace ANX.RenderSystem.Windows.DX11
if (offsetInBytes + elementCount * Marshal.SizeOf(typeof(S)) > NativeBuffer.Description.SizeInBytes)
throw new ArgumentOutOfRangeException(string.Format("The offset by \"{0}\" plus the byte length described by \"{1}\" is over the bounds of the buffer.", "offsetInBytes", "elementCount"));
using (var stream = MapBufferWrite())
var buffer = this.NativeBuffer;
if (!this.WriteNeedsStaging)
{
if (offsetInBytes > 0)
stream.Seek(offsetInBytes, SeekOrigin.Current);
buffer = CreateStagingBuffer(ResourceMapping.Write);
}
if (startIndex > 0 || elementCount < data.Length)
for (int i = startIndex; i < startIndex + elementCount; i++)
stream.Write<S>(data[i]);
else
for (int i = 0; i < data.Length; i++)
stream.Write<S>(data[i]);
try
{
using (var stream = MapBuffer(buffer, ResourceMapping.Write))
{
if (offsetInBytes > 0)
stream.Seek(offsetInBytes, SeekOrigin.Current);
UnmapBuffer();
if (startIndex > 0 || elementCount < data.Length)
for (int i = startIndex; i < startIndex + elementCount; i++)
stream.Write<S>(data[i]);
else
for (int i = 0; i < data.Length; i++)
stream.Write<S>(data[i]);
UnmapBuffer(buffer);
}
}
finally
{
if (!this.WriteNeedsStaging)
{
CopySubresource(buffer, this.NativeBuffer);
buffer.Dispose();
}
}
}
#endregion
@ -96,27 +113,18 @@ namespace ANX.RenderSystem.Windows.DX11
throw new ArgumentOutOfRangeException("startIndex must be smaller than elementCount + data.Length.");
//TODO: Create a staging buffer only with the needed size that correctly handles startIndex and offsetInBytes.
Dx.Buffer stagingBuffer = CreateStagingBuffer();
CopySubresource(NativeBuffer, stagingBuffer);
using (var stream = MapBufferRead(stagingBuffer))
using (var stagingBuffer = CreateStagingBuffer(ResourceMapping.Read))
{
if (offsetInBytes > 0)
stream.Seek(offsetInBytes, SeekOrigin.Current);
CopySubresource(NativeBuffer, stagingBuffer);
stream.ReadRange(data, startIndex, elementCount);
UnmapBuffer(stagingBuffer);
}
}
#endregion
using (var stream = MapBuffer(stagingBuffer, ResourceMapping.Read))
{
if (offsetInBytes > 0)
stream.Seek(offsetInBytes, SeekOrigin.Current);
#region Dispose
public void Dispose()
{
if (NativeBuffer != null)
{
NativeBuffer.Dispose();
NativeBuffer = null;
stream.ReadRange(data, startIndex, elementCount);
UnmapBuffer(stagingBuffer);
}
}
}
#endregion

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@ -64,6 +64,7 @@
<Link>ResourceMapping.cs</Link>
</Compile>
<Compile Include="BlendState_DX10.cs" />
<Compile Include="Buffer.cs" />
<Compile Include="Creator.cs" />
<Compile Include="DepthStencilState_DX10.cs" />
<Compile Include="EffectParameter_DX10.cs" />

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@ -0,0 +1,79 @@
using ANX.Framework.Graphics;
using SharpDX;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Dx = SharpDX.Direct3D10;
namespace ANX.RenderSystem.Windows.DX10
{
public abstract class Buffer : IDisposable
{
public Dx.Buffer NativeBuffer { get; protected set; }
private Dx.Device device;
private BufferUsage usage;
private bool isDynamic;
protected Buffer(Dx.Device device, BufferUsage usage, bool isDynamic)
{
this.device = device;
this.usage = usage;
this.isDynamic = isDynamic;
}
protected DataStream MapBuffer(Dx.Buffer buffer, ResourceMapping mapping)
{
CheckUsage(mapping);
return buffer.Map(mapping.ToMapMode());
}
protected void UnmapBuffer(Dx.Buffer buffer)
{
buffer.Unmap();
}
protected void CopySubresource(Dx.Buffer source, Dx.Buffer destination)
{
BufferHelper.ValidateCopyResource(source, destination);
this.device.CopyResource(source, destination);
}
protected bool WriteNeedsStaging
{
get { return !isDynamic; }
}
private void CheckUsage(ResourceMapping mapping)
{
if ((mapping & ResourceMapping.Write) != 0 && usage == BufferUsage.None)
throw new NotSupportedException("Resource was created with WriteOnly, reading from it is not supported.");
}
protected Dx.Buffer CreateStagingBuffer(ResourceMapping mapping)
{
CheckUsage(mapping);
var description = new Dx.BufferDescription()
{
Usage = Dx.ResourceUsage.Staging,
SizeInBytes = NativeBuffer.Description.SizeInBytes,
CpuAccessFlags = mapping.ToCpuAccessFlags(),
OptionFlags = Dx.ResourceOptionFlags.None
};
return new Dx.Buffer(device, description);
}
public void Dispose()
{
if (NativeBuffer != null)
{
NativeBuffer.Dispose();
NativeBuffer = null;
}
}
}
}

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@ -63,8 +63,14 @@ namespace ANX.RenderSystem.Windows.DX10
int indexCount, BufferUsage usage)
{
PreventSystemChange();
return new DxIndexBuffer(graphics, size, indexCount, usage);
return new DxIndexBuffer((GraphicsDeviceDX)graphics.NativeDevice, size, indexCount, usage, false);
}
public INativeIndexBuffer CreateDynamicIndexBuffer(GraphicsDevice graphics, IndexBuffer managedBuffer, IndexElementSize size, int indexCount, BufferUsage usage)
{
PreventSystemChange();
return new DxIndexBuffer((GraphicsDeviceDX)graphics.NativeDevice, size, indexCount, usage, true);
}
#endregion
#region CreateVertexBuffer
@ -72,8 +78,15 @@ namespace ANX.RenderSystem.Windows.DX10
VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
PreventSystemChange();
return new DxVertexBuffer(graphics, vertexDeclaration, vertexCount, usage);
return new DxVertexBuffer((GraphicsDeviceDX)graphics.NativeDevice, vertexDeclaration, vertexCount, usage, false);
}
public INativeVertexBuffer CreateDynamicVertexBuffer(GraphicsDevice graphics, DynamicVertexBuffer managedBuffer, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
PreventSystemChange();
return new DxVertexBuffer((GraphicsDeviceDX)graphics.NativeDevice, vertexDeclaration, vertexCount, usage, true);
}
#endregion
#if XNAEXT
@ -262,5 +275,5 @@ namespace ANX.RenderSystem.Windows.DX10
throw new NotImplementedException();
}
#endregion
}
}
}

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@ -14,83 +14,50 @@ using Dx10 = SharpDX.Direct3D10;
namespace ANX.RenderSystem.Windows.DX10
{
public partial class DxIndexBuffer : INativeIndexBuffer, IDisposable
public partial class DxIndexBuffer : Buffer, INativeIndexBuffer, IDisposable
{
public Dx10.Buffer NativeBuffer { get; protected set; }
#if DEBUG
private static int indexBufferCount = 0;
private static int dynamicIndexBufferCount = 0;
#endif
#region Constructor
public DxIndexBuffer(GraphicsDevice graphics, IndexElementSize size, int indexCount, BufferUsage usage)
public DxIndexBuffer(GraphicsDeviceDX graphics, IndexElementSize size, int indexCount, BufferUsage usage, bool dynamic)
: base(graphics.NativeDevice, usage, dynamic)
{
elementSize = size;
GraphicsDeviceDX gd10 = graphics.NativeDevice as GraphicsDeviceDX;
Dx10.Device device = gd10 != null ? gd10.NativeDevice as Dx10.Device : null;
InitializeBuffer(device, size, indexCount, usage);
InitializeBuffer(graphics.NativeDevice, size, indexCount, usage, dynamic);
}
internal DxIndexBuffer(Dx10.Device device, IndexElementSize size, int indexCount, BufferUsage usage)
internal DxIndexBuffer(Dx10.Device device, IndexElementSize size, int indexCount, BufferUsage usage, bool dynamic)
: base(device, usage, dynamic)
{
elementSize = size;
InitializeBuffer(device, size, indexCount, usage);
InitializeBuffer(device, size, indexCount, usage, dynamic);
}
#endregion
#region InitializeBuffer
private void InitializeBuffer(Dx10.Device device, IndexElementSize size, int indexCount, BufferUsage usage)
private void InitializeBuffer(Dx10.Device device, IndexElementSize size, int indexCount, BufferUsage usage, bool dynamic)
{
//TODO: translate and use usage
var description = new Dx10.BufferDescription()
{
Usage = Dx10.ResourceUsage.Dynamic,
Usage = dynamic ? Dx10.ResourceUsage.Dynamic : Dx10.ResourceUsage.Default,
SizeInBytes = GetSizeInBytes(indexCount),
BindFlags = Dx10.BindFlags.IndexBuffer,
CpuAccessFlags = Dx10.CpuAccessFlags.Write,
CpuAccessFlags = dynamic ? Dx10.CpuAccessFlags.Write : Dx10.CpuAccessFlags.None,
OptionFlags = Dx10.ResourceOptionFlags.None
};
NativeBuffer = new Dx10.Buffer(device, description);
//NativeBuffer.Unmap();
#if DEBUG
if (dynamic)
NativeBuffer.DebugName = "DynamicIndexBuffer_" + dynamicIndexBufferCount++;
else
NativeBuffer.DebugName = "IndexBuffer_" + indexBufferCount++;
#endif
}
#endregion
protected DataStream MapBufferWrite()
{
return NativeBuffer.Map(Dx10.MapMode.WriteDiscard);
}
private SharpDX.DataStream MapBufferRead(Dx10.Buffer buffer)
{
return buffer.Map(Dx10.MapMode.Read);
}
protected void UnmapBuffer(Dx10.Buffer buffer)
{
buffer.Unmap();
}
protected void UnmapBuffer()
{
NativeBuffer.Unmap();
}
private void CopySubresource(Dx10.Buffer source, Dx10.Buffer destination)
{
BufferHelper.ValidateCopyResource(source, destination);
this.NativeBuffer.Device.CopyResource(source, destination);
}
private Dx10.Buffer CreateStagingBuffer()
{
var description = new Dx10.BufferDescription()
{
Usage = Dx10.ResourceUsage.Staging,
SizeInBytes = NativeBuffer.Description.SizeInBytes,
CpuAccessFlags = Dx10.CpuAccessFlags.Read,
OptionFlags = Dx10.ResourceOptionFlags.None,
};
return new Dx10.Buffer(NativeBuffer.Device, description);
}
}
}

