added SharpDX Windows 8 binaries (v2.0.4)

This commit is contained in:
Glatzemann 2012-02-18 13:10:55 +00:00
parent 1cebf6f91e
commit 9b31c1b45d
21 changed files with 5802 additions and 2214 deletions

View File

@ -4,323 +4,6 @@
<name>SharpDX.D3DCompiler</name>
</assembly>
<members>
<member name="T:SharpDX.D3DCompiler.D3D">
<summary>
Warming, the following code is manually copied from generated code from Direct3D10 compiler.
We need to access this method in order to compile Direct3D10 Effects with plain old D3D10CompileEffectFromMemory function.
</summary>
<summary>
Functions
</summary>
<!-- Failed to insert some or all of included XML --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.D3DCompiler.D3D']/*"/>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.CompileEffect10FromMemory(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
Compiles the effect10 from memory.
</summary>
<param name="dataRef">The data ref.</param>
<param name="dataLength">Length of the data.</param>
<param name="srcFileNameRef">The SRC file name ref.</param>
<param name="definesRef">The defines ref.</param>
<param name="includeRef">The include ref.</param>
<param name="hlslFlags">The h LSL flags.</param>
<param name="fxFlags">The f X flags.</param>
<param name="compiledEffectOut">The compiled effect out.</param>
<param name="errorsOut">The errors out.</param>
<returns>Result code.</returns>
<unmanaged>HRESULT D3D10CompileEffectFromMemory([In] void* pData,[In] SIZE_T DataLength,[In] const char* pSrcFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] D3DCOMPILE_SHADER_FLAGS HLSLFlags,[In] D3DCOMPILE_EFFECT_FLAGS FXFlags,[In] ID3D10Blob** ppCompiledEffect,[In] ID3D10Blob** ppErrors)</unmanaged>
</member>
<member name="F:SharpDX.D3DCompiler.D3D.DllHandle0_">
<summary>
DLLs loaders
</summary>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.CompressShaders(System.Int32,SharpDX.D3DCompiler.ShaderData[],System.Int32,SharpDX.Direct3D.Blob@)">
<summary>
Compresses a set of shaders into a more compact form.
</summary>
<param name="uNumShaders"><para>The number of shaders to compress.</para></param>
<param name="shaderDataRef"><para>An array of <see cref="T:SharpDX.D3DCompiler.ShaderData"/> structures that describe the set of shaders to compress.</para></param>
<param name="uFlags"><para>Flags that indicate how to compress the shaders. Currently, only the D3D_COMPRESS_SHADER_KEEP_ALL_PARTS (0x00000001) flag is defined.</para></param>
<param name="compressedDataOut"><para>The address of a reference to the ID3DBlob interface that is used to retrieve the compressed shader data.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DCompressShaders']/*"/>
<unmanaged>HRESULT D3DCompressShaders([In] unsigned int uNumShaders,[In, Buffer] D3D_SHADER_DATA* pShaderData,[In] unsigned int uFlags,[Out] ID3D10Blob** ppCompressedData)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.DisassembleRegion(System.IntPtr,SharpDX.PointerSize,System.Int32,System.String,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@,SharpDX.Direct3D.Blob@)">
<summary>
No documentation.
</summary>
<param name="srcDataRef">No documentation.</param>
<param name="srcDataSize">No documentation.</param>
<param name="flags">No documentation.</param>
<param name="szComments">No documentation.</param>
<param name="startByteOffset">No documentation.</param>
<param name="numInsts">No documentation.</param>
<param name="finishByteOffsetRef">No documentation.</param>
<param name="disassemblyOut">No documentation.</param>
<returns>No documentation.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DDisassembleRegion']/*"/>
<unmanaged>HRESULT D3DDisassembleRegion([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In, Optional] const char* szComments,[In] SIZE_T StartByteOffset,[In] SIZE_T NumInsts,[Out, Optional] SIZE_T* pFinishByteOffset,[Out] ID3D10Blob** ppDisassembly)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.StripShader(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.StripFlags,SharpDX.Direct3D.Blob@)">
<summary>
Removes unwanted blobs from a compilation result.
