98 Commits

Author SHA1 Message Date
Konstantin Koch
91f727c362 Added effect specific writers 2015-11-04 23:41:15 +01:00
Konstantin Koch
23466b9b31 some cleanup in BuildContentTask. Improved handling of ProcessorParameters. Made the BuildCache much more reliable. 2015-11-04 23:38:46 +01:00
Konstantin Koch
23029218b1 some code cleanup and implemented a dummy ReflectiveWriter for the compilation step 2015-11-04 23:35:05 +01:00
Konstantin Koch
3cd7efbba4 Migrated StencilBuffer example and removed memory leaks for DX10 and DX11
Remove build message saying that a content file is still valid and will
be skipped.
Use OnApply for Effects, instead of an internal PreBindSetParameters.
Removed unnecessary dependencies from EffectParameterCollection and
EffectTechniqueCollection.
Moved Apply from INativeEffect to INativeEffectPass as Apply can only be
called on an EffectPass.
Added IDisposable to many Native object interfaces.
Added an InputLayoutManager so the InputLayouts don't get created on
every call.
Increased the amount of shared code for the GraphicsDevice between DX10
and DX11.
Simplified the amount of stuff the Draw calls do.
It's possible to use specific renderPasses when drawing and the drawing
methods of the GraphicsDevice don't draw all effectPasses of an effec
anymore.
Fixed the bug that a DynamicVertexBuffer created a staging buffer when
setting Elements for DX10 and DX11, which was unnecessary. Also it
didn't create a staging before for normal VertexBuffers which made it
not possible to set data there.
Implement EffectAnnotations for DX10.
Fixed SetRenderTargets for DX11.
2015-10-14 23:59:27 +02:00
Konstantin Koch
c22baa8417 Fix Alpha value for Fonts and fix buildCache invalidation.
Kerning for the Font in the SampleContent project is deactivated for as
this is not supported by our FontProcessor yet.
2015-09-05 14:48:26 +02:00
Konstantin Koch
a8588a30a5 Update ContentCompiler, make Visual Studio Extension work without having Anx Framework installed.
Make ContentCompilerGui compatible to recent changes in pipeline and did
some usability changes.
Make the Visual Studio Extension work even if the ANX Framework is not
installed additionally..
Improve that the path for assembly refernces in a content project
doesn't get automatically updated, only if the reference is actually
saved, this is so you can specify a relative path yourself.
Fix missing icon for ContentProject when it was opened with Visual
Studio.
Made create_shaders.bat directly executable under windows by fixing the
directory separators.
2015-09-03 23:43:55 +02:00
Konstantin Koch
17d0771b03 Placed the importers into different categories for the "importing existing files" dialog in Visual Studio.
Fixed a performance problem in the Visual Studio extension where no importer or processor was selected for an asset.
Fixed that the asset names for Uri encoded in the build output.
Fixed that errors when serializing assets get logged.
Sped up ImporterManager.GuessImporterByFileExtension, which caused performance problems if many assemblies are loaded into the current AppDomain.
Made the AssimpImporter library deploy the binary files again (hopefully just a temporary solution until we've found a better way.)
Provide a extension for TargetPlatform enum for getting the DisplayName of an entry.
Changed that ProcessorManager.GetProcessorDisplayName doesn't throw an exception if no processor with the given name exists, which now mimicks the same behavior as in importerManager.GetImporterDisplayName.
2015-04-26 19:47:26 +02:00
Konstantin Koch
8287c54432 Included the Visual Studio extension and made the necessary changes to make it run.
Replaced the old VS templates with ones that offer more flexiblity.
Started replacing the Content Project for the samples with our custom project type.
Inlcuded a basic not yet working AssimpImporter.
2015-04-08 14:50:03 +02:00
Konstantin Koch
cb01231e7d implemented Intermediate.Serializer namespace in Content Pipeline.
removed the old .tfignore file.
2015-03-29 18:16:03 +02:00
Konstantin Koch
f081f8632a two commits were missing, both by KorsarNek:
"Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level.
Removed a few class constructors which could cause problems when loading a game.
Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue.
Removed the restriction in the InputDeviceFactory for which InputDevices are supported.
Added a Logger for Metro which works with the current Logger implementation.
Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7.
Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly.
OpenGL and DirectX have been updated to the newest versions.
XAudio system uses now the same SharpDX version as all the other systems.
ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers.
Fixed an erroneous finalizer in the xaudio system.
Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions.
Made the samples work again on Windows."

"Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem.
All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA.
The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion.
The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created.
The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent".
With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it.
Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
SND\eagleeyestudios_cp
c134042d56 Tweaked the assembly blacklisting for linux. Building stuff on linux does now work without crashing mono. 2015-03-15 01:13:25 +01:00
SND\eagleeyestudios_cp
3446b428fc Fixed Issue #1181 : Corrected Property Type of "SourceMesh" to MeshContent. 2015-03-15 01:13:24 +01:00
SND\eagleeyestudios_cp
34b7bddbef Added a special assembly case handling for mono on linux as crawling some assemblies
apparently crashes mono :(
2015-03-15 01:13:24 +01:00
SND\eagleeyestudios_cp
2d0a7b3fe0 Content Pipeline:
- Added default value for target platform when reading cproj files

Compiler GUI:
- fixed issue #1143, a message box should now be displayed if project path is wrong
- added default case for empty configuration when loading projects
2015-03-15 01:12:49 +01:00
Glatzemann
0d49da8822 - fixed some enumeration values
- fixed some build issues (tools)
- fixed some installer issues (msi)
- fixed some ANXStatusComparer issues
- changed some tools icons
2015-03-15 01:12:18 +01:00
SND\eagleeyestudios_cp
412e4885c9 Improved Project Converter UI 2015-03-15 01:12:16 +01:00
Glatzemann
286f0d9478 build script improvement: only stock shaders which are needed for the build target are generated, not all anymore 2015-03-15 01:12:12 +01:00
Glatzemann
328b673249 - removed a warning from EffectProcessor
- removed app.config from StockShaderCodeGenerator
2015-03-15 01:12:11 +01:00
Glatzemann
437741acef - DX11 shader generation warnings in sscg are removed
- Optimized build script: XNA and XNA Game Studio installations are now recognized and Samples which are using the XNA ContentPipeline are no longer builded if not possible. The build scripts now runs completly on Windows 8.
2015-03-15 01:12:11 +01:00
Glatzemann
a5f4931578 fixed issue #1082 (SpriteFont UTF8 issue) 2015-03-15 01:12:10 +01:00
Glatzemann
5b871f27fa - added InputSystems to Windows 8 / Metro build (main build script)
- fixed some compile errors in XAudio SoundSystem when building for Windows 8 / Metro
- updated ProjectConverter to remove OggVorbis assemblies from project references when building for Windows 8 / Metro
2015-03-15 01:12:09 +01:00
Glatzemann
786934191d Updated StockShaderCodeGenerator and EffectProcessor to support DX11 stock shaders (wrong profile was used while compiling). 2015-03-15 01:12:08 +01:00
SND\eagleeyestudios_cp
a56e950056 Content Pipeline:
Fixed SpriteFont Building (Importer/Processor). It now renders fine in the TextRendering Sample.
2015-03-15 01:12:05 +01:00
Glatzemann
99216ca254 - Fixed some bugs in build system
- Build system optimizations
- Extended ProjectConverter: DX and SharpDX assemblies are now removed from linux projects to prevent errors
- Fixed a bunch of compiler warnings
- Removed DX11MetroShaderGenerator assembly. It is now included in ANX.Framework.Content.Pipeline
- Removed HLSLParser assembly. It is now included in ANX.Framework.Content.Pipeline.
- Removed shader parser from GL3-RenderSystem. It is now included in ANX.Framework.Content.Pipeline.
- Removed RenderSystem dependencies from StockShaderCodeGenerator (sscg) tool
2015-03-15 01:12:04 +01:00
Glatzemann
2eb7923339 - fixed reading of SpriteFont's (DefaultCharacter handling was wrong)
- fixed handling of DefaultCharacter in FontDescriptionImporter (no handling)
- set DefaultCharacter in SampleContent's Debug font
2015-03-15 01:12:02 +01:00
SND\eagleeyestudios_cp
c316436f32 Content Pipeline:
- Fixed a Bug in FontDescriptionImporter
- Removed Debugger.Break() in XmlImporter
2015-03-15 01:12:01 +01:00
Glatzemann
0d3593c223 - Fixed an issue with content compiling: The readers for generic types were not registered in the XNB file and therefor couldn't be loaded.
- Fixed an issue with CharWriter: It was a ByteWriter (wrong name)...
2015-03-15 01:12:01 +01:00
SND\eagleeyestudios_cp
33604e198d Content Pipeline:
- changed FontDescriptionProcessor test status to InProgress

