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Merge pull request #950 from mrvux/netstandard2
Move to windows SDK 16299 and netstandard2.0
2 parents f5aa29b + 9c5904e commit 0028a35

5 files changed

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Build/SharpDX.targets

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<PropertyGroup Condition=" '$(TargetFramework)' == 'uap10.0' ">
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<DefineConstants>$(DefineConstants);STORE_APP</DefineConstants>
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<TargetPlatformVersion Condition=" '$(TargetPlatformVersion)' == '' ">10.0.14393.0</TargetPlatformVersion>
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<TargetPlatformVersion Condition=" '$(TargetPlatformVersion)' == '' ">10.0.16299.0</TargetPlatformVersion>
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<TargetPlatformMinVersion>10.0.10240.0</TargetPlatformMinVersion>
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<SharpDXAppType>STORE_APP</SharpDXAppType>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(TargetFramework)' == 'netstandard1.1' OR '$(TargetFramework)' == 'netstandard1.3'">
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<PropertyGroup Condition=" '$(TargetFramework)' == 'netstandard1.1' OR '$(TargetFramework)' == 'netstandard1.3' OR '$(TargetFramework)' == 'netstandard2.0'">
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<SharpDXAppType>REFERENCE</SharpDXAppType>
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<DefineConstants>$(DefineConstants);REFERENCE</DefineConstants>
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</PropertyGroup>

Readme.md

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@@ -17,7 +17,7 @@ You can find more documentation on the [Wiki](http://sharpdx.org/wiki)
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In order to compile SharpDX, you need to install **Visual Studio 2017 or newer** with the following workloads and components:
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- [x] Visual C++ Toolset Component
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- [x] Windows 10 Creators Update SDK (10.0.15063.0) Component
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- [x] Windows 10 Fall Creators Update SDK (10.0.16299.0) Component
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- [x] C# Development Workload
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- [x] .NET Core Cross Platform Development Workload
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Source/Mapping.xml

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<include-dir override="true">$(THIS_CONFIG_PATH)\..\External\LegacyHeaders</include-dir>
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<include-dir>$(VC_TOOLS_PATH)\include</include-dir>
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<include-dir>=HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows Kits\Installed Roots\KitsRoot10;Include\10.0.15063.0\shared</include-dir>
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<include-dir>=HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows Kits\Installed Roots\KitsRoot10;Include\10.0.15063.0\um</include-dir>
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<include-dir>=HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows Kits\Installed Roots\KitsRoot10;Include\10.0.15063.0\ucrt</include-dir>
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<include-dir>=HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows Kits\Installed Roots\KitsRoot10;Include\10.0.16299.0\shared</include-dir>
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<include-dir>=HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows Kits\Installed Roots\KitsRoot10;Include\10.0.16299.0\um</include-dir>
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<include-dir>=HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows Kits\Installed Roots\KitsRoot10;Include\10.0.16299.0\ucrt</include-dir>
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<var name="FILTER_PASTING_ERROR">error: pasting .*a valid preprocessing token</var>
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Source/SharpDX.D3DCompiler/ShaderSignature.cs

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private set;
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}
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// Win 8.1 SDK removed the corresponding functions from the WinRT platform
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#if DESKTOP_APP
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/// <summary>
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/// Extracts the input and output signatures from a compiled shader or effect.
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/// </summary>
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return null;
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return new ShaderSignature(shaderSignature);
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}
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#endif
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/// <summary>
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/// Cast this <see cref="ShaderSignature"/> to the underlying byte buffer.

Source/SharpDX.Direct3D12/Mapping.xml

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<map enum-item="D3D12_MESSAGE_ID_MAP_INVALID_SUBRESOURCE" name="MapInvalidSubResource2"/>
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<map enum-item="D3D12_MESSAGE_ID_UNMAP_INVALID_SUBRESOURCE" name="UnmapInvalidSubResource2"/>
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<map enum-item="D3D12_VIEW_INSTANCING_TIER(.*)" name-tmp="Tier$1"/>
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<map enum-item="D3D12_CONSERVATIVE_RASTERIZATION_TIER(.*)" name-tmp="Tier$1"/>
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<map enum-item="D3D12_CROSS_NODE_SHARING_TIER(.*)" name-tmp="Tier$1"/>
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<map enum-item="D3D12_RESOURCE_HEAP_TIER(.*)" name-tmp="Tier$1"/>
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<map enum="D3D_SHADER_MODEL" name="ShaderModel"/>
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<map enum-item="D3D_SHADER_MODEL_5_1" name="Model51"/>
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<map enum-item="D3D_SHADER_MODEL_6_0" name="Model60"/>
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<map enum-item="D3D_SHADER_MODEL_6_1" name="Model61"/>
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<!--
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// *****************************************************************
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// D3D12 Struct
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<map method="ID3D12GraphicsCommandList::OM(.*)" name="$1"/>
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<map method="ID3D12GraphicsCommandList::RS(.*)" name="$1"/>
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<map method="ID3D12GraphicsCommandList::OMSetStencilRef" name="SetStencilReference"/>
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<map param="ID3D12GraphicsCommandList::OMSetBlendFactor::BlendFactor" type="SHARPDX_VECTOR4"/>
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<map param="ID3D12GraphicsCommandList::OMSetBlendFactor::BlendFactor" type="SHARPDX_VECTOR4" attribute="in" />
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<map param="ID3D12GraphicsCommandList::ClearRenderTargetView::ColorRGBA" type="SHARPDX_COLOR4"/>
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<map param="ID3D12GraphicsCommandList::ClearUnorderedAccessViewUint::Values" type="SHARPDX_INT4"/>
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<map param="ID3D12GraphicsCommandList::ClearUnorderedAccessViewFloat::Values" type="SHARPDX_VECTOR4"/>

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