View File

@ -50,7 +50,7 @@ namespace ANX.RenderSystem.Windows.DX10
this.GraphicsDevice = graphicsDevice;
}
public DxTexture2D(GraphicsDeviceDX graphicsDevice, Dx10.Texture2D nativeTexture)
internal DxTexture2D(GraphicsDeviceDX graphicsDevice, Dx10.Texture2D nativeTexture)
: this(graphicsDevice)
{
if (nativeTexture == null)

View File

@ -10,99 +10,53 @@ using SharpDX;
// "ANX.Framework developer group" and released under the Ms-PL license.
// 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 : INativeVertexBuffer, IDisposable
public partial class DxVertexBuffer : Buffer, INativeVertexBuffer, IDisposable
{
public Dx.Buffer NativeBuffer { get; protected set; }
private Dx.Device device;
#if DEBUG
private static int vertexBufferCount = 0;
private static int dynamicVertexBufferCount = 0;
#endif
#region Constructor
public DxVertexBuffer(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
public DxVertexBuffer(GraphicsDeviceDX graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage, bool dynamic)
: base(graphics.NativeDevice, usage, dynamic)
{
GraphicsDeviceDX gd10 = graphics.NativeDevice as GraphicsDeviceDX;
this.device = gd10 != null ? gd10.NativeDevice as Dx.Device : null;
InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
InitializeBuffer(graphics.NativeDevice, vertexDeclaration, vertexCount, usage, dynamic);
}
internal DxVertexBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
internal DxVertexBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage, bool dynamic)
: base(device, usage, dynamic)
{
InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
InitializeBuffer(device, vertexDeclaration, vertexCount, usage, dynamic);
}
#endregion
#region InitializeBuffer
private void InitializeBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
private void InitializeBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage, bool dynamic)
{
this.vertexStride = vertexDeclaration.VertexStride;
//TODO: translate and use usage
if (device != null)
{
var description = new Dx.BufferDescription()
{
Usage = Dx.ResourceUsage.Dynamic,
SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
BindFlags = Dx.BindFlags.VertexBuffer,
CpuAccessFlags = Dx.CpuAccessFlags.Write,
OptionFlags = Dx.ResourceOptionFlags.None
};
NativeBuffer = new Dx.Buffer(device, description);
//NativeBuffer.Unmap();
}
}
#endregion
private DataStream MapBufferWrite()
{
return NativeBuffer.Map(Dx.MapMode.WriteDiscard);
}
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()
{
var description = new Dx.BufferDescription()
{
Usage = Dx.ResourceUsage.Staging,
SizeInBytes = NativeBuffer.Description.SizeInBytes,
CpuAccessFlags = Dx.CpuAccessFlags.Read | Dx.CpuAccessFlags.Write,
Usage = dynamic ? Dx.ResourceUsage.Dynamic : Dx.ResourceUsage.Default,
SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
BindFlags = Dx.BindFlags.VertexBuffer,
CpuAccessFlags = dynamic ? Dx.CpuAccessFlags.Write : Dx.CpuAccessFlags.None,
OptionFlags = Dx.ResourceOptionFlags.None
};
return new Dx.Buffer(device, description);
NativeBuffer = new Dx.Buffer(device, description);
#if DEBUG
if (dynamic)
NativeBuffer.DebugName = "DynamicVertexBuffer_" + dynamicVertexBufferCount++;
else
NativeBuffer.DebugName = "VertexBuffer_" + vertexBufferCount++;
#endif
}
#endregion
}
}

View File

@ -201,52 +201,57 @@ namespace ANX.RenderSystem.Windows.DX10
int vertexCount = vertexData.Length;
int indexCount = indexData.Length;
VertexBuffer vertexBuffer = new VertexBuffer(vertexDeclaration.GraphicsDevice, vertexDeclaration, vertexCount, BufferUsage.WriteOnly);
vertexBuffer.SetData(vertexData);
this.SetVertexBuffers(new[] { new Framework.Graphics.VertexBufferBinding(vertexBuffer, vertexOffset) });
IndexBuffer indexBuffer = new IndexBuffer(vertexDeclaration.GraphicsDevice, indexFormat, indexCount, BufferUsage.WriteOnly);
if (indexData.GetType() == typeof(Int16[]))
using (var vertexBuffer = new DynamicVertexBuffer(vertexDeclaration.GraphicsDevice, vertexDeclaration, vertexCount, BufferUsage.WriteOnly))
using (var indexBuffer = new DynamicIndexBuffer(vertexDeclaration.GraphicsDevice, indexFormat, indexCount, BufferUsage.WriteOnly))
{
indexBuffer.SetData<short>((short[])indexData);
}
else
{
indexBuffer.SetData<int>((int[])indexData);
}
vertexBuffer.SetData(vertexData);
this.SetVertexBuffers(new[] { new Framework.Graphics.VertexBufferBinding(vertexBuffer, vertexOffset) });
DrawIndexedPrimitives(primitiveType, 0, vertexOffset, numVertices, indexOffset, primitiveCount, indexBuffer);
if (indexData.GetType() == typeof(Int16[]))
{
indexBuffer.SetData<short>((short[])indexData);
}
else
{
indexBuffer.SetData<int>((int[])indexData);
}
DrawIndexedPrimitives(primitiveType, 0, vertexOffset, numVertices, indexOffset, primitiveCount, indexBuffer);
}
}
public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
int vertexCount = vertexData.Length;
DxVertexBuffer vb10 = new DxVertexBuffer(nativeDevice, vertexDeclaration, vertexCount, BufferUsage.None);
vb10.SetData<T>(vertexData);
Dx10.VertexBufferBinding nativeVertexBufferBindings = new Dx10.VertexBufferBinding(vb10.NativeBuffer, vertexDeclaration.VertexStride, 0);
nativeDevice.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
//TODO: check for currentEffect null and throw exception
// TODO: check for null's and throw exceptions
// TODO: get the correct pass index!
var technique = currentEffect.GetCurrentTechnique().NativeTechnique;
var pass = technique.GetPassByIndex(0);
var layout = CreateInputLayout(nativeDevice, pass.Description.Signature, vertexDeclaration);
nativeDevice.InputAssembler.InputLayout = layout;
// Prepare All the stages
nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType);
for (int i = 0; i < technique.Description.PassCount; ++i)
//TODO: use a shared vertexBuffer, instead of creating one on every call.
using (DxVertexBuffer vb10 = new DxVertexBuffer(nativeDevice, vertexDeclaration, vertexCount, BufferUsage.WriteOnly, dynamic: true))
{
technique.GetPassByIndex(i).Apply();
nativeDevice.Draw(vertexCount, vertexOffset);
}
vb10.SetData<T>(vertexData);
nativeDevice.InputAssembler.InputLayout.Dispose();
nativeDevice.InputAssembler.InputLayout = null;
Dx10.VertexBufferBinding nativeVertexBufferBindings = new Dx10.VertexBufferBinding(vb10.NativeBuffer, vertexDeclaration.VertexStride, 0);
nativeDevice.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
//TODO: check for currentEffect null and throw exception
// TODO: check for null's and throw exceptions
// TODO: get the correct pass index!
var technique = currentEffect.GetCurrentTechnique().NativeTechnique;
var pass = technique.GetPassByIndex(0);
var layout = CreateInputLayout(nativeDevice, pass.Description.Signature, vertexDeclaration);
nativeDevice.InputAssembler.InputLayout = layout;
// Prepare All the stages
nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
technique.GetPassByIndex(i).Apply();
nativeDevice.Draw(vertexCount, vertexOffset);
}
nativeDevice.InputAssembler.InputLayout.Dispose();
nativeDevice.InputAssembler.InputLayout = null;
}
}
private Dx10.EffectTechnique SetupEffectForDraw()
@ -466,6 +471,14 @@ namespace ANX.RenderSystem.Windows.DX10
{
if (backBuffer != null)
{
for (int i = 0; i < MAX_RENDER_TARGETS; i++)
{
this.renderTargetView[i] = null;
this.depthStencilView[i] = null;
}
nativeDevice.OutputMerger.SetRenderTargets(MAX_RENDER_TARGETS, this.renderTargetView, null);
backBuffer.Dispose();
backBuffer = null;
}