Framework:
- Implemented missing Matrix methods and fixed some issues. A few UnitTests more pass now :)
2015-03-15 01:12:00 +01:00
Glatzemann
fe29aec3e0 removed debugger directives from texture processor
some improvements in installer script
2015-03-15 01:12:00 +01:00
Glatzemann
9fe9d4bf89 Added (basic) generic writer support to content pipeline. SpriteFont importing and compiling now looks fine. 2015-03-15 01:11:59 +01:00
SND\eagleeyestudios_cp
3c5e98b783 Content Pipeline:
- Implemented important features of the FontDescriptionImporter. Importer works now, but still needs some (optional) features
- Fixed some bugs in the FontDescriptionProcessor. Building now works to the point where the ContentCompiler wants a generic writer instance
2015-03-15 01:11:57 +01:00
Glatzemann
9817ecf2e5 - fixed a minor bug in ANX content project loader
- added support to translate XNA content project files to ANX content project format and vice versa (still some work needed)
2015-03-15 01:11:56 +01:00
SND\eagleeyestudios_cp
d7bd5b7018 Content Pipeline:
- Corrected private setter in FontDescription. If the importer can not set that value, its pretty useless.
- Implemented more of the FontDescriptionImporter. Can not progress further, because it seems there is no manged solution of getting a font's characters
- added missing copyright texts and regions FontDescriptionImporter.cs and FontDescriptionProcessor.cs
2015-03-15 01:11:54 +01:00
SND\AstrorEnales_cp
6c488dbca5 - Working on tests for all the graphics collection classes (Finished: ModelBoneCollection, DisplayModeCollection, ModelBone)
- Added some excludes to the AssemblyLoader to decrease startup time a little bit
2015-03-15 01:11:53 +01:00
SND\eagleeyestudios_cp
72ee0fd837 Content Pipeline:
- implemented FontDescriptionProcessor
- began implementing FontDescriptionImporter
2015-03-15 01:11:52 +01:00
SND\eagleeyestudios_cp
9d997dd43d Content Pipeline:
- Added BuildModeConverter to make Debug/Release mode selectable in PropertyGrids
- Added ConverterAttribute to ContentProject
2015-03-15 01:11:50 +01:00
SND\AstrorEnales_cp
9f4369c05d - Working on implementing the WindowsMediaLibrary via the WMPLib
- Implemented nearly all classes in the Media namespace side by side with the Windows implementation
- Started adding unit tests to compare the ANX and XNA MediaLibrary behaviour
- Merged the ConvertEquals for PackedVectors to a single method that does the job equally good
2015-03-15 01:11:33 +01:00
SND\eagleeyestudios_cp
0417857fd9 - Added missing developer attributes in previously add classes 2015-03-15 01:11:31 +01:00
SND\eagleeyestudios_cp
0406947b56 Content Pipeline:
- Added AvailableImporters property to ImporterManager
- Choosing importers via dropdown list in a propertyGrid is now possible.
2015-03-15 01:11:30 +01:00
SND\eagleeyestudios_cp
3f6dd9b9d0 Content Pipeline:
- Added ImporterConverter and ProcessorConverter to enable nice dropdown list for Importer/Processor in PropertyGrids

Content Compiler:
- Enabled choosing of Processors using a neat little dropdown list in the propertyGrid.
2015-03-15 01:11:30 +01:00
Glatzemann
193cd6d61c first working version of Texture2D ANX content pipeline 2015-03-15 01:11:29 +01:00
Glatzemann
298aad1a1c fixed compile issue in Metro/ModernUI build 2015-03-15 01:11:29 +01:00
SND\AstrorEnales_cp
0d25ca7589 - Added OggUtils Support project by making use of the csogg and csvorbis projects
- Implemented native Song playback in OpenAL and XAudio2
- Some tweaks in the MediaPlayer and MediaQueue
- Added a testmusic.ogg file to the media folder
2015-03-15 01:11:27 +01:00
SND\eagleeyestudios_cp
e011a8fc1f - Added some more types to the XmlImporter conversion list. 2015-03-15 01:11:25 +01:00
SND\eagleeyestudios_cp
3a5b123c49 Content Pipeline:
- XmlImporter is now nearly complete. Just conversion stuff for objects besides Single is missing
2015-03-15 01:11:25 +01:00
SND\eagleeyestudios_cp
2561e89e2e - Updated XmlImporter to use LinqToXml, code is much cleaner now. Still supports only strings 2015-03-15 01:11:25 +01:00
SND\eagleeyestudios_cp
939ec9e719 Content Pipeline:
- XmlImporter is now able to import simple xml files without lists or dictionary and stuff, but its not stable yet
2015-03-15 01:11:24 +01:00
SND\eagleeyestudios_cp
a07d5c69b6 Content Compiler:
- Fixed Exception when Importer not set in loaded project.
2015-03-15 01:11:16 +01:00
Glatzemann
2ea231e1d9 fixed compiling of PixelBitmapContent 2015-03-15 01:11:15 +01:00
SND\AstrorEnales_cp
18152ade3e Implemented Feature #1010 by replacing the MsBuild sln-Parsing with our own parser which
enables us to run the project converter on linux. Updated all projects via ProjectConverter.
2015-03-15 01:11:14 +01:00