// 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 { /// /// Initializes a new instance of class. /// public CustomVertexBufferProperties() { } /// /// Initializes a new instance of class. /// /// /// /// public CustomVertexBufferProperties(byte[] inputSignature, InputElement[] inputElements, int stride) { InputSignature = inputSignature; InputElements = inputElements; Stride = stride; } /// /// The vertex shader bytecode to use as a signature. /// /// const unsigned char* shaderBufferWithInputSignature public byte[] InputSignature { get; set; } /// /// The input elements in the vertex shader. /// /// const D2D1_INPUT_ELEMENT_DESC* inputElements public InputElement[] InputElements { get; set; } } }