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Merge branch 'feature/#36529_SlimDXからSharpDXへの移行' into develop
[dtxmania/dtxmania.git] / SlimDXc_Jun2010(VC++2008) / source / d3dcompiler / ShaderParameterDescriptionDC.h
diff --git a/SlimDXc_Jun2010(VC++2008)/source/d3dcompiler/ShaderParameterDescriptionDC.h b/SlimDXc_Jun2010(VC++2008)/source/d3dcompiler/ShaderParameterDescriptionDC.h
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-/*\r
-* Copyright (c) 2007-2010 SlimDX Group\r
-* \r
-* Permission is hereby granted, free of charge, to any person obtaining a copy\r
-* of this software and associated documentation files (the "Software"), to deal\r
-* in the Software without restriction, including without limitation the rights\r
-* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r
-* copies of the Software, and to permit persons to whom the Software is\r
-* furnished to do so, subject to the following conditions:\r
-* \r
-* The above copyright notice and this permission notice shall be included in\r
-* all copies or substantial portions of the Software.\r
-* \r
-* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r
-* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
-* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r
-* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r
-* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r
-* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\r
-* THE SOFTWARE.\r
-*/\r
-#pragma once\r
-\r
-#include "EnumsDC.h"\r
-\r
-namespace SlimDX\r
-{\r
-       namespace D3DCompiler\r
-       {\r
-               /// <summary>\r
-               /// Describes a parameter in a shader signature.\r
-               /// </summary>\r
-               /// <unmanaged>D3D11_SIGNATURE_PARAMETER_DESC</unmanaged>\r
-               public value class ShaderParameterDescription : System::IEquatable<ShaderParameterDescription>\r
-               {\r
-               private:\r
-                       System::String^ m_SemanticName;\r
-                       System::UInt32 m_SemanticIndex;\r
-                       System::UInt32 m_Register;\r
-                       SystemValueType m_SystemValueType;\r
-                       RegisterComponentType m_ComponentType;\r
-                       RegisterComponentMaskFlags m_Mask;\r
-                       RegisterComponentMaskFlags m_ReadWriteMask;\r
-                       int m_Stream;\r
-               \r
-               internal:\r
-                       ShaderParameterDescription( const D3D11_SIGNATURE_PARAMETER_DESC& native );\r
-               \r
-               public:\r
-                       /// <summary>\r
-                       /// A per-parameter string that identifies how the data will be used.\r
-                       /// </summary>\r
-                       property System::String^ SemanticName\r
-                       {\r
-                               System::String^ get();\r
-                       }\r
-                       \r
-                       /// <summary>\r
-                       /// Semantic index that modifies the semantic. Used to differentiate different parameters that use the same semantic.\r
-                       /// </summary>\r
-                       property System::UInt32 SemanticIndex\r
-                       {\r
-                               System::UInt32 get();\r
-                       }\r
-                       \r
-                       /// <summary>\r
-                       /// The register that will contain this variable's data.\r
-                       /// </summary>\r
-                       property System::UInt32 Register\r
-                       {\r
-                               System::UInt32 get();\r
-                       }\r
-                       \r
-                       /// <summary>\r
-                       /// A predefined string that determines the functionality of certain pipeline stages.\r
-                       /// </summary>\r
-                       property SystemValueType SystemType\r
-                       {\r
-                               SystemValueType get();\r
-                       }\r
-                       \r
-                       /// <summary>\r
-                       /// The per-component-data type that is stored in a register. Each register can store up to four-components of data. \r
-                       /// </summary>\r
-                       property RegisterComponentType ComponentType\r
-                       {\r
-                               RegisterComponentType get();\r
-                       }\r
-                       \r
-                       /// <summary>\r
-                       /// Mask which indicates which components of a register are used.\r
-                       /// </summary>\r
-                       property RegisterComponentMaskFlags UsageMask\r
-                       {\r
-                               RegisterComponentMaskFlags get();\r
-                       }\r
-                       \r
-                       /// <summary>\r
-                       /// 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
-                       /// </summary>\r
-                       property RegisterComponentMaskFlags ReadWriteMask\r
-                       {\r
-                               RegisterComponentMaskFlags get();\r
-                       }\r
-\r
-                       /// <summary>\r
-                       /// Indicates which stream the geometry shader is using for the signature parameter.\r
-                       /// </summary>\r
-                       property int Stream\r
-                       {\r
-                               int get();\r
-                       }\r
-\r
-                       /// <summary>\r
-                       /// Tests for equality between two objects.\r
-                       /// </summary>\r
-                       /// <param name="left">The first value to compare.</param>\r
-                       /// <param name="right">The second value to compare.</param>\r
-                       /// <returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>\r
-                       static bool operator == ( ShaderParameterDescription left, ShaderParameterDescription right );\r
-\r
-                       /// <summary>\r
-                       /// Tests for inequality between two objects.\r
-                       /// </summary>\r
-                       /// <param name="left">The first value to compare.</param>\r
-                       /// <param name="right">The second value to compare.</param>\r
-                       /// <returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>\r
-                       static bool operator != ( ShaderParameterDescription left, ShaderParameterDescription right );\r
-\r
-                       /// <summary>\r
-                       /// Returns the hash code for this instance.\r
-                       /// </summary>\r
-                       /// <returns>A 32-bit signed integer hash code.</returns>\r
-                       virtual int GetHashCode() override;\r
-\r
-                       /// <summary>\r
-                       /// Returns a value that indicates whether the current instance is equal to a specified object. \r
-                       /// </summary>\r
-                       /// <param name="obj">Object to make the comparison with.</param>\r
-                       /// <returns><c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>\r
-                       virtual bool Equals( System::Object^ obj ) override;\r
-\r
-                       /// <summary>\r
-                       /// Returns a value that indicates whether the current instance is equal to the specified object. \r
-                       /// </summary>\r
-                       /// <param name="other">Object to make the comparison with.</param>\r
-                       /// <returns><c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>\r
-                       virtual bool Equals( ShaderParameterDescription other );\r
-\r
-                       /// <summary>\r
-                       /// Determines whether the specified object instances are considered equal. \r
-                       /// </summary>\r
-                       /// <param name="value1">The first value to compare.</param>\r
-                       /// <param name="value2">The second value to compare.</param>\r
-                       /// <returns><c>true</c> if <paramref name="value1"/> is the same instance as <paramref name="value2"/> or \r
-                       /// if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>\r
-                       static bool Equals( ShaderParameterDescription% value1, ShaderParameterDescription% value2 );\r
-               };\r
-       }\r
-};
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