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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 / direct3d9 / Capabilities.h
diff --git a/SlimDXc_Jun2010(VC++2008)/source/direct3d9/Capabilities.h b/SlimDXc_Jun2010(VC++2008)/source/direct3d9/Capabilities.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 "Enums.h"\r
-\r
-namespace SlimDX\r
-{\r
-       namespace Direct3D9\r
-       {\r
-               /// <summary>Describes the vertex shader capabilities of a device.</summary>\r
-               /// <unmanaged>D3DVSHADERCAPS2_0</unmanaged>\r
-               public value class VertexShader20Caps : System::IEquatable<VertexShader20Caps>\r
-               {\r
-               public:\r
-                       /// <summary>\r
-                       /// Generic vertex shader capabilities.\r
-                       /// </summary>\r
-                       property VertexShaderCaps Caps;\r
-\r
-                       /// <summary>\r
-                       /// The depth of dynamic flow control nesting.\r
-                       /// </summary>\r
-            property int DynamicFlowControlDepth;\r
-\r
-                       /// <summary>\r
-                       /// The number of temporary registers supported.\r
-                       /// </summary>\r
-            property int TempCount;\r
-\r
-                       /// <summary>\r
-                       /// The depth of static flow control nesting.\r
-                       /// </summary>\r
-            property int StaticFlowControlDepth;\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 == ( VertexShader20Caps left, VertexShader20Caps 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 != ( VertexShader20Caps left, VertexShader20Caps 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( VertexShader20Caps 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( VertexShader20Caps% value1, VertexShader20Caps% value2 );\r
-               };\r
-\r
-               /// <summary>Describes the pixel shader capabilities of a device.</summary>\r
-               /// <unmanaged>D3DPSHADERCAPS2_0</unmanaged>\r
-               public value class PixelShader20Caps : System::IEquatable<PixelShader20Caps>\r
-               {\r
-               public:\r
-                       /// <summary>\r
-                       /// Generic pixel shader caps.\r
-                       /// </summary>\r
-                       property PixelShaderCaps Caps;\r
-\r
-                       /// <summary>\r
-                       /// The depth of dynamic flow control nesting.\r
-                       /// </summary>\r
-            property int DynamicFlowControlDepth;\r
-\r
-                       /// <summary>\r
-                       /// The number of temporary registers supported.\r
-                       /// </summary>\r
-            property int TempCount;\r
-\r
-                       /// <summary>\r
-                       /// The depth of static flow control nesting.\r
-                       /// </summary>\r
-            property int StaticFlowControlDepth;\r
-\r
-                       /// <summary>\r
-                       /// Number of supported instruction slots.\r
-                       /// </summary>\r
-                       property int InstructionSlotCount;\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 == ( PixelShader20Caps left, PixelShader20Caps 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 != ( PixelShader20Caps left, PixelShader20Caps 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( PixelShader20Caps 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( PixelShader20Caps% value1, PixelShader20Caps% value2 );\r
-               };\r
-\r
-               /// <summary>Represents the capabilities of the hardware exposed through the Direct3D object.</summary>\r
-               /// <unmanaged>D3DCAPS9</unmanaged>\r
-               public ref class Capabilities : System::IEquatable<Capabilities^>\r
-               {\r
-               internal:\r
-                       Capabilities( D3DCAPS9& caps );\r
-\r
-               public:\r
-                       /// <summary>\r
-                       /// Specifies the type of the device, which identifies which type of resources are used to process vertices.\r
-                       /// </summary>\r
-                       property DeviceType DeviceType;\r
-\r
-                       /// <summary>\r
-                       /// The ordinal of the adapter on which the device resides.\r
-                       /// </summary>\r
-            property int AdapterOrdinal;\r
-\r
-                       /// <summary>\r
-                       /// Driver-specific capabilities for the device.\r
-                       /// </summary>\r
-            property Caps Caps;\r
-\r
-                       /// <summary>\r
-                       /// Driver-specific capabilities for the device.\r
-                       /// </summary>\r
-            property Caps2 Caps2;\r
-\r
-                       /// <summary>\r
-                       /// Driver-specific capabilities for the device.\r
-                       /// </summary>\r
-            property Caps3 Caps3;\r
-\r
-                       /// <summary>\r
