agrobot_base/Exemplos/SharpDX-master/Source/SharpDX.Direct2D1/CustomVertexBufferPropertie...

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2023-08-31 11:50:53 +00:00
// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using System.Collections.Generic;
using System.Text;
namespace SharpDX.Direct2D1
{
public partial class CustomVertexBufferProperties
{
/// <summary>
/// Initializes a new instance of <see cref="CustomVertexBufferProperties"/> class.
/// </summary>
public CustomVertexBufferProperties()
{
}
/// <summary>
/// Initializes a new instance of <see cref="CustomVertexBufferProperties"/> class.
/// </summary>
/// <param name="inputSignature"></param>
/// <param name="inputElements"></param>
/// <param name="stride"></param>
public CustomVertexBufferProperties(byte[] inputSignature, InputElement[] inputElements, int stride)
{
InputSignature = inputSignature;
InputElements = inputElements;
Stride = stride;
}
/// <summary>
/// The vertex shader bytecode to use as a signature.
/// </summary>
/// <unmanaged>const unsigned char* shaderBufferWithInputSignature</unmanaged>
public byte[] InputSignature { get; set; }
/// <summary>
/// The input elements in the vertex shader.
/// </summary>
/// <unmanaged>const D2D1_INPUT_ELEMENT_DESC* inputElements</unmanaged>
public InputElement[] InputElements { get; set; }
}
}