</summary>
<param name="shaderBytecodeRef"><para>A reference to source data as compiled HLSL code.</para></param>
<param name="bytecodeLength"><para>Length of pSrcData.</para></param>
<param name="uStripFlags"><para>Strip flag options, represented by <see cref="T:SharpDX.D3DCompiler.StripFlags"/>.</para></param>
<param name="strippedBlobOut"><para>A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the unwanted stripped out shader code.</para></param>
<returns>Returns one of the Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DStripShader']/*"/>
<unmanaged>HRESULT D3DStripShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In] D3DCOMPILER_STRIP_FLAGS uStripFlags,[Out] ID3D10Blob** ppStrippedBlob)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
<param name="srcDataRef"><para>A reference to the compiled shader data.</para></param>
<param name="srcDataSize"><para>The size, in bytes, of the block of memory that pSrcData points to.</para></param>
<param name="flags"><para>A combination of the following flags that are combined by using a bitwise OR operation. The resulting value specifies how <see cref="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)"/> retrieves the instruction offsets.</para> FlagDescription D3D_GET_INST_OFFSETS_INCLUDE_NON_EXECUTABLE (0x01)Include non-executable code in the retrieved information. <para>?</para></param>
<param name="startInstIndex"><para>The index of the instruction in the compiled shader data for which <see cref="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)"/> starts to retrieve the byte offsets.</para></param>
<param name="numInsts"><para>The number of instructions for which <see cref="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)"/> retrieves the byte offsets.</para></param>
<param name="totalInstsRef"><para>A reference to a variable that receives the total number of instructions in the section of shader code.</para></param>
<returns><para>A reference to a variable that receives the actual number of offsets.</para></returns>
<remarks>
A new kind of Microsoft High Level Shader Language (HLSL) debugging information from a program database (PDB) file uses instruction-byte offsets within a shader blob (arbitrary-length data buffer). You use <see cref="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)"/> to translate to and from instruction indexes.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DGetTraceInstructionOffsets']/*"/>
<unmanaged>HRESULT D3DGetTraceInstructionOffsets([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In] SIZE_T StartInstIndex,[In] SIZE_T NumInsts,[Out] SIZE_T* pOffsets,[Out] SIZE_T* pTotalInsts)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Compile(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
Compile HLSL code or an effect file into bytecode for a given target.
</summary>
<param name="srcDataRef"><para>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="sourceNameRef"><para>Optional. You can use this parameter for strings that specify error messages. If not used, set to <c>null</c>.</para></param>
<param name="definesRef"><para>Optional. An array of <c>null</c>-terminated macro definitions (see <see cref="T:SharpDX.Direct3D.ShaderMacro"/>).</para></param>
<param name="includeRef"><para>Optional. A reference to an <see cref="T:SharpDX.D3DCompiler.Include"/> for handling include files. Setting this to <c>null</c> will cause a compile error if a shader contains a #include. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.</para> <code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<see cref="T:SharpDX.D3DCompiler.Include"/>*)(<see cref="T:System.IntPtr"/>)1)</code></param>
<param name="entrypointRef"><para>The name of the shader entry point function where shader execution begins. When you compile an effect, <see cref="M:SharpDX.D3DCompiler.D3D.Compile(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores pEntrypoint; we recommend that you set pEntrypoint to <c>null</c> because it is good programming practice to set a reference parameter to <c>null</c> if the called function will not use it.</para></param>
<param name="targetRef"><para>A string that specifies the shader target or set of shader features to compile against. The shader target can be shader model 2, shader model 3, shader model 4, or shader model 5. The target can also be an effect type (for example, fx_4_1).</para></param>
<param name="flags1"><para>Shader compile options.</para></param>
<param name="flags2"><para>Effect compile options. When you compile a shader and not an effect file, <see cref="M:SharpDX.D3DCompiler.D3D.Compile(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.</para></param>
<param name="codeOut"><para>The address of a ID3DBlob that contains the compiled code.</para></param>
<param name="errorMsgsOut"><para>Optional. A reference to an ID3DBlob that contains compiler error messages, or <c>null</c> if there were no errors.</para></param>
<returns>Returns one of the Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DCompile']/*"/>
<unmanaged>HRESULT D3DCompile([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] const char* pSourceName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[In] const char* pEntrypoint,[In] const char* pTarget,[In] D3DCOMPILE_SHADER_FLAGS Flags1,[In] D3DCOMPILE_EFFECT_FLAGS Flags2,[Out] ID3D10Blob** ppCode,[Out, Optional] ID3D10Blob** ppErrorMsgs)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetInputSignatureBlob(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
Gets the input signature from a compilation result.
