Adding a tool to interactively assemble/disassemble shaders using XNA.
This commit is contained in:
parent
71b9995448
commit
eb3b7d0b75
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<?xml version="1.0" encoding="utf-8"?>
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<configuration>
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<startup>
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<supportedRuntime version="v2.0.50727"/></startup>
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</configuration>
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namespace shader_playground {
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partial class Editor {
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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|
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing) {
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if (disposing && (components != null)) {
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent() {
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this.sourceCodeTextBox = new System.Windows.Forms.TextBox();
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this.outputTextBox = new System.Windows.Forms.TextBox();
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this.splitContainer1 = new System.Windows.Forms.SplitContainer();
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this.wordsTextBox = new System.Windows.Forms.TextBox();
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this.splitContainer1.Panel1.SuspendLayout();
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this.splitContainer1.Panel2.SuspendLayout();
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this.splitContainer1.SuspendLayout();
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this.SuspendLayout();
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//
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// sourceCodeTextBox
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//
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this.sourceCodeTextBox.AcceptsReturn = true;
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this.sourceCodeTextBox.AcceptsTab = true;
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this.sourceCodeTextBox.Dock = System.Windows.Forms.DockStyle.Fill;
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this.sourceCodeTextBox.Location = new System.Drawing.Point(0, 0);
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this.sourceCodeTextBox.Multiline = true;
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this.sourceCodeTextBox.Name = "sourceCodeTextBox";
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this.sourceCodeTextBox.Size = new System.Drawing.Size(352, 360);
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this.sourceCodeTextBox.TabIndex = 0;
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//
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// outputTextBox
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//
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this.outputTextBox.AcceptsReturn = true;
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this.outputTextBox.AcceptsTab = true;
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this.outputTextBox.Dock = System.Windows.Forms.DockStyle.Fill;
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this.outputTextBox.Location = new System.Drawing.Point(0, 0);
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this.outputTextBox.Multiline = true;
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this.outputTextBox.Name = "outputTextBox";
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this.outputTextBox.ReadOnly = true;
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this.outputTextBox.Size = new System.Drawing.Size(349, 360);
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this.outputTextBox.TabIndex = 1;
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//
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// splitContainer1
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//
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this.splitContainer1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
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| System.Windows.Forms.AnchorStyles.Left)
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| System.Windows.Forms.AnchorStyles.Right)));
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this.splitContainer1.Location = new System.Drawing.Point(12, 12);
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this.splitContainer1.Name = "splitContainer1";
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//
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// splitContainer1.Panel1
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//
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this.splitContainer1.Panel1.Controls.Add(this.sourceCodeTextBox);
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//
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// splitContainer1.Panel2
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//
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this.splitContainer1.Panel2.Controls.Add(this.outputTextBox);
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this.splitContainer1.Size = new System.Drawing.Size(705, 360);
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this.splitContainer1.SplitterDistance = 352;
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this.splitContainer1.TabIndex = 2;
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//
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// wordsTextBox
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//
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this.wordsTextBox.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
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| System.Windows.Forms.AnchorStyles.Left)
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| System.Windows.Forms.AnchorStyles.Right)));
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this.wordsTextBox.Location = new System.Drawing.Point(12, 378);
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this.wordsTextBox.Multiline = true;
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this.wordsTextBox.Name = "wordsTextBox";
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this.wordsTextBox.ReadOnly = true;
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this.wordsTextBox.Size = new System.Drawing.Size(705, 251);
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this.wordsTextBox.TabIndex = 4;
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//
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// Editor
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.ClientSize = new System.Drawing.Size(729, 641);
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this.Controls.Add(this.wordsTextBox);
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this.Controls.Add(this.splitContainer1);
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this.Name = "Editor";
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this.Text = "Shader Playground";
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this.splitContainer1.Panel1.ResumeLayout(false);
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this.splitContainer1.Panel1.PerformLayout();
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this.splitContainer1.Panel2.ResumeLayout(false);
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this.splitContainer1.Panel2.PerformLayout();
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this.splitContainer1.ResumeLayout(false);
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this.ResumeLayout(false);
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this.PerformLayout();
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}
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#endregion
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private System.Windows.Forms.TextBox sourceCodeTextBox;
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private System.Windows.Forms.TextBox outputTextBox;
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private System.Windows.Forms.SplitContainer splitContainer1;
