made the WindowsGame example work again with all available rendersystems.

Also made the recording inputsystem not selectable for that sample as that needs some code modification in the sample to make it work.
It was not possible to run it with openGL because the creation of the windowInfo object was faulty, it might have worked on linux, but it didn't work on windows.
Also updated a few deprecated calls for OpenGL.
Closing an OpenGL application did wrongly throw an exception when an effect gets disposed, this is fixed now and the memory usage was slightly reduced.
For DirectX 11, which didn't work for the samples out of the box, it was changed that the sharpdx effect dll's are now part of the directx 11 rendersystem so that they don't have to be copied over manually anymore.
Did some very small change to the RecordingGamePad class which makes it work if no data is recorded or played back.
This commit is contained in:
Konstantin Koch 2015-02-20 14:49:45 +00:00 committed by Konstantin Koch
parent a7fb23b599
commit 930b2526f7
8 changed files with 666 additions and 270 deletions

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View File

@ -64,7 +64,19 @@ namespace ANX.InputSystem.Recording
public GamePadState GetState(PlayerIndex playerIndex)
{
throw new NotImplementedException();
switch (RecordingState)
{
case Recording.RecordingState.None:
return realGamePad.GetState(playerIndex);
case Recording.RecordingState.Playback:
return ReadGamePadState(playerIndex);
case Recording.RecordingState.Recording:
var state = realGamePad.GetState(playerIndex);
WriteGamePadState(state, playerIndex);
return state;
default:
throw new InvalidOperationException("The recordingState is invalid!");
}
}
public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode)
@ -122,5 +134,15 @@ namespace ANX.InputSystem.Recording
{
throw new NotImplementedException();
}
private GamePadState ReadGamePadState(PlayerIndex playerIndex)
{
throw new NotImplementedException();
}
private void WriteGamePadState(GamePadState state, PlayerIndex playerIndex)
{
throw new NotImplementedException();
}
}
}

