// 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.Direct2D1 { public partial struct InputElement { /// /// 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. /// /// A value used to align input elements. /// D2D1_APPEND_ALIGNED_ELEMENT public static int AppendAligned { get { return -1; } } /// /// Initializes a new instance of the struct. /// /// The HLSL semantic associated with this element in a shader input-signature. /// 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). /// The data type of the element data. /// An integer value that identifies the input-assembler. Valid values are between 0 and 15. public InputElement(string name, int index, Format format, int slot) { this.SemanticName = name; this.SemanticIndex = index; this.Format = format; this.Slot = slot; this.AlignedByteOffset = AppendAligned; } /// /// Initializes a new instance of the struct. /// /// The HLSL semantic associated with this element in a shader input-signature. /// 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). /// The data type of the element data. /// 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. /// An integer value that identifies the input-assembler. Valid values are between 0 and 15. 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; } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// /// true if the specified is equal to this instance; otherwise, false. /// public bool Equals(InputElement other) { return Equals(other.SemanticName, SemanticName) && other.SemanticIndex == SemanticIndex && Equals(other.Format, Format) && other.Slot == Slot && other.AlignedByteOffset == AlignedByteOffset; } /// public override bool Equals(object obj) { if (ReferenceEquals(null, obj)) return false; if (obj.GetType() != typeof(InputElement)) return false; return Equals((InputElement)obj); } /// 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(); return result; } } /// /// Implements the operator ==. /// /// The left. /// The right. /// /// The result of the operator. /// public static bool operator ==(InputElement left, InputElement right) { return left.Equals(right); } /// /// Implements the operator !=. /// /// The left. /// The right. /// /// The result of the operator. /// public static bool operator !=(InputElement left, InputElement right) { return !left.Equals(right); } } }