</summary>
<param name="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="signatureBlobOut"><para>Optional. A reference to an <see cref="T:SharpDX.Direct3D.Blob"/> that contains a compiled shader.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DGetInputSignatureBlob']/*"/>
<unmanaged>HRESULT D3DGetInputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.CompileFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
<param name="fileNameRef"><para>A reference to a constant null-terminated string that contains the name of the file that contains the shader code.</para></param>
<param name="definesRef"><para>An optional array of <see cref="T:SharpDX.Direct3D.ShaderMacro"/> structures that define shader macros. Each macro definition contains a name and a <c>null</c>-terminated definition. If not used, set to <c>null</c>.</para></param>
<param name="includeRef"><para> An optional reference to an <see cref="T:SharpDX.D3DCompiler.Include"/> interface that the compiler uses to handle include files. If you set this parameter to <c>null</c> and the shader contains a #include, a compile error occurs. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory.</para> <code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<see cref="T:SharpDX.D3DCompiler.Include"/>*)(<see cref="T:System.IntPtr"/>)1)</code></param>
<param name="entrypointRef"><para>A reference to a constant null-terminated string that contains the name of the shader entry point function where shader execution begins. When you compile an effect, <see cref="M:SharpDX.D3DCompiler.D3D.CompileFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores pEntrypoint; we recommend that you set pEntrypoint to <c>null</c> because it is good programming practice to set a reference parameter to <c>null</c> if the called function will not use it.</para></param>
<param name="targetRef"><para>A reference to a constant null-terminated string that specifies the shader target or set of shader features to compile against. The shader target can be a shader model (for example, shader model 2, shader model 3, shader model 4, or shader model 5 and later). The target can also be an effect type (for example, fx_4_1).</para></param>
<param name="flags1"><para>A combination of shader compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the HLSL code.</para></param>
<param name="flags2"><para>A combination of effect compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the effect. When you compile a shader and not an effect file, <see cref="M:SharpDX.D3DCompiler.D3D.CompileFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.</para></param>
<param name="codeOut"><para>A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the compiled code.</para></param>
<param name="errorMsgsOut"><para>An optional reference to a variable that receives a reference to the ID3DBlob interface that you can use to access compiler error messages, or <c>null</c> if there are no errors.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DCompileFromFile']/*"/>
<unmanaged>HRESULT D3DCompileFromFile([In] const wchar_t* pFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[In] const char* pEntrypoint,[In] const char* pTarget,[In] D3DCOMPILE_SHADER_FLAGS Flags1,[In] D3DCOMPILE_EFFECT_FLAGS Flags2,[Out] ID3D10Blob** ppCode,[Out, Optional] ID3D10Blob** ppErrorMsgs)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Compile2(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.D3DCompiler.SecondaryDataFlags,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
<param name="srcDataRef"><para>A reference to uncompiled shader data (ASCII HLSL code).</para></param>
<param name="srcDataSize"><para>The size, in bytes, of the block of memory that pSrcData points to.</para></param>
<param name="sourceNameRef"><para>An optional reference to a constant null-terminated string containing the name that identifies the source data to use in error messages. If not used, set to <c>null</c>.</para></param>
<param name="definesRef"><para>An optional array of <see cref="T:SharpDX.Direct3D.ShaderMacro"/> structures that define shader macros. Each macro definition contains a name and a <c>null</c>-terminated definition. If not used, set to <c>null</c>.</para></param>
<param name="includeRef"><para> An optional reference to an <see cref="T:SharpDX.D3DCompiler.Include"/> interface that the compiler uses to handle include files. If you set this parameter to <c>null</c> and the shader contains a #include, a compile error occurs. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.</para> <code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<see cref="T:SharpDX.D3DCompiler.Include"/>*)(<see cref="T:System.IntPtr"/>)1)</code></param>
<param name="entrypointRef"><para>A reference to a constant null-terminated string that contains the name of the shader entry point function where shader execution begins. When you compile an effect, <see cref="M:SharpDX.D3DCompiler.D3D.Compile2(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.D3DCompiler.SecondaryDataFlags,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores pEntrypoint; we recommend that you set pEntrypoint to <c>null</c> because it is good programming practice to set a reference parameter to <c>null</c> if the called function will not use it.</para></param>
<param name="targetRef"><para>A reference to a constant null-terminated string that specifies the shader target or set of shader features to compile against. The shader target can be a shader model (for example, shader model 2, shader model 3, shader model 4, or shader model 5). The target can also be an effect type (for example, fx_4_1).</para></param>
<param name="flags1"><para>A combination of shader compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the HLSL code.</para></param>
<param name="flags2"><para>A combination of effect compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the effect. When you compile a shader and not an effect file, <see cref="M:SharpDX.D3DCompiler.D3D.Compile2(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.D3DCompiler.SecondaryDataFlags,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.</para></param>