View File

@ -77,6 +77,7 @@
<Link>ResourceMapping.cs</Link>
</Compile>
<Compile Include="BlendState_DX11.cs" />
<Compile Include="Buffer.cs" />
<Compile Include="Creator.cs" />
<Compile Include="DepthStencilState_DX11.cs" />
<Compile Include="EffectParameter_DX11.cs" />

View File

@ -0,0 +1,81 @@
using ANX.Framework.Graphics;
using SharpDX;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Dx = SharpDX.Direct3D11;
namespace ANX.RenderSystem.Windows.DX11
{
public abstract class Buffer : IDisposable
{
public Dx.Buffer NativeBuffer { get; protected set; }
private Dx.Device device;
private BufferUsage usage;
private bool isDynamic;
protected Buffer(Dx.Device device, BufferUsage usage, bool isDynamic)
{
this.device = device;
this.usage = usage;
this.isDynamic = isDynamic;
}
protected DataStream MapBuffer(Dx.Buffer buffer, ResourceMapping mapping)
{
CheckUsage(mapping);
DataStream dataStream;
device.ImmediateContext.MapSubresource(buffer, mapping.ToMapMode(), Dx.MapFlags.None, out dataStream);
return dataStream;
}
protected void UnmapBuffer(Dx.Buffer buffer)
{
device.ImmediateContext.UnmapSubresource(buffer, 0);
}
protected void CopySubresource(Dx.Buffer source, Dx.Buffer destination)
{
BufferHelper.ValidateCopyResource(source, destination);
this.NativeBuffer.Device.ImmediateContext.CopyResource(source, destination);
}
protected bool WriteNeedsStaging
{
get { return !this.isDynamic; }
}
private void CheckUsage(ResourceMapping mapping)
{
if ((mapping & ResourceMapping.Write) != 0 && usage == BufferUsage.None)
throw new NotSupportedException("Resource was created with WriteOnly, reading from it is not supported.");
}
protected Dx.Buffer CreateStagingBuffer(ResourceMapping mapping)
{
CheckUsage(mapping);
var description = new Dx.BufferDescription()
{
Usage = Dx.ResourceUsage.Staging,
SizeInBytes = NativeBuffer.Description.SizeInBytes,
CpuAccessFlags = mapping.ToCpuAccessFlags(),
OptionFlags = Dx.ResourceOptionFlags.None
};
return new Dx.Buffer(device, description);
}
public void Dispose()
{
if (NativeBuffer != null)
{
NativeBuffer.Dispose();
NativeBuffer = null;
}
}
}
}

View File

@ -77,8 +77,14 @@ namespace ANX.RenderSystem.Windows.DX11
int indexCount, BufferUsage usage)
{
PreventSystemChange();
return new DxIndexBuffer(graphics, size, indexCount, usage);
return new DxIndexBuffer((GraphicsDeviceDX)graphics.NativeDevice, size, indexCount, usage, false);
}
public INativeIndexBuffer CreateDynamicIndexBuffer(GraphicsDevice graphics, IndexBuffer managedBuffer, IndexElementSize size, int indexCount, BufferUsage usage)
{
PreventSystemChange();
return new DxIndexBuffer((GraphicsDeviceDX)graphics.NativeDevice, size, indexCount, usage, true);
}
#endregion
#region CreateVertexBuffer
@ -86,8 +92,14 @@ namespace ANX.RenderSystem.Windows.DX11
VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
PreventSystemChange();
return new DxVertexBuffer((GraphicsDeviceDX)graphics.NativeDevice, vertexDeclaration, vertexCount, usage);
return new DxVertexBuffer((GraphicsDeviceDX)graphics.NativeDevice, vertexDeclaration, vertexCount, usage, false);
}
public INativeVertexBuffer CreateDynamicVertexBuffer(GraphicsDevice graphics, DynamicVertexBuffer managedBuffer, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
PreventSystemChange();
return new DxVertexBuffer((GraphicsDeviceDX)graphics.NativeDevice, vertexDeclaration, vertexCount, usage, true);
}
#endregion
#if XNAEXT
@ -277,5 +289,5 @@ namespace ANX.RenderSystem.Windows.DX11
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
}
#endregion
}
}
}

View File

@ -14,91 +14,44 @@ using Dx11 = SharpDX.Direct3D11;
namespace ANX.RenderSystem.Windows.DX11
{
public partial class DxIndexBuffer : INativeIndexBuffer, IDisposable
public partial class DxIndexBuffer : Buffer, INativeIndexBuffer
{
public Dx11.Buffer NativeBuffer { get; protected set; }
#if DEBUG
private static int indexBufferCount = 0;
private static int dynamicIndexBufferCount = 0;
#endif
#region Constructor
public DxIndexBuffer(GraphicsDevice graphics, IndexElementSize size, int indexCount, BufferUsage usage)
public DxIndexBuffer(GraphicsDeviceDX graphics, IndexElementSize size, int indexCount, BufferUsage usage, bool dynamic)
: base(graphics.NativeDevice.Device, usage, dynamic)
{
elementSize = size;
GraphicsDeviceDX gd11 = graphics.NativeDevice as GraphicsDeviceDX;
Dx11.DeviceContext context = gd11 != null ? gd11.NativeDevice as Dx11.DeviceContext : null;
InitializeBuffer(context.Device, size, indexCount, usage);
InitializeBuffer(graphics.NativeDevice.Device, size, indexCount, usage, dynamic);
}
internal DxIndexBuffer(SharpDX.Direct3D11.Device device, IndexElementSize size, int indexCount, BufferUsage usage)
internal DxIndexBuffer(SharpDX.Direct3D11.Device device, IndexElementSize size, int indexCount, BufferUsage usage, bool dynamic)
: base(device, usage, dynamic)
{
elementSize = size;
InitializeBuffer(device, size, indexCount, usage);
InitializeBuffer(device, size, indexCount, usage, dynamic);
}
#endregion
#region InitializeBuffer
private void InitializeBuffer(Dx11.Device device, IndexElementSize size, int indexCount, BufferUsage usage)
private void InitializeBuffer(Dx11.Device device, IndexElementSize size, int indexCount, BufferUsage usage, bool dynamic)
{
//TODO: translate and use usage
var description = new Dx11.BufferDescription()
{
// TODO: translate usage
Usage = Dx11.ResourceUsage.Dynamic,
Usage = dynamic ? Dx11.ResourceUsage.Dynamic : Dx11.ResourceUsage.Default,
SizeInBytes = GetSizeInBytes(indexCount),
BindFlags = Dx11.BindFlags.IndexBuffer,
CpuAccessFlags = Dx11.CpuAccessFlags.Write,
CpuAccessFlags = dynamic ? Dx11.CpuAccessFlags.Write : Dx11.CpuAccessFlags.None,
OptionFlags = Dx11.ResourceOptionFlags.None
};
NativeBuffer = new SharpDX.Direct3D11.Buffer(device, description);
}
#endregion
protected DataStream MapBufferWrite()
{
Dx11.DeviceContext context = NativeBuffer.Device.ImmediateContext;
DataStream stream;
context.MapSubresource(NativeBuffer, Dx11.MapMode.WriteDiscard, Dx11.MapFlags.None, out stream);
return stream;
}
protected void UnmapBuffer()
{
Dx11.DeviceContext context = NativeBuffer.Device.ImmediateContext;
context.UnmapSubresource(NativeBuffer, 0);
}
private SharpDX.DataStream MapBufferRead(Dx11.Buffer buffer)
{
Dx11.DeviceContext context = buffer.Device.ImmediateContext;
DataStream stream;
context.MapSubresource(buffer, Dx11.MapMode.Read, Dx11.MapFlags.None, out stream);
return stream;
}
private void UnmapBuffer(Dx11.Buffer buffer)
{
Dx11.DeviceContext context = buffer.Device.ImmediateContext;
context.UnmapSubresource(buffer, 0);
}
private void CopySubresource(Dx11.Buffer source, Dx11.Buffer destination)
{
BufferHelper.ValidateCopyResource(source, destination);
this.NativeBuffer.Device.ImmediateContext.CopyResource(source, destination);
}
private Dx11.Buffer CreateStagingBuffer()
{
var description = new Dx11.BufferDescription()
{
Usage = Dx11.ResourceUsage.Staging,
SizeInBytes = NativeBuffer.Description.SizeInBytes,
CpuAccessFlags = Dx11.CpuAccessFlags.Read,
OptionFlags = Dx11.ResourceOptionFlags.None,
};
return new Dx11.Buffer(NativeBuffer.Device, description);
#if DEBUG
if (dynamic)
NativeBuffer.DebugName = "DynamicIndexBuffer_" + dynamicIndexBufferCount++;
else
NativeBuffer.DebugName = "IndexBuffer_" + indexBufferCount++;
#endif
}
}
}