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private System.Windows.Forms.TextBox wordsTextBox;
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}
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}
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.IO;
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using System.Text;
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using System.Windows.Forms;
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namespace shader_playground {
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public partial class Editor : Form {
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public Editor() {
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InitializeComponent();
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wordsTextBox.Click += WordsTextBox_Click;
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sourceCodeTextBox.TextChanged += SourceCodeTextBox_TextChanged;
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sourceCodeTextBox.Text = string.Join(
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"\r\n", new string[] {
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"xps_3_0",
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"dcl_texcoord1 r0",
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"dcl_color r1.xy",
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"exec",
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"alloc colors",
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"exece",
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"mad oC0, r0, r1.y, c0",
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"mul r4.xyz, r1.xyz, c0.xyz",
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"+ adds r5.w, r0.xy",
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"cnop",
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});
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}
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private void WordsTextBox_Click(object sender, EventArgs e) {
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wordsTextBox.SelectAll();
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wordsTextBox.Copy();
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}
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void SourceCodeTextBox_TextChanged(object sender, EventArgs e) {
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Assemble(sourceCodeTextBox.Text);
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}
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class NopIncludeHandler : CompilerIncludeHandler {
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public override Stream Open(CompilerIncludeHandlerType includeType,
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string filename) {
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throw new NotImplementedException();
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}
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}
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void Assemble(string shaderSourceCode) {
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shaderSourceCode += "\ncnop";
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shaderSourceCode += "\ncnop";
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var preprocessorDefines = new CompilerMacro[2];
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preprocessorDefines[0].Name = "XBOX";
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preprocessorDefines[0].Name = "XBOX360";
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var includeHandler = new NopIncludeHandler();
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var options = CompilerOptions.None;
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var compiledShader = ShaderCompiler.AssembleFromSource(
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shaderSourceCode, preprocessorDefines, includeHandler, options,
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Microsoft.Xna.Framework.TargetPlatform.Xbox360);
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DumpWords(compiledShader.GetShaderCode());
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var disassembledSourceCode = compiledShader.ErrorsAndWarnings;
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disassembledSourceCode = disassembledSourceCode.Replace("\n", "\r\n");
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if (disassembledSourceCode.IndexOf("// PDB hint 00000000-00000000-00000000") == -1) {
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outputTextBox.Text = disassembledSourceCode;
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return;
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}
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var prefix = disassembledSourceCode.Substring(
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0, disassembledSourceCode.IndexOf(':'));
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disassembledSourceCode =
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disassembledSourceCode.Replace(prefix + ": warning X7102: ", "");
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disassembledSourceCode = disassembledSourceCode.Replace(
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"// PDB hint 00000000-00000000-00000000\r\n", "");
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var firstLine = disassembledSourceCode.IndexOf("//");
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disassembledSourceCode = disassembledSourceCode.Substring(firstLine);
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disassembledSourceCode = disassembledSourceCode.Trim();
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outputTextBox.Text = disassembledSourceCode;
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}
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void DumpWords(byte[] shaderCode) {
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if (shaderCode == null || shaderCode.Length == 0) {
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wordsTextBox.Text = "";
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return;
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}
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uint[] swappedCode = new uint[shaderCode.Length / sizeof(uint)];
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Buffer.BlockCopy(shaderCode, 0, swappedCode, 0, shaderCode.Length);
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for (int i = 0; i < swappedCode.Length; ++i) {
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swappedCode[i] = SwapBytes(swappedCode[i]);
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}
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var sb = new StringBuilder();
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sb.Append("const uint32_t shader_words[] = {");
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for (int i = 0; i < swappedCode.Length; ++i) {
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sb.AppendFormat("0x{0:X8}, ", swappedCode[i]);
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}
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sb.Append("};");
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wordsTextBox.Text = sb.ToString();
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wordsTextBox.SelectAll();
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}
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uint SwapBytes(uint x) {
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return ((x & 0x000000ff) << 24) +
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((x & 0x0000ff00) << 8) +
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((x & 0x00ff0000) >> 8) +
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((x & 0xff000000) >> 24);
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}
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}
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}
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@ -0,0 +1,120 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
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||||
associated with the data types.