View File

@ -13,280 +13,292 @@ using ANX.Framework.Content.Pipeline.Helpers.GL3;
namespace ANX.RenderSystem.GL3
{
/// <summary>
/// Native OpenGL Effect implementation.
/// http://wiki.delphigl.com/index.php/Tutorial_glsl
/// </summary>
public class EffectGL3 : INativeEffect
{
#region Private
private Effect managedEffect;
private ShaderData shaderData;
private List<EffectParameter> parameters;
private List<EffectTechnique> techniques;
internal bool IsDisposed;
/// <summary>
/// Native OpenGL Effect implementation.
/// http://wiki.delphigl.com/index.php/Tutorial_glsl
/// </summary>
public class EffectGL3 : INativeEffect
{
#region Private
private Effect managedEffect;
private ShaderData shaderData;
private List<EffectParameter> parameters;
private List<EffectTechnique> techniques;
internal bool IsDisposed;
internal EffectTechniqueGL3 CurrentTechnique
{
get
{
if (managedEffect.CurrentTechnique == null)
return null;
internal EffectTechniqueGL3 CurrentTechnique
{
get
{
if (managedEffect.CurrentTechnique == null)
return null;
return managedEffect.CurrentTechnique.NativeTechnique as EffectTechniqueGL3;
}
}
#endregion
return managedEffect.CurrentTechnique.NativeTechnique as EffectTechniqueGL3;
}
}
#endregion
#region Public
#region Techniques
public IEnumerable<EffectTechnique> Techniques
{
get
{
if (techniques.Count == 0)
{
Compile();
}
#region Public
#region Techniques
public IEnumerable<EffectTechnique> Techniques
{
get
{
if (techniques.Count == 0)
{
Compile();
}
return techniques;
}
}
#endregion
return techniques;
}
}
#endregion
#region Parameters
public IEnumerable<EffectParameter> Parameters
{
get
{
if (techniques.Count == 0)
{
Compile();
}
#region Parameters
public IEnumerable<EffectParameter> Parameters
{
get
{
if (techniques.Count == 0)
{
Compile();
}
return parameters;
}
}
#endregion
#endregion
return parameters;
}
}
#endregion
#endregion
#region Constructor
/// <summary>
/// Private helper constructor for the basic initialization.
/// </summary>
private EffectGL3(Effect setManagedEffect)
{
GraphicsResourceManager.UpdateResource(this, true);
#region Constructor
/// <summary>
/// Private helper constructor for the basic initialization.
/// </summary>
private EffectGL3(Effect setManagedEffect)
{
GraphicsResourceManager.UpdateResource(this, true);
parameters = new List<EffectParameter>();
techniques = new List<EffectTechnique>();
managedEffect = setManagedEffect;
}
parameters = new List<EffectParameter>();
techniques = new List<EffectTechnique>();
managedEffect = setManagedEffect;
}
~EffectGL3()
{
GraphicsResourceManager.UpdateResource(this, false);
}
~EffectGL3()
{
GraphicsResourceManager.UpdateResource(this, false);
}
/// <summary>
/// Create a new effect instance of separate streams.
/// </summary>
/// <param name="vertexShaderByteCode">The vertex shader code.</param>
/// <param name="pixelShaderByteCode">The fragment shader code.</param>
public EffectGL3(Effect setManagedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
: this(setManagedEffect)
{
/// <summary>
/// Create a new effect instance of separate streams.
/// </summary>
/// <param name="vertexShaderByteCode">The vertex shader code.</param>
/// <param name="pixelShaderByteCode">The fragment shader code.</param>
public EffectGL3(Effect setManagedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
: this(setManagedEffect)
{
// TODO: this is probably not right!
throw new NotImplementedException("TODO: implement effect constructor with vertex and fragment streams, check HOWTO...");
//CreateShader(ShaderHelper.LoadShaderCode(vertexShaderByteCode),
// ShaderHelper.LoadShaderCode(pixelShaderByteCode));
}
throw new NotImplementedException("TODO: implement effect constructor with vertex and fragment streams, check HOWTO...");
//CreateShader(ShaderHelper.LoadShaderCode(vertexShaderByteCode),
// ShaderHelper.LoadShaderCode(pixelShaderByteCode));
}
/// <summary>
/// Create a new effect instance of one streams.
/// </summary>
/// <param name="byteCode">The byte code of the shader.</param>
public EffectGL3(Effect setManagedEffect, Stream byteCode)
: this(setManagedEffect)
{
string source = ShaderHelper.LoadShaderCode(byteCode);
shaderData = ShaderHelper.ParseShaderCode(source);
}
#endregion
/// <summary>
/// Create a new effect instance of one streams.
/// </summary>
/// <param name="byteCode">The byte code of the shader.</param>
public EffectGL3(Effect setManagedEffect, Stream byteCode)
: this(setManagedEffect)
{
string source = ShaderHelper.LoadShaderCode(byteCode);
shaderData = ShaderHelper.ParseShaderCode(source);
}
#endregion
#region RecreateData
internal void RecreateData()
{
Compile();
}
#endregion
#region RecreateData
internal void RecreateData()
{
Compile();
}
#endregion
#region Compile
private void Compile()
{
parameters.Clear();
techniques.Clear();
Dictionary<string, int> vertexShaders = new Dictionary<string, int>();