-                       /// Specifies the set of presentation swap chain intervals that are allowed on the device.\r
-                       /// </summary>\r
-            property PresentInterval PresentationIntervals;\r
-\r
-                       /// <summary>\r
-                       /// Indicates the amount of hardware support available for cursors.\r
-                       /// </summary>\r
-            property CursorCaps CursorCaps;\r
-\r
-                       /// <summary>\r
-                       /// A set of flags describing the general capabilities of the device.\r
-                       /// </summary>\r
-            property DeviceCaps DeviceCaps;\r
-\r
-                       /// <summary>\r
-                       /// Miscellaneous driver primitive capabilities.\r
-                       /// </summary>\r
-            property PrimitiveMiscCaps PrimitiveMiscCaps;\r
-\r
-                       /// <summary>\r
-                       /// Information on raster-drawing capabilities.\r
-                       /// </summary>\r
-            property RasterCaps RasterCaps;\r
-\r
-                       /// <summary>\r
-                       /// Z-Buffer comparison capabilities.\r
-                       /// </summary>\r
-            property CompareCaps DepthCompareCaps;\r
-\r
-                       /// <summary>\r
-                       /// Specifies possible source blending capabilities.\r
-                       /// </summary>\r
-            property BlendCaps SourceBlendCaps;\r
-\r
-                       /// <summary>\r
-                       /// Specifies possible destination blending capabilities.\r
-                       /// </summary>\r
-            property BlendCaps DestinationBlendCaps;\r
-\r
-                       /// <summary>\r
-                       /// Alpah test comparison capabilities.\r
-                       /// </summary>\r
-            property CompareCaps AlphaCompareCaps;\r
-\r
-                       /// <summary>\r
-                       /// Shading operations capabilities.\r
-                       /// </summary>\r
-            property ShadeCaps ShadeCaps;\r
-\r
-                       /// <summary>\r
-                       /// Miscellaneous texture mapping capabilities.\r
-                       /// </summary>\r
-            property TextureCaps TextureCaps;\r
-\r
-                       /// <summary>\r
-                       /// Specifies texture filtering capabilities.\r
-                       /// </summary>\r
-            property FilterCaps TextureFilterCaps;\r
-\r
-                       /// <summary>\r
-                       /// Specifies cube texture filtering capabilities.\r
-                       /// </summary>\r
-            property FilterCaps CubeTextureFilterCaps;\r
-\r
-                       /// <summary>\r
-                       /// Specifies volume texture filtering capabilities.\r
-                       /// </summary>\r
-            property FilterCaps VolumeTextureFilterCaps;\r
-\r
-                       /// <summary>\r
-                       /// Texture-addressing capabilities for texture objects.\r
-                       /// </summary>\r
-            property TextureAddressCaps TextureAddressCaps;\r
-\r
-                       /// <summary>\r
-                       /// Texture-addressing capabilities for volume texture objects.\r
-                       /// </summary>\r
-            property SlimDX::Direct3D9::TextureAddressCaps VolumeTextureAddressCaps;\r
-\r
-                       /// <summary>\r
-                       /// Defines capabilities for line drawing primitives.\r
-                       /// </summary>\r
-            property LineCaps LineCaps;\r
-\r
-                       /// <summary>\r
-                       /// Maximum possible texture width.\r
-                       /// </summary>\r
-            property int MaxTextureWidth;\r
-\r
-                       /// <summary>\r
-                       /// Maximum possible texture height.\r
-                       /// </summary>\r
-            property int MaxTextureHeight;\r
-\r
-                       /// <summary>\r
-                       /// Maximum value for any of the three dimensions (width, height, and depth) of a volume texture.\r
-                       /// </summary>\r
-            property int MaxVolumeExtent;\r
-\r
-                       /// <summary>\r
-                       /// Represents the maximum range of the integer bits of the post-normalized texture coordinates.\r
-                       /// </summary>\r
-            property int MaxTextureRepeat;\r
-\r
-                       /// <summary>\r
-                       /// Maximum texture aspect ratio supported by the hardware, typically a power of two.\r
-                       /// </summary>\r
-            property int MaxTextureAspectRatio;\r
-\r
-                       /// <summary>\r
-                       /// Maximum valid value for the anisotropy texture-stage state.\r
-                       /// </summary>\r
-            property int MaxAnisotropy;\r
-\r
-                       /// <summary>\r
-                       /// Maximum W-based depth value that the device supports.\r