<param name="secondaryDataFlags"><para>A combination of the following flags that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the HLSL code. </para> FlagDescription <see cref="F:SharpDX.D3DCompiler.SecondaryDataFlags.MergeUnorderedAccessViewSlots"/> (0x01)Merge unordered access view (UAV) slots in the secondary data that the pSecondaryData parameter points to. <see cref="F:SharpDX.D3DCompiler.SecondaryDataFlags.PreserveTemplateSlots"/> (0x02)Preserve template slots in the secondary data that the pSecondaryData parameter points to. <see cref="F:SharpDX.D3DCompiler.SecondaryDataFlags.RequireTemplateMatch"/> (0x04)Require that templates in the secondary data that the pSecondaryData parameter points to match when the compiler compiles the HLSL code. <para>?</para> <para>If pSecondaryData is <c>null</c>, set to zero.</para></param>
<param name="secondaryDataRef"><para>An optional reference to secondary data. If you do not pass secondary data, set to <c>null</c>.</para></param>
<param name="secondaryDataSize"><para>The size, in bytes, of the block of memory that pSecondaryData points to. If pSecondaryData is <c>null</c>, set to zero.</para></param>
<param name="codeOut"><para>A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the compiled code.</para></param>
<param name="errorMsgsOut"><para>An optional reference to a variable that receives a reference to the ID3DBlob interface that you can use to access compiler error messages, or <c>null</c> if there are no errors.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
<remarks>
The latest D3dcompiler_nn.dll contains the <see cref="M:SharpDX.D3DCompiler.D3D.Compile2(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.D3DCompiler.SecondaryDataFlags,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> compiler function.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DCompile2']/*"/>
<unmanaged>HRESULT D3DCompile2([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] const char* pSourceName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[In] const char* pEntrypoint,[In] const char* pTarget,[In] D3DCOMPILE_SHADER_FLAGS Flags1,[In] D3DCOMPILE_EFFECT_FLAGS Flags2,[In] D3DCOMPILE_SECDATA_FLAGS SecondaryDataFlags,[In, Buffer, Optional] const void* pSecondaryData,[In] SIZE_T SecondaryDataSize,[Out] ID3D10Blob** ppCode,[Out, Optional] ID3D10Blob** ppErrorMsgs)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.ReadFileToBlob(System.String,SharpDX.Direct3D.Blob@)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
<param name="fileNameRef"><para>A reference to a constant null-terminated string that contains the name of the file to read into memory.</para></param>
<param name="contentsOut"><para>A reference to a variable that receives a reference to the ID3DBlob interface that contains information that <see cref="M:SharpDX.D3DCompiler.D3D.ReadFileToBlob(System.String,SharpDX.Direct3D.Blob@)"/> read from the pFileName file. You can use this ID3DBlob interface to access the file information and pass it to other compiler functions.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DReadFileToBlob']/*"/>
<unmanaged>HRESULT D3DReadFileToBlob([In] const wchar_t* pFileName,[Out] ID3D10Blob** ppContents)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetDebugInfo(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
Gets shader debug information.
</summary>
<param name="srcDataRef"><para>A reference to source data; either uncompiled or compiled HLSL code.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="debugInfoOut"><para>Optional. A reference to an <see cref="T:SharpDX.Direct3D.Blob"/> that contains debug information.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<remarks>
Debug information is embedded in the body of the shader after calling <see cref="M:SharpDX.D3DCompiler.D3D.Compile(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/>.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DGetDebugInfo']/*"/>
<unmanaged>HRESULT D3DGetDebugInfo([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppDebugInfo)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,SharpDX.Direct3D.Blob@)">
<summary>
Retrieves a specific part from a compilation result.
</summary>
<param name="srcDataRef"><para>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</para></param>
<param name="srcDataSize"><para>Length of uncompiled shader data that pSrcData points to.</para></param>
<param name="part"><para>A <see cref="T:SharpDX.D3DCompiler.ShaderBytecodePart"/>-typed value that specifies the part of the buffer to retrieve.</para></param>
<param name="flags"><para>Flags that indicate how to retrieve the blob part. Currently, no flags are defined.</para></param>
<param name="partOut"><para>The address of a reference to the ID3DBlob interface that is used to retrieve the specified part of the buffer.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<remarks>
D3DGetBlobPart retrieves the part of a blob (arbitrary length data buffer) that contains the type of data that the Part parameter specifies.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DGetBlobPart']/*"/>
<unmanaged>HRESULT D3DGetBlobPart([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3D_BLOB_PART Part,[In] unsigned int Flags,[Out] ID3D10Blob** ppPart)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Reflect(System.IntPtr,SharpDX.PointerSize,System.Guid,System.IntPtr@)">
<summary>
Gets a reference to a reflection interface.
</summary>
<param name="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="interfaceRef"><para>The reference <see cref="T:System.Guid"/> of the COM interface to use. For example, IID_ID3D11ShaderReflection or IID_ID3D10ShaderReflection.</para></param>
<param name="reflectorOut"><para>A reference to a reflection interface.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<remarks>
Shader code contains metadata that can be inspected using the reflection APIs.The following code illustrates retrieving a <see cref="T:SharpDX.D3DCompiler.ShaderReflection"/> Interface from a shader.<code>
pd3dDevice-&gt;CreatePixelShader( pPixelShaderBuffer-&gt;GetBufferPointer(), pPixelShaderBuffer-&gt;GetBufferSize(), g_pPSClassLinkage, &amp;g_pPixelShader ); <see cref="T:SharpDX.D3DCompiler.ShaderReflection"/>* pReflector = <c>null</c>;
<see cref="M:SharpDX.D3DCompiler.D3D.Reflect(System.IntPtr,SharpDX.PointerSize,System.Guid,System.IntPtr@)"/>( pPixelShaderBuffer-&gt;GetBufferPointer(), pPixelShaderBuffer-&gt;GetBufferSize(), IID_ID3D11ShaderReflection, (void**) &amp;pReflector);
</code>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DReflect']/*"/>
<unmanaged>HRESULT D3DReflect([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] const GUID&amp; pInterface,[Out] void** ppReflector)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetInputAndOutputSignatureBlob(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
Gets the input and output signatures from a compilation result.