Dictionary<string, int> fragmentShaders = new Dictionary<string, int>();
List<string> parameterNames = new List<string>();
#region Compile
private void Compile()
{
parameters.Clear();
techniques.Clear();
Dictionary<string, int> vertexShaders = new Dictionary<string, int>();
Dictionary<string, int> fragmentShaders = new Dictionary<string, int>();
List<string> parameterNames = new List<string>();
#region Compile vertex shaders
foreach (string vertexName in shaderData.VertexShaderCodes.Keys)
{
string vertexSource = shaderData.VertexGlobalCode + shaderData.VertexShaderCodes[vertexName];
#region Compile vertex shaders
foreach (string vertexName in shaderData.VertexShaderCodes.Keys)
{
string vertexSource = shaderData.VertexGlobalCode + shaderData.VertexShaderCodes[vertexName];
int vertexShader = GL.CreateShader(ShaderType.VertexShader);
string vertexError = CompileShader(vertexShader, vertexSource);
if (String.IsNullOrEmpty(vertexError) == false)
throw new InvalidDataException("Failed to compile the vertex shader '" + vertexName + "' cause of: " +
vertexError);
int vertexShader = GL.CreateShader(ShaderType.VertexShader);
string vertexError = CompileShader(vertexShader, vertexSource);
if (String.IsNullOrEmpty(vertexError) == false)
throw new InvalidDataException("Failed to compile the vertex shader '" + vertexName + "' cause of: " +
vertexError);
vertexShaders.Add(vertexName, vertexShader);
}
#endregion
vertexShaders.Add(vertexName, vertexShader);
}
#endregion
#region Compile fragment shaders
foreach (string fragmentName in shaderData.FragmentShaderCodes.Keys)
{
string fragmentSource = shaderData.FragmentGlobalCode + shaderData.FragmentShaderCodes[fragmentName];
#region Compile fragment shaders
foreach (string fragmentName in shaderData.FragmentShaderCodes.Keys)
{
string fragmentSource = shaderData.FragmentGlobalCode + shaderData.FragmentShaderCodes[fragmentName];
int fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
string fragmentError = CompileShader(fragmentShader, fragmentSource);
if (String.IsNullOrEmpty(fragmentError) == false)
throw new InvalidDataException("Failed to compile the fragment shader '" + fragmentName + "' cause of: " +
fragmentError);
int fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
string fragmentError = CompileShader(fragmentShader, fragmentSource);
if (String.IsNullOrEmpty(fragmentError) == false)
throw new InvalidDataException("Failed to compile the fragment shader '" + fragmentName + "' cause of: " +
fragmentError);
fragmentShaders.Add(fragmentName, fragmentShader);
}
#endregion
fragmentShaders.Add(fragmentName, fragmentShader);
}
#endregion
#region Compile programs
foreach (string programName in shaderData.Techniques.Keys)
{
string vertexName = shaderData.Techniques[programName].Key;
string fragmentName = shaderData.Techniques[programName].Value;
#region Compile programs
foreach (string programName in shaderData.Techniques.Keys)
{
string vertexName = shaderData.Techniques[programName].Key;
string fragmentName = shaderData.Techniques[programName].Value;
int programHandle = GL.CreateProgram();
ErrorHelper.Check("CreateProgram");
GL.AttachShader(programHandle, vertexShaders[vertexName]);
ErrorHelper.Check("AttachShader vertexShader");
GL.AttachShader(programHandle, fragmentShaders[fragmentName]);
ErrorHelper.Check("AttachShader fragmentShader");
GL.LinkProgram(programHandle);
int vertexShaderHandle = vertexShaders[vertexName];
int fragmentShaderHandle = fragmentShaders[fragmentName];
int result;
GL.GetProgram(programHandle, ProgramParameter.LinkStatus, out result);
if (result == 0)
{
string programError;
GL.GetProgramInfoLog(programHandle, out programError);
throw new InvalidDataException("Failed to link the shader program '" +
programName + "' because of: " + programError);
}
int programHandle = GL.CreateProgram();
ErrorHelper.Check("CreateProgram");
GL.AttachShader(programHandle, vertexShaderHandle);
ErrorHelper.Check("AttachShader vertexShader");
GL.AttachShader(programHandle, fragmentShaderHandle);
ErrorHelper.Check("AttachShader fragmentShader");
GL.LinkProgram(programHandle);
EffectTechniqueGL3 technique = new EffectTechniqueGL3(managedEffect, programName, programHandle);
techniques.Add(new EffectTechnique(managedEffect, technique));
AddParametersFrom(programHandle, parameterNames, technique);
}
#endregion
}
#endregion
int result;
GL.GetProgram(programHandle, GetProgramParameterName.LinkStatus, out result);
if (result == 0)
{
string programError;
GL.GetProgramInfoLog(programHandle, out programError);
throw new InvalidDataException("Failed to link the shader program '" +
programName + "' because of: " + programError);
}
//After the program has been linked, the shaders don't have to be attached anymore as they won't do anything.
//We also save some memory because the shader source code gets freed by this.
