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#36897 [DTXC] MIDIインポート機能の呼び出し口を、ファイルメニュー内にも配置。
[dtxmania/dtxmania.git] / SlimDXc_Jun2010(VC++2008) / source / direct3d11 / EffectShaderDescription11.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 "Enums11.h"\r
25 #include "../d3dcompiler/ShaderSignatureDC.h"\r
26 \r
27 namespace SlimDX\r
28 {\r
29         namespace Direct3D11\r
30         {\r
31                 /// <summary>\r
32                 /// Provides a description for an effect shader variable.\r
33                 /// </summary>\r
34                 /// <unmanaged></unmanaged>\r
35                 public value class EffectShaderDescription : System::IEquatable<EffectShaderDescription>\r
36                 {\r
37                 private:\r
38                         D3DCompiler::ShaderSignature^ m_InputSignature;\r
39                         bool m_IsInline;\r
40                         D3DCompiler::ShaderBytecode^ m_Bytecode;\r
41                         array<System::String^>^ m_SODecl;\r
42                         int m_RasterizedStream;\r
43                         int m_NumInputSignatureEntries;\r
44                         int m_NumOutputSignatureEntries;\r
45                         int m_NumPatchConstantSignatureEntries;\r
46 \r
47                 internal:\r
48                         EffectShaderDescription( const D3DX11_EFFECT_SHADER_DESC& native );\r
49                 \r
50                 public:\r
51                         /// <summary>\r
52                         /// The shader input signature. Only valid on a vertex shader or geometry shader.\r
53                         /// </summary>\r
54                         property D3DCompiler::ShaderSignature^ Signature\r
55                         {\r
56                                 D3DCompiler::ShaderSignature^ get();\r
57                         }\r
58                         \r
59                         /// <summary>\r
60                         /// Indicates whether the shader is defined inline.\r
61                         /// </summary>\r
62                         property bool IsInline\r
63                         {\r
64                                 bool get();\r
65                         }\r
66                         \r
67                         /// <summary>\r
68                         /// The compiled shader bytecode.\r
69                         /// </summary>\r
70                         property D3DCompiler::ShaderBytecode^ Bytecode\r
71                         {\r
72                                 D3DCompiler::ShaderBytecode^ get();\r
73                         }\r
74                         \r
75                         /// <summary>\r
76                         /// Stream out declarations.\r
77                         /// </summary>\r
78                         property array<System::String^>^ StreamOutputDeclaration\r
79                         {\r
80                                 array<System::String^>^ get();\r
81                         }\r
82                         \r
83                         /// <summary>\r
84                         /// Indicates which stream is rasterized. D3D11 geometry shaders can output up to four streams of data, one of which can be rasterized.\r
85                         /// </summary>\r
86                         property int RasterizedStream\r
87                         {\r
88                                 int get();\r
89                         }\r
90 \r
91                         /// <summary>\r
92                         /// Number of entries in the input signature.\r
93                         /// </summary>\r
94                         property int InputParameterCount\r
95                         {\r
96                                 int get();\r
97                         }\r
98                         \r
99                         /// <summary>\r
100                         /// Number of entries in the output signature.\r
101                         /// </summary>\r
102                         property int OutputParameterCount\r
103                         {\r
104                                 int get();\r
105                         }\r
106 \r
107                         /// <summary>\r
108                         /// Number of entries in the patch constant signature.\r
109                         /// </summary>\r
110                         property int PatchConstantCount\r
111                         {\r
112                                 int get();\r
113                         }\r
114 \r
115                         /// <summary>\r
116                         /// Tests for equality between two objects.\r
117                         /// </summary>\r
118                         /// <param name="left">The first value to compare.</param>\r
119                         /// <param name="right">The second value to compare.</param>\r
120                         /// <returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>\r
121                         static bool operator == ( EffectShaderDescription left, EffectShaderDescription right );\r
122 \r
123                         /// <summary>\r
124                         /// Tests for inequality between two objects.\r
125                         /// </summary>\r
126                         /// <param name="left">The first value to compare.</param>\r
127                         /// <param name="right">The second value to compare.</param>\r
128                         /// <returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>\r
129                         static bool operator != ( EffectShaderDescription left, EffectShaderDescription right );\r
130 \r
131                         /// <summary>\r
132                         /// Returns the hash code for this instance.\r
133                         /// </summary>\r
134                         /// <returns>A 32-bit signed integer hash code.</returns>\r
135                         virtual int GetHashCode() override;\r
136 \r
137                         /// <summary>\r
138                         /// Returns a value that indicates whether the current instance is equal to a specified object. \r
139                         /// </summary>\r
140                         /// <param name="obj">Object to make the comparison with.</param>\r
141                         /// <returns><c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>\r
142                         virtual bool Equals( System::Object^ obj ) override;\r
143 \r
144                         /// <summary>\r
145                         /// Returns a value that indicates whether the current instance is equal to the specified object. \r
146                         /// </summary>\r
147                         /// <param name="other">Object to make the comparison with.</param>\r
148                         /// <returns><c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>\r
149                         virtual bool Equals( EffectShaderDescription other );\r
150 \r
151                         /// <summary>\r
152                         /// Determines whether the specified object instances are considered equal. \r
153                         /// </summary>\r
154                         /// <param name="value1">The first value to compare.</param>\r
155                         /// <param name="value2">The second value to compare.</param>\r
156                         /// <returns><c>true</c> if <paramref name="value1"/> is the same instance as <paramref name="value2"/> or \r
157                         /// if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>\r
158                         static bool Equals( EffectShaderDescription% value1, EffectShaderDescription% value2 );\r
159                 };\r
160         }\r
161 };