[英]How to add custom compiled file (in Target/Exec) as resource in .csproj's?
I'm doing a few shadereffects in a wpf_c# project and i don't know and i didn't find how to add the bytecode pixelshader (.ps) as Resource after be compiled by a target/exec.我在 wpf_c# 项目中做一些着色器效果,但我不知道,也没有找到如何在目标/执行程序编译后将字节码像素着色器 (.ps) 添加为资源。 This is my csproj code fragment:
这是我的 csproj 代码片段:
<ItemGroup>
<AvailableItemName Include="PixelShader"/>
</ItemGroup>
<ItemGroup>
<PixelShader Include="Shaders\BlueToneShader.fx" />
bla bla bla other shaders bla bla
</ItemGroup>
<Target Name="PixelShaderCompile" Condition="@(PixelShader)!=''" BeforeTargets="Build">
<Exec Command=""C:\Program Files (x86)\Windows Kits\10\bin\10.0.18362.0\x64\fxc.exe" %(PixelShader.Identity) /T ps_3_0 /E main /Fo%(PixelShader.RelativeDir)%(PixelShader.Filename).ps" />
</Target>
Everything goes fine and the.ps files are correctly generated, as example:一切正常,正确生成了 .ps 文件,例如:
PixelShaderCompile:
"C:\Program Files (x86)\Windows Kits\10\bin\10.0.18362.0\x64\fxc.exe" Shaders\BlueToneShader.fx /T ps_3_0 /E main /FoShaders\BlueToneShader.ps
Microsoft (R) Direct3D Shader Compiler 10.1 Copyright (C) 2013 Microsoft. All rights reserved.
compilation object save succeeded; see "folder"...
But now i dont know how to add that.ps file as 'Resource' during the compilation.但现在我不知道如何在编译期间将 that.ps 文件添加为“资源”。 Any one knows how?
有谁知道怎么做? I didn't find any clear documentation.
我没有找到任何明确的文件。
After 3-4 hours of trial-error i found a (i think dirty) way to do it: the msbuild (.csproj) looks like:经过 3-4 小时的试错后,我找到了一种(我认为很脏)的方法:msbuild (.csproj) 看起来像:
<PropertyGroup>
<BuildDependsOn>
PixelShaderCompile
$(BuildDependsOn)
</BuildDependsOn>
</PropertyGroup>
<ItemGroup>
<AvailableItemName Include="PixelShader">
<Visible>true</Visible>
</AvailableItemName>
</ItemGroup>
<ItemGroup>
<PixelShader ... />
...
</ItemGroup>
<Target Name="PixelShaderCompile" Condition="@(PixelShader)!=''" BeforeTargets="BeforeBuild;BeforeRebuild">
<MakeDir Directories="$(IntermediateOutputPath)%(PixelShader.RelativeDir)" Condition="!Exists('$(IntermediateOutputPath)%(PixelShader.RelativeDir)')" />
//You put your fxc.exe command here
<Exec Command=""C:\bla bla bla\fxc.exe" %(PixelShader.Identity) /T ps_3_0 /E PSmain /O3 /Fo$(IntermediateOutputPath)%(PixelShader.RelativeDir)%(PixelShader.Filename).ps" Outputs="$(IntermediateOutputPath)%(PixelShader.RelativeDir)%(PixelShader.Filename).ps">
<Output ItemName="CompiledPixelShader" TaskParameter="Outputs" />
</Exec>
<ItemGroup>
<Resource Include="@(CompiledPixelShader)" />
</ItemGroup>
</Target>
//If you want to clear the .ps generated file
<Target Name="PixelShaderClean" Condition="@(PixelShader)!=''" AfterTargets="AfterBuild;AfterRebuild">
<Delete Files="$(IntermediateOutputPath)%(PixelShader.RelativeDir)%(PixelShader.Filename).ps" />
</Target>
That's it... So hard because there aren't so many made examples of msbuild files.就是这样......太难了,因为 msbuild 文件的示例并不多。
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