GL.DetachShader(programHandle, vertexShaderHandle);
GL.DetachShader(programHandle, fragmentShaderHandle);
#region CompileShader
private string CompileShader(int shader, string source)
{
GL.ShaderSource(shader, source);
GL.CompileShader(shader);
GL.DeleteShader(vertexShaderHandle);
GL.DeleteShader(fragmentShaderHandle);
int result;
GL.GetShader(shader, ShaderParameter.CompileStatus, out result);
if (result == 0)
{
string error = "";
GL.GetShaderInfoLog(shader, out error);
EffectTechniqueGL3 technique = new EffectTechniqueGL3(managedEffect, programName, programHandle);
techniques.Add(new EffectTechnique(managedEffect, technique));
AddParametersFrom(programHandle, parameterNames, technique);
}
#endregion
}
#endregion
GL.DeleteShader(shader);
#region CompileShader
private string CompileShader(int shader, string source)
{
GL.ShaderSource(shader, source);
GL.CompileShader(shader);
return error;
}
int result;
GL.GetShader(shader, ShaderParameter.CompileStatus, out result);
if (result == 0)
{
string error = "";
GL.GetShaderInfoLog(shader, out error);
return null;
}
#endregion
GL.DeleteShader(shader);
#region AddParametersFrom
private void AddParametersFrom(int programHandle, List<string> parameterNames, EffectTechniqueGL3 technique)
{
int uniformCount;
GL.GetProgram(programHandle, ProgramParameter.ActiveUniforms, out uniformCount);
ErrorHelper.Check("GetProgram ActiveUniforms");
return error;
}
for (int index = 0; index < uniformCount; index++)
{
string name = GL.GetActiveUniformName(programHandle, index);
ErrorHelper.Check("GetActiveUniformName name=" + name);
return null;
}
#endregion
if (parameterNames.Contains(name) == false)
{
parameterNames.Add(name);
int uniformIndex = GL.GetUniformLocation(programHandle, name);
ErrorHelper.Check("GetUniformLocation name=" + name + " uniformIndex=" + uniformIndex);
parameters.Add(new EffectParameter(new EffectParameterGL3(technique, name, uniformIndex)));
}
}
}
#endregion
#region AddParametersFrom
private void AddParametersFrom(int programHandle, List<string> parameterNames, EffectTechniqueGL3 technique)
{
int uniformCount;
GL.GetProgram(programHandle, GetProgramParameterName.ActiveUniforms, out uniformCount);
ErrorHelper.Check("GetProgram ActiveUniforms");
#region Apply
public void Apply(GraphicsDevice graphicsDevice)
{
GL.UseProgram(CurrentTechnique.programHandle);
GraphicsDeviceWindowsGL3.activeEffect = this;
ErrorHelper.Check("UseProgram");
}
#endregion
for (int index = 0; index < uniformCount; index++)
{
string name = GL.GetActiveUniformName(programHandle, index);
ErrorHelper.Check("GetActiveUniformName name=" + name);
#region Dispose
/// <summary>
/// Dispose the native shader data.
/// </summary>
public void Dispose()
{
if (IsDisposed == false)
{
IsDisposed = true;
DisposeResource();
}
}
if (parameterNames.Contains(name) == false)
{
parameterNames.Add(name);
int uniformIndex = GL.GetUniformLocation(programHandle, name);
ErrorHelper.Check("GetUniformLocation name=" + name + " uniformIndex=" + uniformIndex);
parameters.Add(new EffectParameter(new EffectParameterGL3(technique, name, uniformIndex)));
}
}
}
#endregion
internal void DisposeResource()
{
if (GraphicsDeviceWindowsGL3.IsContextCurrent == false)
{
return;
}
#region Apply
public void Apply(GraphicsDevice graphicsDevice)
{
GL.UseProgram(CurrentTechnique.programHandle);
GraphicsDeviceWindowsGL3.activeEffect = this;
ErrorHelper.Check("UseProgram");
}
#endregion
foreach (EffectTechnique technique in techniques)
{
int programHandle =
(technique.NativeTechnique as EffectTechniqueGL3).programHandle;
#region Dispose
/// <summary>
/// Dispose the native shader data.
/// </summary>
public void Dispose()
{
if (IsDisposed == false)
{
IsDisposed = true;
DisposeResource();
}
}
GL.DeleteProgram(programHandle);
ErrorHelper.Check("DeleteProgram");
internal void DisposeResource()
{
if (GraphicsDeviceWindowsGL3.IsContextCurrent == false)
{
return;
}
int result;
GL.GetProgram(programHandle, ProgramParameter.DeleteStatus, out result);
if (result == 0)
{
string deleteError;
GL.GetProgramInfoLog(programHandle, out deleteError);
throw new Exception("Failed to delete the shader program '" +
technique.Name + "' because of: " + deleteError);
}
}
techniques.Clear();
parameters.Clear();
}
#endregion
}
foreach (EffectTechnique technique in techniques)
{
int programHandle =
(technique.NativeTechnique as EffectTechniqueGL3).programHandle;
GL.DeleteProgram(programHandle);
ErrorHelper.Check("DeleteProgram");
int result;
GL.GetProgram(programHandle, GetProgramParameterName.DeleteStatus, out result);
//If it isn't deleted, it means it's somehow still in use.
if (result == 1)
{
string deleteError;
GL.GetProgramInfoLog(programHandle, out deleteError);
throw new Exception("Failed to delete the shader program '" +
technique.Name + "' because of: " + deleteError);
}
}
techniques.Clear();
parameters.Clear();
}
#endregion
}
}