-                       /// </summary>\r
-            property float MaxVertexW;\r
-\r
-                       /// <summary>\r
-                       /// Screen space coordinate of the guard band clipping region. Coordinates inside this rectangle \r
-                       /// but outside the viewport rectangle are automatically clipped.\r
-                       /// </summary>\r
-            property float GuardBandLeft;\r
-\r
-                       /// <summary>\r
-                       /// Screen space coordinate of the guard band clipping region. Coordinates inside this rectangle \r
-                       /// but outside the viewport rectangle are automatically clipped.\r
-                       /// </summary>\r
-            property float GuardBandTop;\r
-\r
-                       /// <summary>\r
-                       /// Screen space coordinate of the guard band clipping region. Coordinates inside this rectangle \r
-                       /// but outside the viewport rectangle are automatically clipped.\r
-                       /// </summary>\r
-            property float GuardBandRight;\r
-\r
-                       /// <summary>\r
-                       /// Screen space coordinate of the guard band clipping region. Coordinates inside this rectangle \r
-                       /// but outside the viewport rectangle are automatically clipped.\r
-                       /// </summary>\r
-            property float GuardBandBottom;\r
-\r
-                       /// <summary>\r
-                       /// Number of pixels to adjust the extents rectangle outward to accommodate antialiasing kernels. \r
-                       /// </summary>\r
-            property float ExtentsAdjust;\r
-\r
-                       /// <summary>\r
-                       /// Specifies supported stencil buffer operations. Stencil operations are assumed to be \r
-                       /// valid for all three stencil-buffer operation render states.\r
-                       /// </summary>\r
-            property StencilCaps StencilCaps;\r
-\r
-                       /// <summary>\r
-                       /// Capabilities of the flexible vertex format system.\r
-                       /// </summary>\r
-            property VertexFormatCaps FVFCaps;\r
-\r
-                       /// <summary>\r
-                       /// Describes the texture operations supported by the device.\r
-                       /// </summary>\r
-            property TextureOperationCaps TextureOperationCaps;\r
-\r
-                       /// <summary>\r
-                       /// Maximum number of texture blending stages supported in the fixed function pipeline. In\r
-                       /// the programmable pipeline, this corresponds to the number of unique texture registers\r
-                       /// used by pixel shader instructions.\r
-                       /// </summary>\r
-            property int MaxTextureBlendStages;\r
-\r
-                       /// <summary>\r
-                       /// Maximum number of textures that can be simulatenously bound to the fixed function pipeline\r
-                       /// sampler stages.\r
-                       /// </summary>\r
-            property int MaxSimultaneousTextures;\r
-\r
-                       /// <summary>\r
-                       /// Specifies the vertex processing capabilities of the device.\r
-                       /// </summary>\r
-            property VertexProcessingCaps VertexProcessingCaps;\r
-\r
-                       /// <summary>\r
-                       /// Maximum number of lights that can be activated simultaneously.\r
-                       /// </summary>\r
-            property int MaxActiveLights;\r
-\r
-                       /// <summary>\r
-                       /// Maximum number of user defined clip planes supported.\r
-                       /// </summary>\r
-            property int MaxUserClipPlanes;\r
-\r
-                       /// <summary>\r
-                       /// Maximum number of matrices that the device can apply when performing multimatrix vertex blending.\r
-                       /// </summary>\r
-            property int MaxVertexBlendMatrices;\r
-\r
-                       /// <summary>\r
-                       /// Maximum matrix index that can be indexed into using the per-vertex indices.\r
-                       /// </summary>\r
-            property int MaxVertexBlendMatrixIndex;\r
-\r
-                       /// <summary>\r
-                       /// Maximum size of a point primitive.\r
-                       /// </summary>\r
-            property float MaxPointSize;\r
-\r
-                       /// <summary>\r
-                       /// Maximum number of primitives for each <see cref="SlimDX::Direct3D9::Device">Device.DrawPrimitive</see> call.\r
-                       /// </summary>\r
-            property int MaxPrimitiveCount;\r
-\r
-                       /// <summary>\r
-                       /// Maximum size of indices supported for hardware vertex processing.\r
-                       /// </summary>\r
-            property int MaxVertexIndex;\r
-\r
-                       /// <summary>\r