</summary>
<param name="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="signatureBlobOut"><para>Optional. A reference to an <see cref="T:SharpDX.Direct3D.Blob"/> that contains a compiled shader.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DGetInputAndOutputSignatureBlob']/*"/>
<unmanaged>HRESULT D3DGetInputAndOutputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.DecompressShaders(System.IntPtr,SharpDX.PointerSize,System.Int32,System.Int32,System.Int32[],System.Int32,SharpDX.Direct3D.Blob[],System.Int32@)">
<summary>
Decompresses one or more shaders from a compressed set.
</summary>
<param name="srcDataRef"><para>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</para></param>
<param name="srcDataSize"><para>Length of uncompiled shader data that pSrcData points to.</para></param>
<param name="uNumShaders"><para>The number of shaders to decompress.</para></param>
<param name="uStartIndex"><para>The index of the first shader to decompress.</para></param>
<param name="indicesRef"><para>An array of indexes that represent the shaders to decompress.</para></param>
<param name="uFlags"><para>Flags that indicate how to decompress. Currently, no flags are defined.</para></param>
<param name="shadersOut"><para>The address of a reference to the ID3DBlob interface that is used to retrieve the decompressed shader data.</para></param>
<param name="totalShadersRef"><para>A reference to a variable that receives the total number of shaders that <see cref="M:SharpDX.D3DCompiler.D3D.DecompressShaders(System.IntPtr,SharpDX.PointerSize,System.Int32,System.Int32,System.Int32[],System.Int32,SharpDX.Direct3D.Blob[],System.Int32@)"/> decompressed.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DDecompressShaders']/*"/>
<unmanaged>HRESULT D3DDecompressShaders([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int uNumShaders,[In] unsigned int uStartIndex,[In, Buffer, Optional] unsigned int* pIndices,[In] unsigned int uFlags,[Out, Buffer] ID3D10Blob** ppShaders,[Out, Optional] unsigned int* pTotalShaders)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Disassemble(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.DisassemblyFlags,System.String,SharpDX.Direct3D.Blob@)">
<summary>
Disassembles compiled HLSL code.
</summary>
<param name="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="flags"><para>Flags affecting the behavior of <see cref="M:SharpDX.D3DCompiler.D3D.Disassemble(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.DisassemblyFlags,System.String,SharpDX.Direct3D.Blob@)"/>. Flags can be a combination of zero or more of the following values. </para> FlagDescription D3D_DISASM_ENABLE_COLOR_CODEEnable the output of color codes. D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTSEnable the output of default values. D3D_DISASM_ENABLE_INSTRUCTION_NUMBERINGEnable instruction numbering. D3D_DISASM_ENABLE_INSTRUCTION_CYCLENo effect. <para>?</para></param>
<param name="szComments"><para>The optional comment string at the top of the shader that identifies the shader constants and variables.</para></param>
<param name="disassemblyOut"><para>A reference to a buffer that receives the <see cref="T:SharpDX.Direct3D.Blob"/> interface that accesses assembly text.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DDisassemble']/*"/>
<unmanaged>HRESULT D3DDisassemble([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3DCOMPILE_DISASM_FLAGS Flags,[In, Optional] const char* szComments,[Out] ID3D10Blob** ppDisassembly)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Preprocess(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
Preprocesses uncompiled HLSL code.
</summary>
<param name="srcDataRef"><para>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="sourceNameRef"><para>Optional. The name of the file that contains the uncompiled HLSL code.</para></param>
<param name="definesRef"><para>Optional. An array of <c>null</c>-terminated macro definitions (see <see cref="T:SharpDX.Direct3D.ShaderMacro"/>).</para></param>
<param name="includeRef"><para>Optional. A reference to an <see cref="T:SharpDX.D3DCompiler.Include"/> for handling include files. Setting this to <c>null</c> will cause a compile error if a shader contains a #include. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.</para> <code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<see cref="T:SharpDX.D3DCompiler.Include"/>*)(<see cref="T:System.IntPtr"/>)1)</code></param>
<param name="codeTextOut"><para>The address of a ID3DBlob that contains the compiled code.</para></param>
<param name="errorMsgsOut"><para>Optional. A reference to an ID3DBlob that contains compiler error messages, or <c>null</c> if there were no errors.</para></param>
<returns>Returns one of the Direct3D 10 Return Codes.</returns>
<remarks>
D3DPreprocess outputs #line directives and preserves line numbering of source input so that output line numbering can be properly related to the input source.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DPreprocess']/*"/>
<unmanaged>HRESULT D3DPreprocess([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] const char* pSourceName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[Out] ID3D10Blob** ppCodeText,[Out, Optional] ID3D10Blob** ppErrorMsgs)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetOutputSignatureBlob(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
Gets the output signature from a compilation result.