View File

@ -50,7 +50,7 @@ namespace ANX.RenderSystem.Windows.DX11
this.GraphicsDevice = graphicsDevice;
}
public DxTexture2D(GraphicsDeviceDX graphicsDevice, Dx11.Texture2D nativeTexture)
internal DxTexture2D(GraphicsDeviceDX graphicsDevice, Dx11.Texture2D nativeTexture)
: this(graphicsDevice)
{
if (nativeTexture == null)

View File

@ -23,90 +23,45 @@ using DxDevice = SharpDX.Direct3D11.Device;
namespace ANX.RenderSystem.Windows.DX11
#endif
{
public partial class DxVertexBuffer : INativeVertexBuffer, IDisposable
public partial class DxVertexBuffer : Buffer, INativeVertexBuffer
{
public Dx.Buffer NativeBuffer { get; protected set; }
private Dx.DeviceContext context;
#if DEBUG
private static int vertexBufferCount = 0;
private static int dynamicVertexBufferCount = 0;
#endif
#region Constructor
public DxVertexBuffer(GraphicsDeviceDX graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
public DxVertexBuffer(GraphicsDeviceDX graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage, bool dynamic)
: base(graphics.NativeDevice.Device, usage, dynamic)
{
this.context = graphics.NativeDevice;
InitializeBuffer(context.Device, vertexDeclaration, vertexCount, usage);
InitializeBuffer(graphics.NativeDevice.Device, vertexDeclaration, vertexCount, usage, dynamic);
}
internal DxVertexBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
internal DxVertexBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage, bool dynamic)
: base(device, usage, dynamic)
{
InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
InitializeBuffer(device, vertexDeclaration, vertexCount, usage, dynamic);
}
#endregion
#region InitializeBuffer (TODO)
private void InitializeBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
private void InitializeBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage, bool dynamic)
{
vertexStride = vertexDeclaration.VertexStride;
//TODO: translate and use usage
var description = new Dx.BufferDescription()
{
Usage = Dx.ResourceUsage.Dynamic,
Usage = dynamic ? Dx.ResourceUsage.Dynamic : Dx.ResourceUsage.Default,
SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
BindFlags = Dx.BindFlags.VertexBuffer,
CpuAccessFlags = Dx.CpuAccessFlags.Write,
CpuAccessFlags = dynamic ? Dx.CpuAccessFlags.Write : Dx.CpuAccessFlags.None,
OptionFlags = Dx.ResourceOptionFlags.None
};
NativeBuffer = new Dx.Buffer(device, description);
}
#endregion
private SharpDX.DataStream MapBufferWrite()
{
Dx.DeviceContext context = NativeBuffer.Device.ImmediateContext;
DataStream stream;
context.MapSubresource(NativeBuffer, Dx.MapMode.WriteDiscard, Dx.MapFlags.None, out stream);
return stream;
}
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()
{
Dx.DeviceContext context = NativeBuffer.Device.ImmediateContext;
context.UnmapSubresource(NativeBuffer, 0);
}
private void CopySubresource(Dx.Buffer source, Dx.Buffer destination)
{
BufferHelper.ValidateCopyResource(source, destination);
this.context.CopyResource(source, destination);
}
private void UnmapBuffer(Dx.Resource buffer)
{
buffer.Device.ImmediateContext.UnmapSubresource(buffer, 0);
}
private Dx.Buffer CreateStagingBuffer()
{
var description = new Dx.BufferDescription()
{
Usage = Dx.ResourceUsage.Staging,
SizeInBytes = NativeBuffer.Description.SizeInBytes,
BindFlags = Dx.BindFlags.VertexBuffer,
CpuAccessFlags = Dx.CpuAccessFlags.Read,
OptionFlags = Dx.ResourceOptionFlags.None
};
return new Dx.Buffer(context.Device, description);
#if DEBUG
if (dynamic)
NativeBuffer.DebugName = "DynamicVertexBuffer_" + dynamicVertexBufferCount++;
else
NativeBuffer.DebugName = "VertexBuffer_" + vertexBufferCount++;
#endif
}
}
}

View File

@ -217,21 +217,23 @@ namespace ANX.RenderSystem.Windows.DX11
int vertexCount = vertexData.Length;
int indexCount = indexData.Length;
VertexBuffer vertexBuffer = new VertexBuffer(vertexDeclaration.GraphicsDevice, vertexDeclaration, vertexCount, BufferUsage.WriteOnly);
vertexBuffer.SetData(vertexData);
this.SetVertexBuffers(new[] { new Framework.Graphics.VertexBufferBinding(vertexBuffer, vertexOffset) });
IndexBuffer indexBuffer = new IndexBuffer(vertexDeclaration.GraphicsDevice, indexFormat, indexCount, BufferUsage.WriteOnly);
if (indexData.GetType() == typeof(Int16[]))
using (VertexBuffer vertexBuffer = new VertexBuffer(vertexDeclaration.GraphicsDevice, vertexDeclaration, vertexCount, BufferUsage.WriteOnly))
using (IndexBuffer indexBuffer = new IndexBuffer(vertexDeclaration.GraphicsDevice, indexFormat, indexCount, BufferUsage.WriteOnly))
{
indexBuffer.SetData<short>((short[])indexData);
}
else
{
indexBuffer.SetData<int>((int[])indexData);
}
vertexBuffer.SetData(vertexData);
this.SetVertexBuffers(new[] { new Framework.Graphics.VertexBufferBinding(vertexBuffer, vertexOffset) });
DrawIndexedPrimitives(primitiveType, 0, vertexOffset, numVertices, indexOffset, primitiveCount, indexBuffer);
if (indexData.GetType() == typeof(Int16[]))
{
indexBuffer.SetData<short>((short[])indexData);
}
else
{
indexBuffer.SetData<int>((int[])indexData);
}
DrawIndexedPrimitives(primitiveType, 0, vertexOffset, numVertices, indexOffset, primitiveCount, indexBuffer);
}
}
#endregion // DrawUserIndexedPrimitives<T>
@ -240,32 +242,34 @@ namespace ANX.RenderSystem.Windows.DX11
public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
int vertexCount = vertexData.Length;
DxVertexBuffer vb11 = new DxVertexBuffer(this, vertexDeclaration, vertexCount, BufferUsage.None);
vb11.SetData<T>(vertexData);
Dx11.VertexBufferBinding nativeVertexBufferBindings = new Dx11.VertexBufferBinding(vb11.NativeBuffer, vertexDeclaration.VertexStride, 0);
nativeDevice.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
Dx11.EffectPass pass; Dx11.EffectTechnique technique; ShaderBytecode passSignature;
SetupEffectForDraw(out pass, out technique, out passSignature);
var layout = CreateInputLayout(nativeDevice.Device, passSignature, vertexDeclaration);
nativeDevice.InputAssembler.InputLayout = layout;
// Prepare All the stages
nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType);
//nativeDevice.Rasterizer.SetViewports(currentViewport);
//device.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
for (int i = 0; i < technique.Description.PassCount; ++i)
using (DxVertexBuffer vb11 = new DxVertexBuffer(this, vertexDeclaration, vertexCount, BufferUsage.WriteOnly, dynamic: true))
{
pass.Apply(nativeDevice);
nativeDevice.Draw(primitiveCount, vertexOffset);
}
vb11.SetData<T>(vertexData);
layout.Dispose();
layout = null;
Dx11.VertexBufferBinding nativeVertexBufferBindings = new Dx11.VertexBufferBinding(vb11.NativeBuffer, vertexDeclaration.VertexStride, 0);
nativeDevice.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
Dx11.EffectPass pass; Dx11.EffectTechnique technique; ShaderBytecode passSignature;
SetupEffectForDraw(out pass, out technique, out passSignature);
var layout = CreateInputLayout(nativeDevice.Device, passSignature, vertexDeclaration);
nativeDevice.InputAssembler.InputLayout = layout;
// Prepare All the stages
nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType);
//nativeDevice.Rasterizer.SetViewports(currentViewport);
//device.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
pass.Apply(nativeDevice);
nativeDevice.Draw(primitiveCount, vertexOffset);
}
layout.Dispose();
layout = null;
}
}
#endregion // DrawUserPrimitives<T>
@ -498,6 +502,14 @@ namespace ANX.RenderSystem.Windows.DX11
{
if (backBuffer != null)
{
for (int i = 0; i < MAX_RENDER_TARGETS; i++)
{
this.renderTargetView[i] = null;
this.depthStencilView[i] = null;
}
nativeDevice.OutputMerger.SetRenderTargets(null, this.renderTargetView);
backBuffer.Dispose();
backBuffer = null;
}

View File

@ -4,7 +4,7 @@
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{E1A73436-CD1C-41B8-9295-8F1C20740063}</ProjectGuid>
<ProjectGuid>{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>AlphaTestEffectSample</RootNamespace>

