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SlimDXの改造後コード。(June2010を変更したもの。)
[dtxmania/dtxmania.git] / SlimDXc_Jun2010(VC++2008) / source / d3dcompiler / ShaderParameterDescriptionDC.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 "EnumsDC.h"\r
25 \r
26 namespace SlimDX\r
27 {\r
28         namespace D3DCompiler\r
29         {\r
30                 /// <summary>\r
31                 /// Describes a parameter in a shader signature.\r
32                 /// </summary>\r
33                 /// <unmanaged>D3D11_SIGNATURE_PARAMETER_DESC</unmanaged>\r
34                 public value class ShaderParameterDescription : System::IEquatable<ShaderParameterDescription>\r
35                 {\r
36                 private:\r
37                         System::String^ m_SemanticName;\r
38                         System::UInt32 m_SemanticIndex;\r
39                         System::UInt32 m_Register;\r
40                         SystemValueType m_SystemValueType;\r
41                         RegisterComponentType m_ComponentType;\r
42                         RegisterComponentMaskFlags m_Mask;\r
43                         RegisterComponentMaskFlags m_ReadWriteMask;\r
44                         int m_Stream;\r
45                 \r
46                 internal:\r
47                         ShaderParameterDescription( const D3D11_SIGNATURE_PARAMETER_DESC& native );\r
48                 \r
49                 public:\r
50                         /// <summary>\r
51                         /// A per-parameter string that identifies how the data will be used.\r
52                         /// </summary>\r
53                         property System::String^ SemanticName\r
54                         {\r
55                                 System::String^ get();\r
56                         }\r
57                         \r
58                         /// <summary>\r
59                         /// Semantic index that modifies the semantic. Used to differentiate different parameters that use the same semantic.\r
60                         /// </summary>\r
61                         property System::UInt32 SemanticIndex\r
62                         {\r
63                                 System::UInt32 get();\r
64                         }\r
65                         \r
66                         /// <summary>\r
67                         /// The register that will contain this variable's data.\r
68                         /// </summary>\r
69                         property System::UInt32 Register\r
70                         {\r
71                                 System::UInt32 get();\r
72                         }\r
73                         \r
74                         /// <summary>\r
75                         /// A predefined string that determines the functionality of certain pipeline stages.\r
76                         /// </summary>\r
77                         property SystemValueType SystemType\r
78                         {\r
79                                 SystemValueType get();\r
80                         }\r
81                         \r
82                         /// <summary>\r
83                         /// The per-component-data type that is stored in a register. Each register can store up to four-components of data. \r
84                         /// </summary>\r
85                         property RegisterComponentType ComponentType\r
86                         {\r
87                                 RegisterComponentType get();\r
88                         }\r
89                         \r
90                         /// <summary>\r
91                         /// Mask which indicates which components of a register are used.\r
92                         /// </summary>\r
93                         property RegisterComponentMaskFlags UsageMask\r
94                         {\r
95                                 RegisterComponentMaskFlags get();\r
96                         }\r
97                         \r
98                         /// <summary>\r
99                         /// Mask which indicates whether a given component is never written (if the signature is an output signature) or always read (if the signature is an input signature).\r
100                         /// </summary>\r
101                         property RegisterComponentMaskFlags ReadWriteMask\r
102                         {\r
103                                 RegisterComponentMaskFlags get();\r
104                         }\r
105 \r
106                         /// <summary>\r
107                         /// Indicates which stream the geometry shader is using for the signature parameter.\r
108                         /// </summary>\r
109                         property int Stream\r
110                         {\r
111                                 int get();\r
112                         }\r
113 \r
114                         /// <summary>\r
115                         /// Tests for equality between two objects.\r
116                         /// </summary>\r
117                         /// <param name="left">The first value to compare.</param>\r
118                         /// <param name="right">The second value to compare.</param>\r
119                         /// <returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>\r
120                         static bool operator == ( ShaderParameterDescription left, ShaderParameterDescription right );\r
121 \r
122                         /// <summary>\r
123                         /// Tests for inequality between two objects.\r
124                         /// </summary>\r
125                         /// <param name="left">The first value to compare.</param>\r
126                         /// <param name="right">The second value to compare.</param>\r
127                         /// <returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>\r
128                         static bool operator != ( ShaderParameterDescription left, ShaderParameterDescription right );\r
129 \r
130                         /// <summary>\r
131                         /// Returns the hash code for this instance.\r
132                         /// </summary>\r
133                         /// <returns>A 32-bit signed integer hash code.</returns>\r
134                         virtual int GetHashCode() override;\r
135 \r
136                         /// <summary>\r
137                         /// Returns a value that indicates whether the current instance is equal to a specified object. \r
138                         /// </summary>\r
139                         /// <param name="obj">Object to make the comparison with.</param>\r
140                         /// <returns><c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>\r
141                         virtual bool Equals( System::Object^ obj ) override;\r
142 \r
143                         /// <summary>\r
144                         /// Returns a value that indicates whether the current instance is equal to the specified object. \r
145                         /// </summary>\r
146                         /// <param name="other">Object to make the comparison with.</param>\r
147                         /// <returns><c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>\r
148                         virtual bool Equals( ShaderParameterDescription other );\r
149 \r
150                         /// <summary>\r
151                         /// Determines whether the specified object instances are considered equal. \r
152                         /// </summary>\r
153                         /// <param name="value1">The first value to compare.</param>\r
154                         /// <param name="value2">The second value to compare.</param>\r
155                         /// <returns><c>true</c> if <paramref name="value1"/> is the same instance as <paramref name="value2"/> or \r
156                         /// if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>\r
157                         static bool Equals( ShaderParameterDescription% value1, ShaderParameterDescription% value2 );\r
158                 };\r
159         }\r
160 };