// 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; }
}
}