Update package dependency using nuget instead of dll

This commit is contained in:
2025-11-04 21:00:35 +09:00
parent ad36250979
commit 3bcf0ad539
3 changed files with 10 additions and 18 deletions

View File

@@ -18,6 +18,10 @@
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="Misaki.HighPerformance" Version="1.0.0" />
<PackageReference Include="Misaki.HighPerformance.Jobs" Version="1.1.0" />
<PackageReference Include="Misaki.HighPerformance.LowLevel" Version="1.0.0" />
<PackageReference Include="Misaki.HighPerformance.Mathematics" Version="1.2.6" />
<PackageReference Include="System.IO.Hashing" Version="9.0.10" /> <PackageReference Include="System.IO.Hashing" Version="9.0.10" />
<PackageReference Include="TerraFX.Interop.Windows" Version="10.0.26100.2" /> <PackageReference Include="TerraFX.Interop.Windows" Version="10.0.26100.2" />
</ItemGroup> </ItemGroup>

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@@ -9,11 +9,11 @@ internal unsafe static class D3D12PipelineResource
public const int BACK_BUFFER_COUNT = 2; public const int BACK_BUFFER_COUNT = 2;
private readonly static D3D12_INPUT_ELEMENT_DESC[] s_inputElementDescs = [ private readonly static D3D12_INPUT_ELEMENT_DESC[] s_inputElementDescs = [
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Ghost.Graphics.Core.Semantic.position.GetUnsafePointer(), SemanticIndex = 0u, Format = Ghost.Graphics.Core.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 }, new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.position.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Ghost.Graphics.Core.Semantic.normal.GetUnsafePointer(), SemanticIndex = 0u, Format = Ghost.Graphics.Core.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 }, new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.normal.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Ghost.Graphics.Core.Semantic.tangent.GetUnsafePointer(), SemanticIndex = 0u, Format = Ghost.Graphics.Core.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 }, new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.tangent.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Ghost.Graphics.Core.Semantic.uv.GetUnsafePointer(), SemanticIndex = 0u, Format = Ghost.Graphics.Core.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 }, new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.uv.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Ghost.Graphics.Core.Semantic.color.GetUnsafePointer(), SemanticIndex = 0u, Format = Ghost.Graphics.Core.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 }, new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.color.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
]; ];
public const DXGI_FORMAT SWAP_CHAIN_BACK_BUFFER_FORMAT = DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM; public const DXGI_FORMAT SWAP_CHAIN_BACK_BUFFER_FORMAT = DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM;

View File

@@ -17,7 +17,7 @@
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="Misaki.HighPerformance.Mathematics" Version="1.1.0" /> <PackageReference Include="Misaki.HighPerformance.Image" Version="1.0.0" />
<PackageReference Include="TerraFX.Interop.D3D12MemoryAllocator" Version="2.0.1.5" /> <PackageReference Include="TerraFX.Interop.D3D12MemoryAllocator" Version="2.0.1.5" />
</ItemGroup> </ItemGroup>
@@ -26,18 +26,6 @@
<ProjectReference Include="..\Ghost.Shader\Ghost.SDL.csproj" /> <ProjectReference Include="..\Ghost.Shader\Ghost.SDL.csproj" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<Reference Include="Misaki.HighPerformance">
<HintPath>..\..\Class\Misaki.HighPerformance\Misaki.HighPerformance\bin\Release\net9.0\Misaki.HighPerformance.dll</HintPath>
</Reference>
<Reference Include="Misaki.HighPerformance.Image">
<HintPath>..\..\Class\Misaki.HighPerformance\Misaki.HighPerformance.Image\bin\Release\net9.0\Misaki.HighPerformance.Image.dll</HintPath>
</Reference>
<Reference Include="Misaki.HighPerformance.LowLevel">
<HintPath>..\..\Class\Misaki.HighPerformance\Misaki.HighPerformance.LowLevel\bin\Release\net9.0\Misaki.HighPerformance.LowLevel.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup> <ItemGroup>
<Service Include="{508349b6-6b84-4df5-91f0-309beebad82d}" /> <Service Include="{508349b6-6b84-4df5-91f0-309beebad82d}" />
</ItemGroup> </ItemGroup>