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[dtxmania/dtxmania.git] / 110401(DTXMania089) / SlimDXc_Jun2010(VC++2008) / source / direct3d11 / EffectPassDescription11.h
1 /*\r
2 * Copyright (c) 2007-2010 SlimDX Group\r
3\r
4 * Permission is hereby granted, free of charge, to any person obtaining a copy\r
5 * of this software and associated documentation files (the "Software"), to deal\r
6 * in the Software without restriction, including without limitation the rights\r
7 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r
8 * copies of the Software, and to permit persons to whom the Software is\r
9 * furnished to do so, subject to the following conditions:\r
10\r
11 * The above copyright notice and this permission notice shall be included in\r
12 * all copies or substantial portions of the Software.\r
13\r
14 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r
15 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
16 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r
17 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r
18 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r
19 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\r
20 * THE SOFTWARE.\r
21 */\r
22 #pragma once\r
23 \r
24 #include "../math/Color4.h"\r
25 \r
26 #include "../d3dcompiler/ShaderSignatureDC.h"\r
27 \r
28 namespace SlimDX\r
29 {\r
30         namespace Direct3D11\r
31         {\r
32                 /// <summary>\r
33                 /// Provides a description for effect passes.\r
34                 /// </summary>\r
35                 /// <unmanaged>D3DX11_PASS_DESC</unmanaged>\r
36                 public value class EffectPassDescription : System::IEquatable<EffectPassDescription>\r
37                 {\r
38                 private:\r
39                         System::String^ m_Name;\r
40                         int m_Annotations;\r
41                         SlimDX::D3DCompiler::ShaderSignature^ m_Signature;\r
42                         int m_StencilRef;\r
43                         int m_SampleMask;\r
44                         Color4 m_BlendFactor;\r
45 \r
46                 internal:\r
47                         EffectPassDescription( const D3DX11_PASS_DESC& native );\r
48                         \r
49                 public:\r
50                         /// <summary>\r
51                         /// The name of the pass.\r
52                         /// </summary>\r
53                         property System::String^ Name\r
54                         {\r
55                                 System::String^ get();\r
56                         }\r
57                         \r
58                         /// <summary>\r
59                         /// Number of annotations on this pass.\r
60                         /// </summary>\r
61                         property int AnnotationCount\r
62                         {\r
63                                 int get();\r
64                         }\r
65                         \r
66                         /// <summary>\r
67                         /// Signature from the vertex shader or geometry shader (if there is no vertex shader) or null if neither exists.\r
68                         /// </summary>\r
69                         property SlimDX::D3DCompiler::ShaderSignature^ Signature\r
70                         {\r
71                                 SlimDX::D3DCompiler::ShaderSignature^ get();\r
72                         }\r
73                         \r
74                         /// <summary>\r
75                         /// The stencil-reference value used in the depth-stencil state.\r
76                         /// </summary>\r
77                         property int StencilReference\r
78                         {\r
79                                 int get();\r
80                         }\r
81                         \r
82                         /// <summary>\r
83                         /// The sample mask for the blend state.\r
84                         /// </summary>\r
85                         property int SampleMask\r
86                         {\r
87                                 int get();\r
88                         }\r
89                         \r
90                         /// <summary>\r
91                         /// The per-component blend factors (RGBA) for the blend state.\r
92                         /// </summary>\r
93                         property Color4 BlendFactor\r
94                         {\r
95                                 Color4 get();\r
96                         }\r
97 \r
98                         /// <summary>\r
99                         /// Tests for equality between two objects.\r
100                         /// </summary>\r
101                         /// <param name="left">The first value to compare.</param>\r
102                         /// <param name="right">The second value to compare.</param>\r
103                         /// <returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>\r
104                         static bool operator == ( EffectPassDescription left, EffectPassDescription right );\r
105 \r
106                         /// <summary>\r
107                         /// Tests for inequality between two objects.\r
108                         /// </summary>\r
109                         /// <param name="left">The first value to compare.</param>\r
110                         /// <param name="right">The second value to compare.</param>\r
111                         /// <returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>\r
112                         static bool operator != ( EffectPassDescription left, EffectPassDescription right );\r
113 \r
114                         /// <summary>\r
115                         /// Returns the hash code for this instance.\r
116                         /// </summary>\r
117                         /// <returns>A 32-bit signed integer hash code.</returns>\r
118                         virtual int GetHashCode() override;\r
119 \r
120                         /// <summary>\r
121                         /// Returns a value that indicates whether the current instance is equal to a specified object. \r
122                         /// </summary>\r
123                         /// <param name="obj">Object to make the comparison with.</param>\r
124                         /// <returns><c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>\r
125                         virtual bool Equals( System::Object^ obj ) override;\r
126 \r
127                         /// <summary>\r
128                         /// Returns a value that indicates whether the current instance is equal to the specified object. \r
129                         /// </summary>\r
130                         /// <param name="other">Object to make the comparison with.</param>\r
131                         /// <returns><c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>\r
132                         virtual bool Equals( EffectPassDescription other );\r
133 \r
134                         /// <summary>\r
135                         /// Determines whether the specified object instances are considered equal. \r
136                         /// </summary>\r
137                         /// <param name="value1">The first value to compare.</param>\r
138                         /// <param name="value2">The second value to compare.</param>\r
139                         /// <returns><c>true</c> if <paramref name="value1"/> is the same instance as <paramref name="value2"/> or \r
140                         /// if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>\r
141                         static bool Equals( EffectPassDescription% value1, EffectPassDescription% value2 );\r
142                 };\r
143         }\r
144 };