View File

@ -1,58 +1,211 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SampleContent", "SampleContent\SampleContent.contentproj", "{FA6E229D-4504-47B1-8A23-2D3FCC13F778}"
EndProject
# Visual Studio 2013
VisualStudioVersion = 12.0.40629.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Primitives", "Primitives\Primitives.csproj", "{57097B7A-A283-4409-8AAC-35BF0F458657}"
ProjectSection(ProjectDependencies) = postProject
{75EFAE60-726E-430F-8661-4CF9ABD1306C} = {75EFAE60-726E-430F-8661-4CF9ABD1306C}
EndProjectSection
EndProject
Project("{75EFAE60-726E-430F-8661-4CF9ABD1306C}") = "SampleContent", "SampleContent\SampleContent.cproj", "{75EFAE60-726E-430F-8661-4CF9ABD1306C}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Android = Debug|Android
Debug|Any CPU = Debug|Any CPU
Debug|iOS = Debug|iOS
Debug|Linux = Debug|Linux
Debug|Mac OS = Debug|Mac OS
Debug|Mixed Platforms = Debug|Mixed Platforms
Debug|PS Vita = Debug|PS Vita
Debug|Windows = Debug|Windows
Debug|Windows Metro = Debug|Windows Metro
Debug|Windows Phone = Debug|Windows Phone
Debug|x86 = Debug|x86
Debug|XBox 360 = Debug|XBox 360
DebugWin8|Android = DebugWin8|Android
DebugWin8|Any CPU = DebugWin8|Any CPU
DebugWin8|iOS = DebugWin8|iOS
DebugWin8|Linux = DebugWin8|Linux
DebugWin8|Mac OS = DebugWin8|Mac OS
DebugWin8|Mixed Platforms = DebugWin8|Mixed Platforms
DebugWin8|PS Vita = DebugWin8|PS Vita
DebugWin8|Windows = DebugWin8|Windows
DebugWin8|Windows Metro = DebugWin8|Windows Metro
DebugWin8|Windows Phone = DebugWin8|Windows Phone
DebugWin8|x86 = DebugWin8|x86
DebugWin8|XBox 360 = DebugWin8|XBox 360
Release|Android = Release|Android
Release|Any CPU = Release|Any CPU
Release|iOS = Release|iOS
Release|Linux = Release|Linux
Release|Mac OS = Release|Mac OS
Release|Mixed Platforms = Release|Mixed Platforms
Release|PS Vita = Release|PS Vita
Release|Windows = Release|Windows
Release|Windows Metro = Release|Windows Metro
Release|Windows Phone = Release|Windows Phone
Release|x86 = Release|x86
Release|XBox 360 = Release|XBox 360
ReleaseWin8|Android = ReleaseWin8|Android
ReleaseWin8|Any CPU = ReleaseWin8|Any CPU
ReleaseWin8|iOS = ReleaseWin8|iOS
ReleaseWin8|Linux = ReleaseWin8|Linux
ReleaseWin8|Mac OS = ReleaseWin8|Mac OS
ReleaseWin8|Mixed Platforms = ReleaseWin8|Mixed Platforms
ReleaseWin8|PS Vita = ReleaseWin8|PS Vita
ReleaseWin8|Windows = ReleaseWin8|Windows
ReleaseWin8|Windows Metro = ReleaseWin8|Windows Metro
ReleaseWin8|Windows Phone = ReleaseWin8|Windows Phone
ReleaseWin8|x86 = ReleaseWin8|x86
ReleaseWin8|XBox 360 = ReleaseWin8|XBox 360
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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EndGlobalSection
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View File

@ -1,8 +1,8 @@
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>WinExe</OutputType>
@ -11,28 +11,10 @@
<AssemblyName>Primitives</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
<XnaPlatform>Windows</XnaPlatform>
<XnaProfile>HiDef</XnaProfile>
<XnaCrossPlatformGroupID>4b5697b8-4699-4c1a-85fd-a80f5d4b2aa3</XnaCrossPlatformGroupID>
<XnaOutputType>Game</XnaOutputType>
<ApplicationIcon>anx.ico</ApplicationIcon>
<Thumbnail>GameThumbnail.png</Thumbnail>
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
<UpdatePeriodically>false</UpdatePeriodically>
<UpdateRequired>false</UpdateRequired>
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>true</BootstrapperEnabled>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<DebugSymbols>true</DebugSymbols>
@ -45,7 +27,6 @@
<NoStdLib>true</NoStdLib>
<UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget>
<XnaCompressContent>false</XnaCompressContent>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<DebugType>pdbonly</DebugType>
@ -57,7 +38,6 @@
<NoStdLib>true</NoStdLib>
<UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget>
<XnaCompressContent>true</XnaCompressContent>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'DebugWin8|x86'">
<OutputPath>bin\x86\DebugWin8\</OutputPath>
@ -80,6 +60,9 @@
<CodeAnalysisRuleDirectories>;C:\Program Files (x86)\Microsoft Visual Studio 10.0\Team Tools\Static Analysis Tools\FxCop\\Rules</CodeAnalysisRuleDirectories>
<CodeAnalysisIgnoreBuiltInRules>true</CodeAnalysisIgnoreBuiltInRules>
</PropertyGroup>
<PropertyGroup>
<RunPostBuildEvent>Always</RunPostBuildEvent>
</PropertyGroup>
<ItemGroup>
<Reference Include="mscorlib" />
<Reference Include="System" />
@ -124,11 +107,6 @@
<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>
<XnaReferenceType>Content</XnaReferenceType>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
@ -151,14 +129,11 @@
<ProductName>Windows Installer 3.1</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Xna.Framework.4.0">
<Visible>False</Visible>
<ProductName>Microsoft XNA Framework Redistributable 4.0</ProductName>
<Install>true</Install>
</BootstrapperPackage>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
<PropertyGroup>
<PostBuildEvent>xcopy $(ProjectDir)..\SampleContent\bin\$(ConfigurationName) $(TargetDir)SampleContent\ /D /E /Y</PostBuildEvent>
</PropertyGroup>
<!--
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.