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|
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Example:
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|
||||
... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
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||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
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||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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||||
: and then encoded with base64 encoding.
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||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
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-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
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<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
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<xsd:choice maxOccurs="unbounded">
|
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
</xsd:sequence>
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||||
<xsd:attribute name="name" type="xsd:string" use="required" />
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||||
</xsd:complexType>
|
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</xsd:element>
|
||||
</xsd:choice>
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||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
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||||
<resheader name="resmimetype">
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||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
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||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
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||||
</root>
|
|
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Windows.Forms;
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// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
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||||
// associated with an assembly.
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||||
[assembly: AssemblyTitle("shader-playground")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("shader-playground")]
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[assembly: AssemblyCopyright("Copyright © 2015")]
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[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
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||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("05d27ad4-ef23-4fa1-ad5a-7cfd587fd093")]
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||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
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||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
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||||
[assembly: AssemblyVersion("1.0.0.0")]
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||||
[assembly: AssemblyFileVersion("1.0.0.0")]
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||||
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namespace shader_playground {
|
||||
static class Program {
|
||||
[STAThread]
|
||||
static void Main() {
|
||||
Application.EnableVisualStyles();
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||||
Application.SetCompatibleTextRenderingDefault(false);
|
||||
Application.Run(new Editor());
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||||
}
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||||
}
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||||
}
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This requires XNA Game Studio 3.1 to be installed (not just the redist):
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http://www.microsoft.com/en-us/download/details.aspx?id=39
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It's not really compatible with modern VS', but you can open the downloaded
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||||
`XNAGS31_setup.exe` with 7zip and run the included `redists.msi` directly.
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If installed correctly you should have this file:
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`C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v3.1\References\Windows\x86\Microsoft.Xna.Framework.dll`
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XNA is only compatible with 32-bit x86 .NET, so ensure Visual Studio is set to
|
||||
target that (not `Any CPU`).
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@ -0,0 +1,68 @@
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<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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||||
<PropertyGroup>
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||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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||||
<ProjectGuid>{05D27AD4-EF23-4FA1-AD5A-7CFD587FD093}</ProjectGuid>
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||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>shader_playground</RootNamespace>
|
||||
<AssemblyName>shader-playground</AssemblyName>
|
||||
<TargetFrameworkVersion>v2.0</TargetFrameworkVersion>
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||||
<FileAlignment>512</FileAlignment>
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||||
<TargetFrameworkProfile />
|
||||
</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
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||||
<DebugSymbols>true</DebugSymbols>
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<OutputPath>bin\x86\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<DebugType>full</DebugType>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
|
||||
<OutputPath>bin\x86\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<Optimize>true</Optimize>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Microsoft.Xna.Framework, Version=3.1.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=x86" />
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Editor.cs">
|
||||
<SubType>Form</SubType>
|
||||
</Compile>
|
||||
<Compile Include="Editor.Designer.cs">
|
||||
<DependentUpon>Editor.cs</DependentUpon>
|
||||
</Compile>
|
||||
<Compile Include="Program.cs" />
|
||||
<EmbeddedResource Include="Editor.resx">
|
||||
<DependentUpon>Editor.cs</DependentUpon>
|
||||
</EmbeddedResource>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="App.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="Properties\" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
|
@ -0,0 +1,22 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 14
|
||||
VisualStudioVersion = 14.0.23107.0
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "shader-playground", "shader-playground.csproj", "{05D27AD4-EF23-4FA1-AD5A-7CFD587FD093}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x86 = Debug|x86
|
||||
Release|x86 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{05D27AD4-EF23-4FA1-AD5A-7CFD587FD093}.Debug|x86.ActiveCfg = Debug|x86
|
||||
{05D27AD4-EF23-4FA1-AD5A-7CFD587FD093}.Debug|x86.Build.0 = Debug|x86
|
||||
{05D27AD4-EF23-4FA1-AD5A-7CFD587FD093}.Release|x86.ActiveCfg = Release|x86
|
||||
{05D27AD4-EF23-4FA1-AD5A-7CFD587FD093}.Release|x86.Build.0 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
Loading…
Reference in New Issue