updated ANX.RenderSystem.Windows.DX10 to use NuGet for SharpDX dependencies

This commit is contained in:
Glatzemann 2013-07-23 10:56:42 +00:00 committed by Konstantin Koch
parent c134042d56
commit aa75274bab
4 changed files with 27 additions and 16 deletions

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@ -35,25 +35,26 @@
<AllowUnsafeBlocks>true</AllowUnsafeBlocks> <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="SharpDX, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL"> <Reference Include="SharpDX, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion> <SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.dll</HintPath> <HintPath>..\..\packages\SharpDX.2.4.2\lib\net40\SharpDX.dll</HintPath>
</Reference> </Reference>
<Reference Include="SharpDX.D3DCompiler, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL"> <Reference Include="SharpDX.D3DCompiler, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion> <SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.D3DCompiler.dll</HintPath> <HintPath>..\..\packages\SharpDX.D3DCompiler.2.4.2\lib\net40\SharpDX.D3DCompiler.dll</HintPath>
</Reference> </Reference>
<Reference Include="SharpDX.Direct3D10, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL"> <Reference Include="SharpDX.Direct3D10, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion> <SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.Direct3D10.dll</HintPath> <HintPath>..\..\packages\SharpDX.Direct3D10.2.4.2\lib\net40\SharpDX.Direct3D10.dll</HintPath>
</Reference> </Reference>
<Reference Include="SharpDX.DXGI, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL"> <Reference Include="SharpDX.DXGI, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion> <SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\SharpDX\Bin\Standard-net20\SharpDX.DXGI.dll</HintPath> <HintPath>..\..\packages\SharpDX.DXGI.2.4.2\lib\net40\SharpDX.DXGI.dll</HintPath>
</Reference> </Reference>
<Reference Include="System" /> <Reference Include="System" />
<Reference Include="System.Core" /> <Reference Include="System.Core" />
<Reference Include="System.Drawing" /> <Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="BlendState_DX10.cs" /> <Compile Include="BlendState_DX10.cs" />
@ -90,6 +91,9 @@
<Name>ANX.Framework</Name> <Name>ANX.Framework</Name>
</ProjectReference> </ProjectReference>
</ItemGroup> </ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup> <PropertyGroup>
<PreBuildEvent> <PreBuildEvent>

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@ -415,10 +415,10 @@ namespace ANX.RenderSystem.Windows.DX10
#region SetViewport #region SetViewport
protected void SetViewport(int x, int y, int width, int height, float minDepth, float maxDepth) protected void SetViewport(int x, int y, int width, int height, float minDepth, float maxDepth)
{ {
nativeDevice.Rasterizer.SetViewports(new Dx10.Viewport(x, y, width, height, minDepth, maxDepth)); nativeDevice.Rasterizer.SetViewports(new SharpDX.Viewport(x, y, width, height, minDepth, maxDepth));
} }
protected void SetViewport(params Dx10.Viewport[] viewports) protected void SetViewport(params SharpDX.Viewport[] viewports)
{ {
nativeDevice.Rasterizer.SetViewports(viewports); nativeDevice.Rasterizer.SetViewports(viewports);
} }
@ -494,7 +494,7 @@ namespace ANX.RenderSystem.Windows.DX10
CreateDepthStencilBuffer(this.depthStencilBuffer.Description.Format, this.backBuffer.Description.Width, this.backBuffer.Description.Height, false); CreateDepthStencilBuffer(this.depthStencilBuffer.Description.Format, this.backBuffer.Description.Width, this.backBuffer.Description.Height, false);
nativeDevice.OutputMerger.SetRenderTargets(1, new Dx10.RenderTargetView[] { this.renderView }, this.depthStencilView); //TODO: necessary? nativeDevice.OutputMerger.SetRenderTargets(1, new Dx10.RenderTargetView[] { this.renderView }, this.depthStencilView); //TODO: necessary?
nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView); nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
nativeDevice.Rasterizer.SetViewports(new Dx10.Viewport(0, 0, this.backBuffer.Description.Width, this.backBuffer.Description.Height)); nativeDevice.Rasterizer.SetViewports(new SharpDX.Viewport(0, 0, this.backBuffer.Description.Width, this.backBuffer.Description.Height));
// dispose the old views // dispose the old views
for (int i = 0; i < renderTargetView.Length; i++) for (int i = 0; i < renderTargetView.Length; i++)
@ -511,7 +511,7 @@ namespace ANX.RenderSystem.Windows.DX10
int renderTargetCount = renderTargets.Length; int renderTargetCount = renderTargets.Length;
RenderTargetView[] renderTargetsToDelete = new RenderTargetView[renderTargetView.Length]; RenderTargetView[] renderTargetsToDelete = new RenderTargetView[renderTargetView.Length];
Array.Copy(renderTargetView, renderTargetsToDelete, renderTargetView.Length); Array.Copy(renderTargetView, renderTargetsToDelete, renderTargetView.Length);
Dx10.Viewport[] rtViewports = new Dx10.Viewport[renderTargetCount]; SharpDX.Viewport[] rtViewports = new SharpDX.Viewport[renderTargetCount];
if (this.renderTargetView.Length != renderTargetCount) if (this.renderTargetView.Length != renderTargetCount)
{ {
@ -539,7 +539,7 @@ namespace ANX.RenderSystem.Windows.DX10
} }
renderTargetView[i] = new Dx10.RenderTargetView(nativeDevice, ((DxTexture2D)nativeRenderTarget).NativeShaderResourceView.Resource); renderTargetView[i] = new Dx10.RenderTargetView(nativeDevice, ((DxTexture2D)nativeRenderTarget).NativeShaderResourceView.Resource);
rtViewports[i] = new Dx10.Viewport(0, 0, width, height); rtViewports[i] = new SharpDX.Viewport(0, 0, width, height);
} }
} }

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@ -10,7 +10,7 @@ using System.Runtime.InteropServices;
[assembly: AssemblyConfiguration("")] [assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("ANX Developer Team")] [assembly: AssemblyCompany("ANX Developer Team")]
[assembly: AssemblyProduct("ANX.RenderSystem.Windows.DX10")] [assembly: AssemblyProduct("ANX.RenderSystem.Windows.DX10")]
[assembly: AssemblyCopyright("Copyright © ANX Developer Team 2011-2012")] [assembly: AssemblyCopyright("Copyright © ANX Developer Team 2011-2013")]
[assembly: AssemblyTrademark("")] [assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")] [assembly: AssemblyCulture("")]
@ -32,7 +32,7 @@ using System.Runtime.InteropServices;
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern // Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben: // übernehmen, indem Sie "*" eingeben:
// [assembly: AssemblyVersion("1.0.*")] // [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.7.27.*")] [assembly: AssemblyVersion("0.7.28.*")]
[assembly: AssemblyFileVersion("0.7.27.0")] [assembly: AssemblyFileVersion("0.7.28.0")]
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")] [assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]

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@ -0,0 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="SharpDX" version="2.4.2" targetFramework="net40" />
<package id="SharpDX.D3DCompiler" version="2.4.2" targetFramework="net40" />
<package id="SharpDX.Direct3D10" version="2.4.2" targetFramework="net40" />
<package id="SharpDX.DXGI" version="2.4.2" targetFramework="net40" />
</packages>