View File

@ -1,58 +1,211 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SampleContent", "SampleContent\SampleContent.contentproj", "{FA6E229D-4504-47B1-8A23-2D3FCC13F778}"
EndProject
# Visual Studio 2013
VisualStudioVersion = 12.0.40629.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RecordingSample", "RecordingSample\RecordingSample.csproj", "{160150D5-38E6-482D-97F5-2624F322A854}"
ProjectSection(ProjectDependencies) = postProject
{75EFAE60-726E-430F-8661-4CF9ABD1306C} = {75EFAE60-726E-430F-8661-4CF9ABD1306C}
EndProjectSection
EndProject
Project("{75EFAE60-726E-430F-8661-4CF9ABD1306C}") = "SampleContent", "SampleContent\SampleContent.cproj", "{75EFAE60-726E-430F-8661-4CF9ABD1306C}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Android = Debug|Android
Debug|Any CPU = Debug|Any CPU
Debug|iOS = Debug|iOS
Debug|Linux = Debug|Linux
Debug|Mac OS = Debug|Mac OS
Debug|Mixed Platforms = Debug|Mixed Platforms
Debug|PS Vita = Debug|PS Vita
Debug|Windows = Debug|Windows
Debug|Windows Metro = Debug|Windows Metro
Debug|Windows Phone = Debug|Windows Phone
Debug|x86 = Debug|x86
Debug|XBox 360 = Debug|XBox 360
DebugWin8|Android = DebugWin8|Android
DebugWin8|Any CPU = DebugWin8|Any CPU
DebugWin8|iOS = DebugWin8|iOS
DebugWin8|Linux = DebugWin8|Linux
DebugWin8|Mac OS = DebugWin8|Mac OS
DebugWin8|Mixed Platforms = DebugWin8|Mixed Platforms
DebugWin8|PS Vita = DebugWin8|PS Vita
DebugWin8|Windows = DebugWin8|Windows
DebugWin8|Windows Metro = DebugWin8|Windows Metro
DebugWin8|Windows Phone = DebugWin8|Windows Phone
DebugWin8|x86 = DebugWin8|x86
DebugWin8|XBox 360 = DebugWin8|XBox 360
Release|Android = Release|Android
Release|Any CPU = Release|Any CPU
Release|iOS = Release|iOS
Release|Linux = Release|Linux
Release|Mac OS = Release|Mac OS
Release|Mixed Platforms = Release|Mixed Platforms
Release|PS Vita = Release|PS Vita
Release|Windows = Release|Windows
Release|Windows Metro = Release|Windows Metro
Release|Windows Phone = Release|Windows Phone
Release|x86 = Release|x86
Release|XBox 360 = Release|XBox 360
ReleaseWin8|Android = ReleaseWin8|Android
ReleaseWin8|Any CPU = ReleaseWin8|Any CPU
ReleaseWin8|iOS = ReleaseWin8|iOS
ReleaseWin8|Linux = ReleaseWin8|Linux
ReleaseWin8|Mac OS = ReleaseWin8|Mac OS
ReleaseWin8|Mixed Platforms = ReleaseWin8|Mixed Platforms
ReleaseWin8|PS Vita = ReleaseWin8|PS Vita
ReleaseWin8|Windows = ReleaseWin8|Windows
ReleaseWin8|Windows Metro = ReleaseWin8|Windows Metro
ReleaseWin8|Windows Phone = ReleaseWin8|Windows Phone
ReleaseWin8|x86 = ReleaseWin8|x86
ReleaseWin8|XBox 360 = ReleaseWin8|XBox 360
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.Release|Any CPU.ActiveCfg = Debug|Any CPU
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{160150D5-38E6-482D-97F5-2624F322A854}.Debug|PS Vita.ActiveCfg = Debug|x86
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{160150D5-38E6-482D-97F5-2624F322A854}.DebugWin8|iOS.ActiveCfg = DebugWin8|x86
{160150D5-38E6-482D-97F5-2624F322A854}.DebugWin8|Linux.ActiveCfg = DebugWin8|x86
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{160150D5-38E6-482D-97F5-2624F322A854}.DebugWin8|Mixed Platforms.ActiveCfg = DebugWin8|x86
{160150D5-38E6-482D-97F5-2624F322A854}.DebugWin8|Mixed Platforms.Build.0 = DebugWin8|x86
{160150D5-38E6-482D-97F5-2624F322A854}.DebugWin8|PS Vita.ActiveCfg = DebugWin8|x86
{160150D5-38E6-482D-97F5-2624F322A854}.DebugWin8|Windows.ActiveCfg = DebugWin8|x86
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{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Mac OS.Build.0 = Release|Mac OS
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{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Mixed Platforms.Build.0 = Release|XBox 360
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{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Windows.ActiveCfg = Release|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Windows.Build.0 = Release|Windows
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EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>WinExe</OutputType>
@ -11,28 +11,9 @@
<AssemblyName>RecordingSample</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
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<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
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</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<DebugSymbols>true</DebugSymbols>
@ -45,7 +26,6 @@
<NoStdLib>true</NoStdLib>
<UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget>
<XnaCompressContent>false</XnaCompressContent>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<DebugType>pdbonly</DebugType>
@ -57,7 +37,6 @@
<NoStdLib>true</NoStdLib>
<UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget>
<XnaCompressContent>true</XnaCompressContent>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'DebugWin8|x86'">
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@ -81,6 +60,9 @@
<CodeAnalysisIgnoreBuiltInRules>true</CodeAnalysisIgnoreBuiltInRules>
<CodeAnalysisFailOnMissingRules>false</CodeAnalysisFailOnMissingRules>
</PropertyGroup>
<PropertyGroup>
<RunPostBuildEvent>Always</RunPostBuildEvent>
</PropertyGroup>
<ItemGroup>
<Reference Include="mscorlib" />
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@ -101,35 +83,24 @@
</Content>
</ItemGroup>
<ItemGroup>
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<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
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</ProjectReference>
<ProjectReference Include="..\..\InputSystems\ANX.InputDevices.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj">
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
<Name>ANX.InputDevices.Windows.XInput</Name>
</ProjectReference>
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Recording\ANX.InputSystem.Recording.csproj">
<Project>{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}</Project>
<Name>ANX.InputSystem.Recording</Name>
</ProjectReference>
<ProjectReference Include="..\..\PlatformSystems\ANX.PlatformSystem.Windows\ANX.PlatformSystem.Windows.csproj">
<Project>{068EB2E9-963C-4E1B-8831-E25011F11FFE}</Project>
<Name>ANX.PlatformSystem.Windows</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="..\..\Samples\SampleContent\SampleContent.contentproj">
<Project>{FA6E229D-4504-47B1-8A23-2D3FCC13F778}</Project>
<Name>SampleContent</Name>
<XnaReferenceType>Content</XnaReferenceType>
</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>
<Reference Include="ANX.Framework">
<HintPath>..\..\bin\Debug\ANX.Framework.dll</HintPath>
</Reference>
<Reference Include="ANX.InputDevices.Windows.XInput">
<HintPath>..\..\bin\Debug\ANX.InputDevices.Windows.XInput.dll</HintPath>
</Reference>
<Reference Include="ANX.InputSystem.Recording">
<HintPath>..\..\bin\Debug\ANX.InputSystem.Recording.dll</HintPath>
</Reference>
<Reference Include="ANX.PlatformSystem.Windows">
<HintPath>..\..\bin\Debug\ANX.PlatformSystem.Windows.dll</HintPath>
</Reference>
<Reference Include="ANX.RenderSystem.Windows.DX10">
<HintPath>..\..\bin\Debug\ANX.RenderSystem.Windows.DX10.dll</HintPath>
</Reference>
<Reference Include="ANX.SoundSystem.Windows.XAudio">
<HintPath>..\..\bin\Debug\ANX.SoundSystem.Windows.XAudio.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
@ -152,14 +123,11 @@
<ProductName>Windows Installer 3.1</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Xna.Framework.4.0">
<Visible>False</Visible>
<ProductName>Microsoft XNA Framework Redistributable 4.0</ProductName>
<Install>true</Install>
</BootstrapperPackage>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
<PropertyGroup>
<PostBuildEvent>xcopy $(ProjectDir)..\SampleContent\bin\$(ConfigurationName) $(TargetDir)SampleContent\ /D /E /Y</PostBuildEvent>
</PropertyGroup>
<!--
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.