</summary>
<param name="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="signatureBlobOut"><para>Optional. A reference to an <see cref="T:SharpDX.Direct3D.Blob"/> that contains a compiled shader.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DGetOutputSignatureBlob']/*"/>
<unmanaged>HRESULT D3DGetOutputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.SetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
<param name="srcDataRef"><para>A reference to compiled shader data.</para></param>
<param name="srcDataSize"><para>The length of the compiled shader data that pSrcData points to.</para></param>
<param name="part"><para>A <see cref="T:SharpDX.D3DCompiler.ShaderBytecodePart"/>-typed value that specifies the part to set. Currently, you can update only private data; that is, <see cref="M:SharpDX.D3DCompiler.D3D.SetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)"/> currently only supports the <see cref="F:SharpDX.D3DCompiler.ShaderBytecodePart.PrivateData"/> value.</para></param>
<param name="flags"><para>Flags that indicate how to set the blob part. Currently, no flags are defined; therefore, set to zero.</para></param>
<param name="partRef"><para>A reference to data to set in the compilation result.</para></param>
<param name="partSize"><para>The length of the data that pPart points to.</para></param>
<param name="newShaderOut"><para>A reference to a buffer that receives the ID3DBlob interface for the new shader in which the new part data is set.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
<remarks>
D3DSetBlobPart modifies data in a compiled shader. Currently, <see cref="M:SharpDX.D3DCompiler.D3D.SetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)"/> can update only the private data in a compiled shader. You can use <see cref="M:SharpDX.D3DCompiler.D3D.SetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)"/> to attach arbitrary uninterpreted data to a compiled shader.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DSetBlobPart']/*"/>
<unmanaged>HRESULT D3DSetBlobPart([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3D_BLOB_PART Part,[In] unsigned int Flags,[In, Buffer] const void* pPart,[In] SIZE_T PartSize,[Out] ID3D10Blob** ppNewShader)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.WriteBlobToFile(SharpDX.Direct3D.Blob,System.String,System.Boolean)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
<param name="blobRef"><para>A reference to a ID3DBlob interface that contains the memory blob to write to the file that the pFileName parameter specifies.</para></param>
<param name="fileNameRef"><para>A reference to a constant null-terminated string that contains the name of the file to which to write.</para></param>
<param name="bOverwrite"><para>A Boolean value that specifies whether to overwrite information in the pFileName file. TRUE specifies to overwrite information and <see cref="F:SharpDX.Result.False"/> specifies not to overwrite information.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DWriteBlobToFile']/*"/>
<unmanaged>HRESULT D3DWriteBlobToFile([In] ID3D10Blob* pBlob,[In] const wchar_t* pFileName,[In] BOOL bOverwrite)</unmanaged>
</member>
<member name="T:SharpDX.D3DCompiler.ConstantBufferFlags">
<summary>
Values that identify the indended use of a constant-data buffer.
@ -2260,6 +1943,298 @@
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN']/*"/>
<unmanaged>D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN</unmanaged>
</member>
<member name="T:SharpDX.D3DCompiler.D3D">
<summary>
Functions
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.D3DCompiler.D3D']/*"/>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.CompressShaders(System.Int32,SharpDX.D3DCompiler.ShaderData[],System.Int32,SharpDX.Direct3D.Blob@)">
<summary>
Compresses a set of shaders into a more compact form.
</summary>
<param name="uNumShaders"><para>The number of shaders to compress.</para></param>
<param name="shaderDataRef"><para>An array of <see cref="T:SharpDX.D3DCompiler.ShaderData"/> structures that describe the set of shaders to compress.</para></param>
<param name="uFlags"><para>Flags that indicate how to compress the shaders. Currently, only the D3D_COMPRESS_SHADER_KEEP_ALL_PARTS (0x00000001) flag is defined.</para></param>
<param name="compressedDataOut"><para>The address of a reference to the ID3DBlob interface that is used to retrieve the compressed shader data.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DCompressShaders']/*"/>
<unmanaged>HRESULT D3DCompressShaders([In] unsigned int uNumShaders,[In, Buffer] D3D_SHADER_DATA* pShaderData,[In] unsigned int uFlags,[Out] ID3D10Blob** ppCompressedData)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.DisassembleRegion(System.IntPtr,SharpDX.PointerSize,System.Int32,System.String,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@,SharpDX.Direct3D.Blob@)">
<summary>
No documentation.
</summary>
<param name="srcDataRef">No documentation.</param>
<param name="srcDataSize">No documentation.</param>
<param name="flags">No documentation.</param>
<param name="szComments">No documentation.</param>
<param name="startByteOffset">No documentation.</param>
<param name="numInsts">No documentation.</param>
<param name="finishByteOffsetRef">No documentation.</param>
<param name="disassemblyOut">No documentation.</param>
<returns>No documentation.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DDisassembleRegion']/*"/>
<unmanaged>HRESULT D3DDisassembleRegion([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In, Optional] const char* szComments,[In] SIZE_T StartByteOffset,[In] SIZE_T NumInsts,[Out, Optional] SIZE_T* pFinishByteOffset,[Out] ID3D10Blob** ppDisassembly)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.StripShader(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.StripFlags,SharpDX.Direct3D.Blob@)">
<summary>
Removes unwanted blobs from a compilation result.