-                       /// Maximum number of concurrent data streams.\r
-                       /// </summary>\r
-            property int MaxStreams;\r
-\r
-                       /// <summary>\r
-                       /// Maximum stride for data streams.\r
-                       /// </summary>\r
-            property int MaxStreamStride;\r
-\r
-                       /// <summary>\r
-                       /// The vertex shader version.\r
-                       /// </summary>\r
-            property System::Version^ VertexShaderVersion;\r
-\r
-                       /// <summary>\r
-                       /// The number of vertex shaders registers that are reserved for constants.\r
-                       /// </summary>\r
-            property int MaxVertexShaderConstants;\r
-\r
-                       /// <summary>\r
-                       /// The pixel shader version.\r
-                       /// </summary>\r
-            property System::Version^ PixelShaderVersion;\r
-\r
-                       /// <summary>\r
-                       /// Maximum value of the pixel shader arithmetic component.\r
-                       /// </summary>\r
-            property float PixelShader1xMaxValue;\r
-\r
-                       /// <summary>\r
-                       /// Device driver capabilities for adaptive tessellation.\r
-                       /// </summary>\r
-                       property SlimDX::Direct3D9::DeviceCaps2 DeviceCaps2;\r
-\r
-                       /// <summary>\r
-                       /// Maximum tessellation level for N-patches.\r
-                       /// </summary>\r
-            property float MaxNPatchTessellationLevel;\r
-\r
-                       /// <summary>\r
-                       /// Indicates which device is master for this subordinate.\r
-                       /// </summary>\r
-            property int MasterAdapterOrdinal;\r
-\r
-                       /// <summary>\r
-                       /// Indicates the order in which heads are referenced by the API.\r
-                       /// </summary>\r
-            property int AdapterOrdinalInGroup;\r
-\r
-                       /// <summary>\r
-                       /// The number of adapters in the group.\r
-                       /// </summary>\r
-            property int NumberOfAdaptersInGroup;\r
-\r
-                       /// <summary>\r
-                       /// Possible data types contained in a vertex declaration.\r
-                       /// </summary>\r
-            property DeclarationTypeCaps DeclarationTypes;\r
-\r
-                       /// <summary>\r
-                       /// Number of simultaenous render targets.\r
-                       /// </summary>\r
-            property int SimultaneousRTCount;\r
-\r
-                       /// <summary>\r
-                       /// Describes the operations supported by <see cref="SlimDX::Direct3D9::Device">Device.StretchRectangle</see>.\r
-                       /// </summary>\r
-            property FilterCaps StretchRectFilterCaps;\r
-\r
-                       /// <summary>\r
-                       /// Extended capabilities for vertex shader version 2.0.\r
-                       /// </summary>\r
-            property VertexShader20Caps VS20Caps;\r
-\r
-                       /// <summary>\r
-                       /// Extended capabilities for pixel shader version 2.0.\r
-                       /// </summary>\r
-            property PixelShader20Caps PS20Caps;\r
-\r
-                       /// <summary>\r
-                       /// Vertex shader texture filtering capabilities.\r
-                       /// </summary>\r
-            property FilterCaps VertexTextureFilterCaps;\r
-\r
-                       /// <summary>\r
-                       /// Maximum number of vertex shader instructions that can be run when using flow control.\r
-                       /// </summary>\r
-                       property int MaxVShaderInstructionsExecuted;\r
-\r
-                       /// <summary>\r
-                       /// Maximum number of pixel shader instructions that can be run when using flow control.\r
-                       /// </summary>\r
-                       property int MaxPShaderInstructionsExecuted;\r
-\r
-                       /// <summary>\r
-                       /// Maximum number of vertex shader instruction slots.\r
-                       /// </summary>\r
-                       property int MaxVertexShader30InstructionSlots;\r
-\r
-                       /// <summary>\r
-                       /// Maximum number of pixel shader instruction slots.\r
-                       /// </summary>\r
-                       property int MaxPixelShader30InstructionSlots;\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 == ( Capabilities^ left, Capabilities^ 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 != ( Capabilities^ left, Capabilities^ 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( Capabilities^ 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( Capabilities^ value1, Capabilities^ value2 );\r
-               };\r
-       }\r
-}
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