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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 / direct3d11 / PipelineStatistics11.cpp
diff --git a/SlimDXc_Jun2010(VC++2008)/source/direct3d11/PipelineStatistics11.cpp b/SlimDXc_Jun2010(VC++2008)/source/direct3d11/PipelineStatistics11.cpp
deleted file mode 100644 (file)
index 251a5a7..0000000
+++ /dev/null
@@ -1,113 +0,0 @@
-#include "stdafx.h"\r
-/*\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
-\r
-#include <d3d11.h>\r
-\r
-#include "PipelineStatistics11.h"\r
-\r
-namespace SlimDX\r
-{\r
-namespace Direct3D11\r
-{\r
-       PipelineStatistics::PipelineStatistics( const D3D11_QUERY_DATA_PIPELINE_STATISTICS& native )\r
-       {\r
-               InputAssemblerVertices = static_cast<long>( native.IAVertices );\r
-               InputAssemblerPrimitives = static_cast<long>( native.IAPrimitives );\r
-               VertexShaderInvocations = static_cast<long>( native.VSInvocations );\r
-               GeometryShaderInvocations = static_cast<long>( native.GSInvocations );\r
-               GeometryShaderPrimitives = static_cast<long>( native.GSPrimitives );\r
-               RasterizedPrimitives = static_cast<long>( native.CInvocations );\r
-               RenderedPrimitives = static_cast<long>( native.CPrimitives );\r
-               PixelShaderInvocations = static_cast<long>( native.PSInvocations );\r
-               HullShaderInvocations = static_cast<long>( native.HSInvocations );\r
-               DomainShaderInvocations = static_cast<long>( native.DSInvocations );\r
-               ComputeShaderInvocations = static_cast<long>( native.CSInvocations );\r
-       }\r
-       \r
-       D3D11_QUERY_DATA_PIPELINE_STATISTICS PipelineStatistics::CreateNativeVersion()\r
-       {\r
-               D3D11_QUERY_DATA_PIPELINE_STATISTICS native;\r
-               \r
-               native.IAVertices = InputAssemblerVertices;\r
-               native.IAPrimitives = InputAssemblerPrimitives;\r
-               native.VSInvocations = VertexShaderInvocations;\r
-               native.GSInvocations = GeometryShaderInvocations;\r
-               native.GSPrimitives = GeometryShaderPrimitives;\r
-               native.CInvocations = RasterizedPrimitives;\r
-               native.CPrimitives = RenderedPrimitives;\r
-               native.PSInvocations = PixelShaderInvocations;\r
-               native.HSInvocations = HullShaderInvocations;\r
-               native.DSInvocations = DomainShaderInvocations;\r
-               native.CSInvocations = ComputeShaderInvocations;\r
-\r
-               return native;\r
-       }\r
-\r
-       bool PipelineStatistics::operator == ( PipelineStatistics left, PipelineStatistics right )\r
-       {\r
-               return PipelineStatistics::Equals( left, right );\r
-       }\r
-\r
-       bool PipelineStatistics::operator != ( PipelineStatistics left, PipelineStatistics right )\r
-       {\r
-               return !PipelineStatistics::Equals( left, right );\r
-       }\r
-\r
-       int PipelineStatistics::GetHashCode()\r
-       {\r
-               return InputAssemblerVertices.GetHashCode() + InputAssemblerPrimitives.GetHashCode() + VertexShaderInvocations.GetHashCode()\r
-                        + GeometryShaderInvocations.GetHashCode() + GeometryShaderPrimitives.GetHashCode() + RasterizedPrimitives.GetHashCode() +\r
-                        RenderedPrimitives.GetHashCode() + PixelShaderInvocations.GetHashCode() + DomainShaderInvocations.GetHashCode() +\r
-                        HullShaderInvocations.GetHashCode() + ComputeShaderInvocations.GetHashCode();\r
-       }\r
-\r
-       bool PipelineStatistics::Equals( Object^ value )\r
-       {\r
-               if( value == nullptr )\r
-                       return false;\r
-\r
-               if( value->GetType() != GetType() )\r
-                       return false;\r
-\r
-               return Equals( safe_cast<PipelineStatistics>( value ) );\r
-       }\r
-\r
-       bool PipelineStatistics::Equals( PipelineStatistics value )\r
-       {\r
-               return ( InputAssemblerVertices == value.InputAssemblerVertices && InputAssemblerPrimitives == value.InputAssemblerPrimitives && VertexShaderInvocations == value.VertexShaderInvocations\r
-                        && GeometryShaderInvocations == value.GeometryShaderInvocations && GeometryShaderPrimitives == value.GeometryShaderPrimitives &&\r
-                        RasterizedPrimitives == value.RasterizedPrimitives && RenderedPrimitives == value.RenderedPrimitives &&\r
-                        PixelShaderInvocations == value.PixelShaderInvocations && DomainShaderInvocations == value.DomainShaderInvocations &&\r
-                        HullShaderInvocations == value.HullShaderInvocations && ComputeShaderInvocations == value.ComputeShaderInvocations );\r
-       }\r
-\r
-       bool PipelineStatistics::Equals( PipelineStatistics% value1, PipelineStatistics% value2 )\r
-       {\r
-               return ( value1.InputAssemblerVertices == value2.InputAssemblerVertices && value1.InputAssemblerPrimitives == value2.InputAssemblerPrimitives && value1.VertexShaderInvocations == value2.VertexShaderInvocations\r
-                        && value1.GeometryShaderInvocations == value2.GeometryShaderInvocations && value1.GeometryShaderPrimitives == value2.GeometryShaderPrimitives &&\r
-                        value1.RasterizedPrimitives == value2.RasterizedPrimitives && value1.RenderedPrimitives == value2.RenderedPrimitives &&\r
-                        value1.PixelShaderInvocations == value2.PixelShaderInvocations && value1.DomainShaderInvocations == value2.DomainShaderInvocations &&\r
-                        value1.HullShaderInvocations == value2.HullShaderInvocations && value1.ComputeShaderInvocations == value2.ComputeShaderInvocations );\r
-       }\r
-}\r
-}\r