View File

@ -1,58 +1,211 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SampleContent", "SampleContent\SampleContent.contentproj", "{FA6E229D-4504-47B1-8A23-2D3FCC13F778}"
EndProject
# Visual Studio 2013
VisualStudioVersion = 12.0.40629.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RenderTarget", "RenderTarget\RenderTarget.csproj", "{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}"
ProjectSection(ProjectDependencies) = postProject
{75EFAE60-726E-430F-8661-4CF9ABD1306C} = {75EFAE60-726E-430F-8661-4CF9ABD1306C}
EndProjectSection
EndProject
Project("{75EFAE60-726E-430F-8661-4CF9ABD1306C}") = "SampleContent", "SampleContent\SampleContent.cproj", "{75EFAE60-726E-430F-8661-4CF9ABD1306C}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Android = Debug|Android
Debug|Any CPU = Debug|Any CPU
Debug|iOS = Debug|iOS
Debug|Linux = Debug|Linux
Debug|Mac OS = Debug|Mac OS
Debug|Mixed Platforms = Debug|Mixed Platforms
Debug|PS Vita = Debug|PS Vita
Debug|Windows = Debug|Windows
Debug|Windows Metro = Debug|Windows Metro
Debug|Windows Phone = Debug|Windows Phone
Debug|x86 = Debug|x86
Debug|XBox 360 = Debug|XBox 360
DebugWin8|Android = DebugWin8|Android
DebugWin8|Any CPU = DebugWin8|Any CPU
DebugWin8|iOS = DebugWin8|iOS
DebugWin8|Linux = DebugWin8|Linux
DebugWin8|Mac OS = DebugWin8|Mac OS
DebugWin8|Mixed Platforms = DebugWin8|Mixed Platforms
DebugWin8|PS Vita = DebugWin8|PS Vita
DebugWin8|Windows = DebugWin8|Windows
DebugWin8|Windows Metro = DebugWin8|Windows Metro
DebugWin8|Windows Phone = DebugWin8|Windows Phone
DebugWin8|x86 = DebugWin8|x86
DebugWin8|XBox 360 = DebugWin8|XBox 360
Release|Android = Release|Android
Release|Any CPU = Release|Any CPU
Release|iOS = Release|iOS
Release|Linux = Release|Linux
Release|Mac OS = Release|Mac OS
Release|Mixed Platforms = Release|Mixed Platforms
Release|PS Vita = Release|PS Vita
Release|Windows = Release|Windows
Release|Windows Metro = Release|Windows Metro
Release|Windows Phone = Release|Windows Phone
Release|x86 = Release|x86
Release|XBox 360 = Release|XBox 360
ReleaseWin8|Android = ReleaseWin8|Android
ReleaseWin8|Any CPU = ReleaseWin8|Any CPU
ReleaseWin8|iOS = ReleaseWin8|iOS
ReleaseWin8|Linux = ReleaseWin8|Linux
ReleaseWin8|Mac OS = ReleaseWin8|Mac OS
ReleaseWin8|Mixed Platforms = ReleaseWin8|Mixed Platforms
ReleaseWin8|PS Vita = ReleaseWin8|PS Vita
ReleaseWin8|Windows = ReleaseWin8|Windows
ReleaseWin8|Windows Metro = ReleaseWin8|Windows Metro
ReleaseWin8|Windows Phone = ReleaseWin8|Windows Phone
ReleaseWin8|x86 = ReleaseWin8|x86
ReleaseWin8|XBox 360 = ReleaseWin8|XBox 360
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|Mixed Platforms.Build.0 = Debug|x86
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{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.DebugWin8|iOS.ActiveCfg = DebugWin8|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.DebugWin8|Linux.ActiveCfg = DebugWin8|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.DebugWin8|Mac OS.ActiveCfg = DebugWin8|x86
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{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.DebugWin8|Mixed Platforms.Build.0 = DebugWin8|x86
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{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|Mac OS.Build.0 = Debug|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|Mixed Platforms.ActiveCfg = Debug|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|Mixed Platforms.Build.0 = Debug|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|PS Vita.ActiveCfg = Debug|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|PS Vita.Build.0 = Debug|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|Windows.ActiveCfg = Debug|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|Windows.Build.0 = Debug|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|Windows Metro.ActiveCfg = Debug|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|Windows Metro.Build.0 = Debug|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|Windows Phone.ActiveCfg = Debug|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|Windows Phone.Build.0 = Debug|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|x86.ActiveCfg = Debug|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|XBox 360.ActiveCfg = Debug|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.DebugWin8|XBox 360.Build.0 = Debug|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Android.ActiveCfg = Release|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Android.Build.0 = Release|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Any CPU.ActiveCfg = Release|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|iOS.ActiveCfg = Release|iOS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|iOS.Build.0 = Release|iOS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Linux.ActiveCfg = Release|Linux
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Linux.Build.0 = Release|Linux
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Mac OS.ActiveCfg = Release|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Mac OS.Build.0 = Release|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Mixed Platforms.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Mixed Platforms.Build.0 = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|PS Vita.ActiveCfg = Release|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|PS Vita.Build.0 = Release|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows.ActiveCfg = Release|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows.Build.0 = Release|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows Metro.ActiveCfg = Release|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows Metro.Build.0 = Release|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows Phone.ActiveCfg = Release|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows Phone.Build.0 = Release|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|x86.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|XBox 360.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|XBox 360.Build.0 = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Android.ActiveCfg = Release|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Android.Build.0 = Release|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Any CPU.ActiveCfg = Release|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|iOS.ActiveCfg = Release|iOS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|iOS.Build.0 = Release|iOS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Linux.ActiveCfg = Release|Linux
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Linux.Build.0 = Release|Linux
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Mac OS.ActiveCfg = Release|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Mac OS.Build.0 = Release|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Mixed Platforms.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Mixed Platforms.Build.0 = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|PS Vita.ActiveCfg = Release|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|PS Vita.Build.0 = Release|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Windows.ActiveCfg = Release|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Windows.Build.0 = Release|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Windows Metro.ActiveCfg = Release|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Windows Metro.Build.0 = Release|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Windows Phone.ActiveCfg = Release|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|Windows Phone.Build.0 = Release|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|x86.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|XBox 360.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.ReleaseWin8|XBox 360.Build.0 = Release|XBox 360
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<ProjectGuid>{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}</ProjectGuid>
<ProjectTypeGuids>{6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>WinExe</OutputType>
@ -11,28 +11,10 @@
<AssemblyName>RenderTarget</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
<XnaPlatform>Windows</XnaPlatform>
<XnaProfile>HiDef</XnaProfile>
<XnaCrossPlatformGroupID>5f41eb63-6e8c-49d6-8ea2-8f5a1d59a2cc</XnaCrossPlatformGroupID>
<XnaOutputType>Game</XnaOutputType>
<ApplicationIcon>anx.ico</ApplicationIcon>
<Thumbnail>GameThumbnail.png</Thumbnail>
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
<UpdatePeriodically>false</UpdatePeriodically>
<UpdateRequired>false</UpdateRequired>
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>true</BootstrapperEnabled>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<DebugSymbols>true</DebugSymbols>
@ -45,7 +27,6 @@
<NoStdLib>true</NoStdLib>
<UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget>
<XnaCompressContent>false</XnaCompressContent>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<DebugType>pdbonly</DebugType>
@ -57,7 +38,6 @@
<NoStdLib>true</NoStdLib>
<UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget>
<XnaCompressContent>true</XnaCompressContent>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'DebugWin8|x86'">
<OutputPath>bin\x86\DebugWin8\</OutputPath>
@ -81,6 +61,9 @@
<CodeAnalysisIgnoreBuiltInRules>true</CodeAnalysisIgnoreBuiltInRules>
<CodeAnalysisFailOnMissingRules>false</CodeAnalysisFailOnMissingRules>
</PropertyGroup>
<PropertyGroup>
<RunPostBuildEvent>Always</RunPostBuildEvent>
</PropertyGroup>
<ItemGroup>
<Reference Include="mscorlib" />
<Reference Include="System" />
@ -101,35 +84,24 @@
</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.InputDevices.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj">
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
<Name>ANX.InputDevices.Windows.XInput</Name>
</ProjectReference>
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Standard\ANX.InputSystem.Standard.csproj">
<Project>{49066074-3B7B-4A55-B122-6BD33AB73558}</Project>
<Name>ANX.InputSystem.Standard</Name>
</ProjectReference>
<ProjectReference Include="..\..\PlatformSystems\ANX.PlatformSystem.Windows\ANX.PlatformSystem.Windows.csproj">
<Project>{068EB2E9-963C-4E1B-8831-E25011F11FFE}</Project>
<Name>ANX.PlatformSystem.Windows</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="..\..\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>
<XnaReferenceType>Content</XnaReferenceType>
</ProjectReference>
<Reference Include="ANX.Framework">
<HintPath>..\..\bin\Debug\ANX.Framework.dll</HintPath>
</Reference>
<Reference Include="ANX.InputDevices.Windows.XInput">
<HintPath>..\..\bin\Debug\ANX.InputDevices.Windows.XInput.dll</HintPath>
</Reference>
<Reference Include="ANX.InputSystem.Standard">
<HintPath>..\..\bin\Debug\ANX.InputSystem.Standard.dll</HintPath>
</Reference>
<Reference Include="ANX.PlatformSystem.Windows">
<HintPath>..\..\bin\Debug\ANX.PlatformSystem.Windows.dll</HintPath>
</Reference>
<Reference Include="ANX.RenderSystem.Windows.DX10">
<HintPath>..\..\bin\Debug\ANX.RenderSystem.Windows.DX10.dll</HintPath>
</Reference>
<Reference Include="ANX.SoundSystem.Windows.XAudio">
<HintPath>..\..\bin\Debug\ANX.SoundSystem.Windows.XAudio.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
@ -152,14 +124,11 @@
<ProductName>Windows Installer 3.1</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Xna.Framework.4.0">
<Visible>False</Visible>
<ProductName>Microsoft XNA Framework Redistributable 4.0</ProductName>
<Install>true</Install>
</BootstrapperPackage>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
<PropertyGroup>
<PostBuildEvent>xcopy $(ProjectDir)..\SampleContent\bin\$(ConfigurationName) $(TargetDir)SampleContent\ /D /E /Y</PostBuildEvent>
</PropertyGroup>
<!--
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.