View File

@ -74,7 +74,7 @@ namespace ANX.RenderSystem.GL3
private void GetAttributes()
{
int attributeCount;
GL.GetProgram(programHandle, ProgramParameter.ActiveAttributes,
GL.GetProgram(programHandle, GetProgramParameterName.ActiveAttributes,
out attributeCount);
activeAttributes = new ShaderAttributeGL3[attributeCount];
for (int index = 0; index < attributeCount; index++)

View File

@ -113,7 +113,7 @@ namespace ANX.RenderSystem.GL3
var colorFormat = DatatypesMapping.SurfaceToColorFormat(presentationParameters.BackBufferFormat);
graphicsMode = new GraphicsMode(colorFormat, depth, stencil, presentationParameters.MultiSampleCount);
CreateWindowInfo(presentationParameters.DeviceWindowHandle, graphicsMode.Index.Value);
CreateWindowInfo(presentationParameters.DeviceWindowHandle, graphicsMode.Index);
nativeContext = new GraphicsContext(graphicsMode, nativeWindowInfo);
nativeContext.MakeCurrent(nativeWindowInfo);
@ -143,12 +143,12 @@ namespace ANX.RenderSystem.GL3
#endregion
#region CreateWindowInfo
private void CreateWindowInfo(IntPtr windowHandle, IntPtr graphicsModeHandle)
private void CreateWindowInfo(IntPtr windowHandle, IntPtr? graphicsModeHandle)
{
if (OpenTK.Configuration.RunningOnWindows)
nativeWindowInfo = Utilities.CreateWindowsWindowInfo(windowHandle);
else if (OpenTK.Configuration.RunningOnX11)
nativeWindowInfo = LinuxInterop.CreateX11WindowInfo(windowHandle, graphicsModeHandle);
nativeWindowInfo = LinuxInterop.CreateX11WindowInfo(windowHandle, graphicsModeHandle.Value);
else if (OpenTK.Configuration.RunningOnMacOS)
nativeWindowInfo = Utilities.CreateMacOSCarbonWindowInfo(windowHandle, false, true);
else

