agrobot_base/Exemplos/SharpDX-master/Source/SharpDX.Direct3D10/InputElement.cs

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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 SharpDX.DXGI;
namespace SharpDX.Direct3D10
{
public partial struct InputElement
{
/// <summary>
/// Returns a value that can be used for the offset parameter of an InputElement to indicate that the element
/// should be aligned directly after the previous element, including any packing if necessary.
/// </summary>
/// <returns>A value used to align input elements.</returns>
/// <unmanaged>D3D10_APPEND_ALIGNED_ELEMENT</unmanaged>
public static int AppendAligned
{
get { return -1; }
}
/// <summary>
/// Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.InputElement" /> struct.
/// </summary>
/// <param name = "name">The HLSL semantic associated with this element in a shader input-signature.</param>
/// <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>
/// <param name = "format">The data type of the element data.</param>
/// <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>
/// <param name = "slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>
/// <param name = "slotClass">Identifies the input data class for a single input slot.</param>
/// <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>
public InputElement(string name, int index, Format format, int offset, int slot, InputClassification slotClass,
int stepRate)
{
this.SemanticName = name;
this.SemanticIndex = index;
this.Format = format;
this.Slot = slot;
this.AlignedByteOffset = offset;
this.Classification = slotClass;
this.InstanceDataStepRate = stepRate;
}
/// <summary>
/// Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.InputElement" /> struct.
/// </summary>
/// <param name = "name">The HLSL semantic associated with this element in a shader input-signature.</param>
/// <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>
/// <param name = "format">The data type of the element data.</param>
/// <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>
/// <param name = "slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>
public InputElement(string name, int index, Format format, int offset, int slot)
{
this.SemanticName = name;
this.SemanticIndex = index;
this.Format = format;
this.Slot = slot;
this.AlignedByteOffset = offset;
this.Classification= InputClassification.PerVertexData;
this.InstanceDataStepRate = 0;
}
/// <summary>
/// Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.InputElement" /> struct.
/// </summary>
/// <param name = "name">The HLSL semantic associated with this element in a shader input-signature.</param>
/// <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>
/// <param name = "format">The data type of the element data.</param>
/// <param name = "slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>
public InputElement(string name, int index, Format format, int slot)
{
this.SemanticName = name;
this.SemanticIndex = index;
this.Format = format;
this.Slot = slot;
this.AlignedByteOffset = -1;
this.Classification = InputClassification.PerVertexData;
this.InstanceDataStepRate = 0;
}
/// <summary>
/// Determines whether the specified <see cref="InputElement"/> is equal to this instance.
/// </summary>
/// <param name="other">The <see cref="InputElement"/> to compare with this instance.</param>
/// <returns>
/// <c>true</c> if the specified <see cref="InputElement"/> is equal to this instance; otherwise, <c>false</c>.
/// </returns>
public bool Equals(InputElement other)
{
return Equals(other.SemanticName, SemanticName) && other.SemanticIndex == SemanticIndex && Equals(other.Format, Format) && other.Slot == Slot && other.AlignedByteOffset == AlignedByteOffset && Equals(other.Classification, Classification) && other.InstanceDataStepRate == InstanceDataStepRate;
}
/// <inheritdoc/>
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
if (obj.GetType() != typeof(InputElement)) return false;
return Equals((InputElement)obj);
}
/// <inheritdoc/>
public override int GetHashCode()
{
unchecked
{
int result = SemanticName.GetHashCode();
result = (result * 397) ^ SemanticIndex.GetHashCode();
result = (result * 397) ^ Format.GetHashCode();
result = (result * 397) ^ Slot.GetHashCode();
result = (result * 397) ^ AlignedByteOffset.GetHashCode();
result = (result * 397) ^ Classification.GetHashCode();
result = (result * 397) ^ InstanceDataStepRate.GetHashCode();
return result;
}
}
/// <summary>
/// Implements the operator ==.
/// </summary>
/// <param name="left">The left.</param>
/// <param name="right">The right.</param>
/// <returns>
/// The result of the operator.
/// </returns>
public static bool operator ==(InputElement left, InputElement right)
{
return left.Equals(right);
}
/// <summary>
/// Implements the operator !=.
/// </summary>
/// <param name="left">The left.</param>
/// <param name="right">The right.</param>
/// <returns>
/// The result of the operator.
/// </returns>
public static bool operator !=(InputElement left, InputElement right)
{
return !left.Equals(right);
}
}
}