</summary>
<param name="shaderBytecodeRef"><para>A reference to source data as compiled HLSL code.</para></param>
<param name="bytecodeLength"><para>Length of pSrcData.</para></param>
<param name="uStripFlags"><para>Strip flag options, represented by <see cref="T:SharpDX.D3DCompiler.StripFlags"/>.</para></param>
<param name="strippedBlobOut"><para>A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the unwanted stripped out shader code.</para></param>
<returns>Returns one of the Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DStripShader']/*"/>
<unmanaged>HRESULT D3DStripShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In] D3DCOMPILER_STRIP_FLAGS uStripFlags,[Out] ID3D10Blob** ppStrippedBlob)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
<param name="srcDataRef"><para>A reference to the compiled shader data.</para></param>
<param name="srcDataSize"><para>The size, in bytes, of the block of memory that pSrcData points to.</para></param>
<param name="flags"><para>A combination of the following flags that are combined by using a bitwise OR operation. The resulting value specifies how <see cref="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)"/> retrieves the instruction offsets.</para> FlagDescription D3D_GET_INST_OFFSETS_INCLUDE_NON_EXECUTABLE (0x01)Include non-executable code in the retrieved information. <para>?</para></param>
<param name="startInstIndex"><para>The index of the instruction in the compiled shader data for which <see cref="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)"/> starts to retrieve the byte offsets.</para></param>
<param name="numInsts"><para>The number of instructions for which <see cref="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)"/> retrieves the byte offsets.</para></param>
<param name="totalInstsRef"><para>A reference to a variable that receives the total number of instructions in the section of shader code.</para></param>
<returns><para>A reference to a variable that receives the actual number of offsets.</para></returns>
<remarks>
A new kind of Microsoft High Level Shader Language (HLSL) debugging information from a program database (PDB) file uses instruction-byte offsets within a shader blob (arbitrary-length data buffer). You use <see cref="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)"/> to translate to and from instruction indexes.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DGetTraceInstructionOffsets']/*"/>
<unmanaged>HRESULT D3DGetTraceInstructionOffsets([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In] SIZE_T StartInstIndex,[In] SIZE_T NumInsts,[Out] SIZE_T* pOffsets,[Out] SIZE_T* pTotalInsts)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Compile(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
Compile HLSL code or an effect file into bytecode for a given target.
</summary>
<param name="srcDataRef"><para>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="sourceNameRef"><para>Optional. You can use this parameter for strings that specify error messages. If not used, set to <c>null</c>.</para></param>
<param name="definesRef"><para>Optional. An array of <c>null</c>-terminated macro definitions (see <see cref="T:SharpDX.Direct3D.ShaderMacro"/>).</para></param>
<param name="includeRef"><para>Optional. A reference to an <see cref="T:SharpDX.D3DCompiler.Include"/> for handling include files. Setting this to <c>null</c> will cause a compile error if a shader contains a #include. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.</para> <code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<see cref="T:SharpDX.D3DCompiler.Include"/>*)(<see cref="T:System.IntPtr"/>)1)</code></param>
<param name="entrypointRef"><para>The name of the shader entry point function where shader execution begins. When you compile an effect, <see cref="M:SharpDX.D3DCompiler.D3D.Compile(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores pEntrypoint; we recommend that you set pEntrypoint to <c>null</c> because it is good programming practice to set a reference parameter to <c>null</c> if the called function will not use it.</para></param>
<param name="targetRef"><para>A string that specifies the shader target or set of shader features to compile against. The shader target can be shader model 2, shader model 3, shader model 4, or shader model 5. The target can also be an effect type (for example, fx_4_1).</para></param>
<param name="flags1"><para>Shader compile options.</para></param>
<param name="flags2"><para>Effect compile options. When you compile a shader and not an effect file, <see cref="M:SharpDX.D3DCompiler.D3D.Compile(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.</para></param>
<param name="codeOut"><para>The address of a ID3DBlob that contains the compiled code.</para></param>
<param name="errorMsgsOut"><para>Optional. A reference to an ID3DBlob that contains compiler error messages, or <c>null</c> if there were no errors.</para></param>
<returns>Returns one of the Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DCompile']/*"/>
<unmanaged>HRESULT D3DCompile([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] const char* pSourceName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[In] const char* pEntrypoint,[In] const char* pTarget,[In] D3DCOMPILE_SHADER_FLAGS Flags1,[In] D3DCOMPILE_EFFECT_FLAGS Flags2,[Out] ID3D10Blob** ppCode,[Out, Optional] ID3D10Blob** ppErrorMsgs)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetInputSignatureBlob(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
Gets the input signature from a compilation result.