View File

@ -45,25 +45,25 @@
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Reference Include="SharpDX, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<Reference Include="SharpDX, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\packages\SharpDX.2.4.2\lib\net40\SharpDX.dll</HintPath>
<HintPath>$(SharpDXPackageBinDir)\SharpDX.dll</HintPath>
</Reference>
<Reference Include="SharpDX.D3DCompiler, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<Reference Include="SharpDX.D3DCompiler, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\packages\SharpDX.D3DCompiler.2.4.2\lib\net40\SharpDX.D3DCompiler.dll</HintPath>
<HintPath>$(SharpDXPackageBinDir)\SharpDX.D3DCompiler.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct3D11, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<Reference Include="SharpDX.Direct3D11, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\packages\SharpDX.Direct3D11.2.4.2\lib\net40\SharpDX.Direct3D11.dll</HintPath>
<HintPath>$(SharpDXPackageBinDir)\SharpDX.Direct3D11.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct3D11.Effects, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<Reference Include="SharpDX.Direct3D11.Effects, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\packages\SharpDX.Direct3D11.Effects.2.4.2\lib\net40\SharpDX.Direct3D11.Effects.dll</HintPath>
<HintPath>$(SharpDXPackageBinDir)\SharpDX.Direct3D11.Effects.dll</HintPath>
</Reference>
<Reference Include="SharpDX.DXGI, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<Reference Include="SharpDX.DXGI, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\packages\SharpDX.DXGI.2.4.2\lib\net40\SharpDX.DXGI.dll</HintPath>
<HintPath>$(SharpDXPackageBinDir)\SharpDX.DXGI.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Drawing" />
@ -97,7 +97,6 @@
<Compile Include="..\ANX.RenderSystem.DX.SharedSources\SharedIndexBuffer.cs" />
<Compile Include="..\ANX.RenderSystem.DX.SharedSources\SharedVertexBuffer.cs" />
<Compile Include="..\ANX.RenderSystem.DX.SharedSources\SharedStateObject.cs" />
<Compile Include="SupportedPlatformsImpl.cs" />
<Compile Include="DxTexture2D.cs" />
<Compile Include="DxVertexBuffer.cs" />
</ItemGroup>
@ -105,10 +104,23 @@
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<Content Include="sharpdx_direct3d11_effects_x64.dll" />
<Content Include="sharpdx_direct3d11_effects_x86.dll" />
<Content Include="..\..\packages\SharpDX.Direct3D11.Effects.2.6.3\Content\sharpdx_direct3d11_effects_x64.dll">
<Link>sharpdx_direct3d11_effects_x64.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="..\..\packages\SharpDX.Direct3D11.Effects.2.6.3\Content\sharpdx_direct3d11_effects_x86.dll">
<Link>sharpdx_direct3d11_effects_x86.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="..\..\packages\SharpDX.2.6.3\build\SharpDX.targets" Condition="Exists('..\..\packages\SharpDX.2.6.3\build\SharpDX.targets')" />
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>Dieses Projekt verweist auf mindestens ein NuGet-Paket, das auf diesem Computer fehlt. Aktivieren Sie die Wiederherstellung von NuGet-Paketen, um die fehlende Datei herunterzuladen. Weitere Informationen finden Sie unter "http://go.microsoft.com/fwlink/?LinkID=322105". Die fehlende Datei ist "{0}".</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('..\..\packages\SharpDX.2.6.3\build\SharpDX.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\..\packages\SharpDX.2.6.3\build\SharpDX.targets'))" />
</Target>
<!-- 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.
<Target Name="BeforeBuild">

View File

@ -1,6 +1,6 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "VertexIndexBuffer", "VertexIndexBuffer\VertexIndexBuffer.csproj", "{F945515B-394D-4ED4-80E0-98EB59B69D24}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SampleContent", "SampleContent\SampleContent.contentproj", "{FA6E229D-4504-47B1-8A23-2D3FCC13F778}"
@ -9,8 +9,6 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SimpleSprite", "SimpleSprit
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TextRendering", "TextRendering\TextRendering.csproj", "{BC79B021-10E4-4D01-945A-7048FFF53A22}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Xinput", "Xinput\Xinput.csproj", "{45D6F4DE-5BB6-4E86-8C44-F9CA307AE43F}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WindowsGame", "WindowsGame\WindowsGame.csproj", "{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Kinect", "Kinect\Kinect.csproj", "{A42413A9-5189-40CB-AACA-D50F24865431}"
@ -32,90 +30,438 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution
SampleCatalog.xml = SampleCatalog.xml
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AlphaTestEffectSample", "AlphaTestEffectSample\AlphaTestEffectSample.csproj", "{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AudioSample", "AudioSample\AudioSample.csproj", "{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BasicEffectSample", "BasicEffectSample\BasicEffectSample.csproj", "{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DualTextureSample", "DualTextureSample\DualTextureSample.csproj", "{9259CC4E-AE6B-403C-8FAB-2408448C3935}"
EndProject
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@ -129,10 +129,6 @@
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