+++ /dev/null
-/*\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 "Enums11.h"\r
-\r
-namespace SlimDX\r
-{\r
- namespace Direct3D11\r
- {\r
- /// <summary>Describes a single element for the input-assembler stage.</summary>\r
- /// <unmanaged>D3D11_INPUT_ELEMENT_DESC</unmanaged>\r
- public value class InputElement : System::IEquatable<InputElement>\r
- {\r
- private:\r
- System::String^ m_SemanticName;\r
- int m_SemanticIndex;\r
- DXGI::Format m_Format;\r
- int m_InputSlot;\r
- int m_AlignedByteOffset;\r
- InputClassification m_InputSlotClass;\r
- int m_InstanceDataStepRate;\r
- \r
- internal:\r
- D3D11_INPUT_ELEMENT_DESC CreateNativeVersion();\r
- \r
- public:\r
- /// <summary>\r
- /// The HLSL semantic associated with this element in a shader input-signature.\r
- /// </summary>\r
- property System::String^ SemanticName\r
- {\r
- System::String^ get();\r
- void set( System::String^ value );\r
- }\r
-\r
- /// <summary>\r
- /// The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a \r
- /// case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic\r
- /// name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).\r
- /// </summary>\r
- property int SemanticIndex\r
- {\r
- int get();\r
- void set( int value );\r
- }\r
-\r
- /// <summary>\r
- /// The data type of the element data.\r
- /// </summary>\r
- property DXGI::Format Format\r
- {\r
- DXGI::Format get();\r
- void set( DXGI::Format value );\r
- }\r
-\r
- /// <summary>\r
- /// An integer value that identifies the input-assembler. Valid values are between 0 and 15.\r
- /// </summary>\r
- property int Slot\r
- {\r
- int get();\r
- void set( int value );\r
- }\r
-\r
- /// <summary>\r
- /// Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary. \r
- /// </summary>\r
- property int AlignedByteOffset\r
- {\r
- int get();\r
- void set( int value );\r
- }\r
-\r
- /// <summary>\r
- /// Identifies the input data class for a single input slot.\r
- /// </summary>\r
- property InputClassification Classification\r
- {\r
- InputClassification get();\r
- void set( InputClassification value );\r
- }\r
-\r
- /// <summary>\r
- /// The number of instances to draw using the same per-instance data before advancing in the buffer by one element. \r
- /// This value must be 0 for an element that contains per-vertex data.\r
- /// </summary>\r
- property int InstanceDataStepRate\r
- {\r
- int get();\r
- void set( int value );\r
- }\r
-\r
- /// <summary>\r
- /// Returns a value that can be used for the offset parameter of an InputElement to indicate that the element\r
- /// should be aligned directly after the previous element, including any packing if neccessary.\r
- /// </summary>\r
- /// <returns>A value used to align input elements.</returns>\r
- /// <unmanaged>D3D11_APPEND_ALIGNED_ELEMENT</unmanaged>\r
- property static int AppendAligned\r
- {\r
- int get();\r
- }\r
-\r
- /// <summary>\r
- /// Initializes a new instance of the <see cref="InputElement"/> struct.\r
- /// </summary>\r
- /// <param name="name">The HLSL semantic associated with this element in a shader input-signature.</param>\r
- /// <param name="index">The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).</param>\r
- /// <param name="format">The data type of the element data.</param>\r
- /// <param name="slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>\r
- InputElement( System::String^ name, int index, DXGI::Format format, int slot );\r
-\r
- /// <summary>\r
- /// Initializes a new instance of the <see cref="InputElement"/> struct.\r
- /// </summary>\r
- /// <param name="name">The HLSL semantic associated with this element in a shader input-signature.</param>\r
- /// <param name="index">The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).</param>\r
- /// <param name="format">The data type of the element data.</param>\r
- /// <param name="offset">Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.</param>\r
- /// <param name="slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>\r
- InputElement( System::String^ name, int index, DXGI::Format format, int offset, int slot );\r
-\r
- /// <summary>\r
- /// Initializes a new instance of the <see cref="InputElement"/> struct.\r
- /// </summary>\r
- /// <param name="name">The HLSL semantic associated with this element in a shader input-signature.</param>\r
- /// <param name="index">The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).</param>\r
- /// <param name="format">The data type of the element data.</param>\r
- /// <param name="offset">Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.</param>\r
- /// <param name="slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>\r
- /// <param name="slotClass">Identifies the input data class for a single input slot.</param>\r
- /// <param name="stepRate">The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an element that contains per-vertex data.</param>\r
- InputElement( System::String^ name, int index, DXGI::Format format, int offset, int slot, InputClassification slotClass, int stepRate );\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 == ( InputElement left, InputElement 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 != ( InputElement left, InputElement 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( InputElement 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( InputElement% value1, InputElement% value2 );\r
- };\r
- }\r
-};
\ No newline at end of file