View File

@ -1,58 +1,109 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SampleContent", "SampleContent\SampleContent.contentproj", "{FA6E229D-4504-47B1-8A23-2D3FCC13F778}"
# Visual Studio 2013
VisualStudioVersion = 12.0.40629.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{75EFAE60-726E-430F-8661-4CF9ABD1306C}") = "SampleContent", "SampleContent\SampleContent.cproj", "{75EFAE60-726E-430F-8661-4CF9ABD1306C}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SimpleSprite", "SimpleSprite\SimpleSprite.csproj", "{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}"
ProjectSection(ProjectDependencies) = postProject
{75EFAE60-726E-430F-8661-4CF9ABD1306C} = {75EFAE60-726E-430F-8661-4CF9ABD1306C}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|Android = Debug|Android
Debug|iOS = Debug|iOS
Debug|Linux = Debug|Linux
Debug|Mac OS = Debug|Mac OS
Debug|Mixed Platforms = Debug|Mixed Platforms
Debug|PS Vita = Debug|PS Vita
Debug|Windows = Debug|Windows
Debug|Windows Metro = Debug|Windows Metro
Debug|Windows Phone = Debug|Windows Phone
Debug|x86 = Debug|x86
DebugWin8|Any CPU = DebugWin8|Any CPU
DebugWin8|Mixed Platforms = DebugWin8|Mixed Platforms
DebugWin8|x86 = DebugWin8|x86
Release|Any CPU = Release|Any CPU
Debug|XBox 360 = Debug|XBox 360
Release|Android = Release|Android
Release|iOS = Release|iOS
Release|Linux = Release|Linux
Release|Mac OS = Release|Mac OS
Release|Mixed Platforms = Release|Mixed Platforms
Release|PS Vita = Release|PS Vita
Release|Windows = Release|Windows
Release|Windows Metro = Release|Windows Metro
Release|Windows Phone = Release|Windows Phone
Release|x86 = Release|x86
ReleaseWin8|Any CPU = ReleaseWin8|Any CPU
ReleaseWin8|Mixed Platforms = ReleaseWin8|Mixed Platforms
ReleaseWin8|x86 = ReleaseWin8|x86
Release|XBox 360 = Release|XBox 360
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.Debug|x86.ActiveCfg = Debug|Any CPU
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.DebugWin8|Any CPU.ActiveCfg = Debug|Any CPU
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.DebugWin8|Mixed Platforms.ActiveCfg = Debug|Any CPU
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.DebugWin8|x86.ActiveCfg = Debug|Any CPU
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.Release|Any CPU.ActiveCfg = Debug|Any CPU
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.Release|Mixed Platforms.ActiveCfg = Debug|Any CPU
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.Release|x86.ActiveCfg = Debug|Any CPU
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.ReleaseWin8|Any CPU.ActiveCfg = Debug|Any CPU
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.ReleaseWin8|Mixed Platforms.ActiveCfg = Debug|Any CPU
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}.ReleaseWin8|x86.ActiveCfg = Debug|Any CPU
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Any CPU.ActiveCfg = Debug|x86
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Android.ActiveCfg = Debug|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Android.Build.0 = Debug|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|iOS.ActiveCfg = Debug|iOS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|iOS.Build.0 = Debug|iOS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Linux.ActiveCfg = Debug|Linux
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Linux.Build.0 = Debug|Linux
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Mac OS.ActiveCfg = Debug|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Mac OS.Build.0 = Debug|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Mixed Platforms.ActiveCfg = Debug|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Mixed Platforms.Build.0 = Debug|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|PS Vita.ActiveCfg = Debug|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|PS Vita.Build.0 = Debug|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Windows.ActiveCfg = Debug|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Windows.Build.0 = Debug|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Windows Metro.ActiveCfg = Debug|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Windows Metro.Build.0 = Debug|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Windows Phone.ActiveCfg = Debug|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Windows Phone.Build.0 = Debug|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|x86.ActiveCfg = Debug|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|XBox 360.ActiveCfg = Debug|XBox 360
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{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Android.ActiveCfg = Release|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Android.Build.0 = Release|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|iOS.ActiveCfg = Release|iOS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|iOS.Build.0 = Release|iOS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Linux.ActiveCfg = Release|Linux
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Linux.Build.0 = Release|Linux
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Mac OS.ActiveCfg = Release|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Mac OS.Build.0 = Release|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Mixed Platforms.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Mixed Platforms.Build.0 = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|PS Vita.ActiveCfg = Release|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|PS Vita.Build.0 = Release|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows.ActiveCfg = Release|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows.Build.0 = Release|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows Metro.ActiveCfg = Release|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows Metro.Build.0 = Release|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows Phone.ActiveCfg = Release|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows Phone.Build.0 = Release|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|x86.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|XBox 360.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|XBox 360.Build.0 = Release|XBox 360
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Android.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|iOS.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Linux.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Mac OS.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Mixed Platforms.Build.0 = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|PS Vita.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Windows.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Windows Metro.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Windows Phone.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|x86.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|x86.Build.0 = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.DebugWin8|Any CPU.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.DebugWin8|Mixed Platforms.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.DebugWin8|Mixed Platforms.Build.0 = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.DebugWin8|x86.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.DebugWin8|x86.Build.0 = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Any CPU.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|XBox 360.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Android.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|iOS.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Linux.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Mac OS.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Mixed Platforms.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Mixed Platforms.Build.0 = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|PS Vita.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Windows.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Windows Metro.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Windows Phone.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|x86.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|x86.Build.0 = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.ReleaseWin8|Any CPU.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.ReleaseWin8|Mixed Platforms.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.ReleaseWin8|Mixed Platforms.Build.0 = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.ReleaseWin8|x86.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.ReleaseWin8|x86.Build.0 = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|XBox 360.ActiveCfg = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@ -39,6 +39,9 @@ namespace WindowsGame1
Texture2D texture;
Texture2D alternateTexture;
KeyboardState previousKeyboardState;
Color clearColor;
Color[] color = new Color[] { Color.White, Color.Green, Color.Blue, Color.Black, Color.White, Color.DarkMagenta };
float[] y = new float[] { 10f, 10f, 10f, 10f, 10f, 10f };
Random r = new Random();
@ -136,7 +139,34 @@ namespace WindowsGame1
y[i] = MathHelper.Clamp(y[i], 0, 536);
}
if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed)
clearColor = Color.Green;
else if (Mouse.GetState().XButton1 == ButtonState.Pressed)
clearColor = Color.Chocolate;
else
clearColor = Color.CornflowerBlue;
if (Keyboard.GetState().IsKeyDown(Keys.Space) && previousKeyboardState.IsKeyUp(Keys.Space))
{
if (GraphicsDevice.PresentationParameters.BackBufferWidth != 420)
{
PresentationParameters newParams = GraphicsDevice.PresentationParameters.Clone();
newParams.BackBufferWidth = 420;
newParams.BackBufferHeight = 360;
GraphicsDevice.Reset(newParams);
}
else
{
PresentationParameters newParams = GraphicsDevice.PresentationParameters.Clone();
newParams.BackBufferWidth = 800;
newParams.BackBufferHeight = 600;
GraphicsDevice.Reset(newParams);
}
}
base.Update(gameTime);
previousKeyboardState = Keyboard.GetState();
}
/// <summary>
@ -145,42 +175,7 @@ namespace WindowsGame1
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed)
{
GraphicsDevice.Clear(Color.Green);
}
else
{
if (Mouse.GetState().XButton1 == ButtonState.Pressed)
{
GraphicsDevice.Clear(Color.Chocolate);
}
else
{
GraphicsDevice.Clear(Color.CornflowerBlue);
}
}
if (Keyboard.GetState().IsKeyDown(Keys.Space))
{
if (GraphicsDevice.PresentationParameters.BackBufferWidth != 420)
{
PresentationParameters newParams = GraphicsDevice.PresentationParameters.Clone();
newParams.BackBufferWidth = 420;
newParams.BackBufferHeight = 360;
GraphicsDevice.Reset(newParams);
}
}
else
{
if (GraphicsDevice.PresentationParameters.BackBufferWidth != 800)
{
PresentationParameters newParams = GraphicsDevice.PresentationParameters.Clone();
newParams.BackBufferWidth = 800;
newParams.BackBufferHeight = 600;
GraphicsDevice.Reset(newParams);
}
}
GraphicsDevice.Clear(clearColor);
spriteBatch.Begin();

View File

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<ProjectGuid>{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}</ProjectGuid>
<ProjectTypeGuids>{6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>WinExe</OutputType>
@ -11,23 +11,7 @@
<AssemblyName>SimpleSprite</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
<XnaPlatform>Windows</XnaPlatform>
<XnaProfile>HiDef</XnaProfile>
<XnaCrossPlatformGroupID>7f5d45c0-c955-4f68-88c6-b07eeaf2038e</XnaCrossPlatformGroupID>
<XnaOutputType>Game</XnaOutputType>
<ApplicationIcon>anx.ico</ApplicationIcon>
<Thumbnail>GameThumbnail.png</Thumbnail>
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
<UpdatePeriodically>false</UpdatePeriodically>
<UpdateRequired>false</UpdateRequired>
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
@ -45,7 +29,6 @@
<NoStdLib>true</NoStdLib>
<UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget>
<XnaCompressContent>False</XnaCompressContent>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<DebugType>pdbonly</DebugType>
@ -57,7 +40,9 @@
<NoStdLib>true</NoStdLib>
<UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget>
<XnaCompressContent>True</XnaCompressContent>
</PropertyGroup>
<PropertyGroup>
<RunPostBuildEvent>Always</RunPostBuildEvent>
</PropertyGroup>
<ItemGroup>
<Reference Include="mscorlib" />
@ -79,43 +64,24 @@
</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.InputDevices.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj">
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
<Name>ANX.InputDevices.Windows.XInput</Name>
</ProjectReference>
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Standard\ANX.InputSystem.Standard.csproj">
<Project>{49066074-3B7B-4A55-B122-6BD33AB73558}</Project>
<Name>ANX.InputSystem.Standard</Name>
</ProjectReference>
<ProjectReference Include="..\..\PlatformSystems\ANX.PlatformSystem.Windows\ANX.PlatformSystem.Windows.csproj">
<Project>{068EB2E9-963C-4E1B-8831-E25011F11FFE}</Project>
<Name>ANX.PlatformSystem.Windows</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="..\..\SoundSystems\ANX.SoundSystem.OpenAL\ANX.SoundSystem.OpenAL.csproj">
<Project>{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}</Project>
<Name>ANX.SoundSystem.OpenAL</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>
<XnaReferenceType>Content</XnaReferenceType>
</ProjectReference>
<Reference Include="ANX.Framework">
<HintPath>..\..\bin\Debug\ANX.Framework.dll</HintPath>
</Reference>
<Reference Include="ANX.InputDevices.Windows.XInput">
<HintPath>..\..\bin\Debug\ANX.InputDevices.Windows.XInput.dll</HintPath>
</Reference>
<Reference Include="ANX.InputSystem.Standard">
<HintPath>..\..\bin\Debug\ANX.InputSystem.Standard.dll</HintPath>
</Reference>
<Reference Include="ANX.PlatformSystem.Windows">
<HintPath>..\..\bin\Debug\ANX.PlatformSystem.Windows.dll</HintPath>
</Reference>
<Reference Include="ANX.RenderSystem.Windows.DX10">
<HintPath>..\..\bin\Debug\ANX.RenderSystem.Windows.DX10.dll</HintPath>
</Reference>
<Reference Include="ANX.SoundSystem.Windows.XAudio">
<HintPath>..\..\bin\Debug\ANX.SoundSystem.Windows.XAudio.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
@ -138,17 +104,14 @@
<ProductName>Windows Installer 3.1</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Xna.Framework.4.0">
<Visible>False</Visible>
<ProductName>Microsoft XNA Framework Redistributable 4.0</ProductName>
<Install>true</Install>
</BootstrapperPackage>
</ItemGroup>
<ItemGroup>
<None Include="app.config" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
<PropertyGroup>
<PostBuildEvent>xcopy $(ProjectDir)..\SampleContent\bin\$(ConfigurationName) $(TargetDir)SampleContent\ /D /E /Y</PostBuildEvent>
</PropertyGroup>
<!--
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.