</summary>
<param name="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="signatureBlobOut"><para>Optional. A reference to an <see cref="T:SharpDX.Direct3D.Blob"/> that contains a compiled shader.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DGetInputSignatureBlob']/*"/>
<unmanaged>HRESULT D3DGetInputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.CompileFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
<param name="fileNameRef"><para>A reference to a constant null-terminated string that contains the name of the file that contains the shader code.</para></param>
<param name="definesRef"><para>An optional array of <see cref="T:SharpDX.Direct3D.ShaderMacro"/> structures that define shader macros. Each macro definition contains a name and a <c>null</c>-terminated definition. If not used, set to <c>null</c>.</para></param>
<param name="includeRef"><para> An optional reference to an <see cref="T:SharpDX.D3DCompiler.Include"/> interface that the compiler uses to handle include files. If you set this parameter to <c>null</c> and the shader contains a #include, a compile error occurs. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory.</para> <code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<see cref="T:SharpDX.D3DCompiler.Include"/>*)(<see cref="T:System.IntPtr"/>)1)</code></param>
<param name="entrypointRef"><para>A reference to a constant null-terminated string that contains the name of the shader entry point function where shader execution begins. When you compile an effect, <see cref="M:SharpDX.D3DCompiler.D3D.CompileFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores pEntrypoint; we recommend that you set pEntrypoint to <c>null</c> because it is good programming practice to set a reference parameter to <c>null</c> if the called function will not use it.</para></param>
<param name="targetRef"><para>A reference to a constant null-terminated string that specifies the shader target or set of shader features to compile against. The shader target can be a shader model (for example, shader model 2, shader model 3, shader model 4, or shader model 5 and later). The target can also be an effect type (for example, fx_4_1).</para></param>
<param name="flags1"><para>A combination of shader compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the HLSL code.</para></param>
<param name="flags2"><para>A combination of effect compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the effect. When you compile a shader and not an effect file, <see cref="M:SharpDX.D3DCompiler.D3D.CompileFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.</para></param>
<param name="codeOut"><para>A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the compiled code.</para></param>
<param name="errorMsgsOut"><para>An optional reference to a variable that receives a reference to the ID3DBlob interface that you can use to access compiler error messages, or <c>null</c> if there are no errors.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DCompileFromFile']/*"/>
<unmanaged>HRESULT D3DCompileFromFile([In] const wchar_t* pFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[In] const char* pEntrypoint,[In] const char* pTarget,[In] D3DCOMPILE_SHADER_FLAGS Flags1,[In] D3DCOMPILE_EFFECT_FLAGS Flags2,[Out] ID3D10Blob** ppCode,[Out, Optional] ID3D10Blob** ppErrorMsgs)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Compile2(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.D3DCompiler.SecondaryDataFlags,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
<param name="srcDataRef"><para>A reference to uncompiled shader data (ASCII HLSL code).</para></param>
<param name="srcDataSize"><para>The size, in bytes, of the block of memory that pSrcData points to.</para></param>
<param name="sourceNameRef"><para>An optional reference to a constant null-terminated string containing the name that identifies the source data to use in error messages. If not used, set to <c>null</c>.</para></param>
<param name="definesRef"><para>An optional array of <see cref="T:SharpDX.Direct3D.ShaderMacro"/> structures that define shader macros. Each macro definition contains a name and a <c>null</c>-terminated definition. If not used, set to <c>null</c>.</para></param>
<param name="includeRef"><para> An optional reference to an <see cref="T:SharpDX.D3DCompiler.Include"/> interface that the compiler uses to handle include files. If you set this parameter to <c>null</c> and the shader contains a #include, a compile error occurs. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.</para> <code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<see cref="T:SharpDX.D3DCompiler.Include"/>*)(<see cref="T:System.IntPtr"/>)1)</code></param>
<param name="entrypointRef"><para>A reference to a constant null-terminated string that contains the name of the shader entry point function where shader execution begins. When you compile an effect, <see cref="M:SharpDX.D3DCompiler.D3D.Compile2(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.D3DCompiler.SecondaryDataFlags,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores pEntrypoint; we recommend that you set pEntrypoint to <c>null</c> because it is good programming practice to set a reference parameter to <c>null</c> if the called function will not use it.</para></param>
<param name="targetRef"><para>A reference to a constant null-terminated string that specifies the shader target or set of shader features to compile against. The shader target can be a shader model (for example, shader model 2, shader model 3, shader model 4, or shader model 5). The target can also be an effect type (for example, fx_4_1).</para></param>
<param name="flags1"><para>A combination of shader compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the HLSL code.</para></param>
<param name="flags2"><para>A combination of effect compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the effect. When you compile a shader and not an effect file, <see cref="M:SharpDX.D3DCompiler.D3D.Compile2(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.D3DCompiler.SecondaryDataFlags,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.</para></param>
<param name="secondaryDataFlags"><para>A combination of the following flags that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the HLSL code. </para> FlagDescription <see cref="F:SharpDX.D3DCompiler.SecondaryDataFlags.MergeUnorderedAccessViewSlots"/> (0x01)Merge unordered access view (UAV) slots in the secondary data that the pSecondaryData parameter points to. <see cref="F:SharpDX.D3DCompiler.SecondaryDataFlags.PreserveTemplateSlots"/> (0x02)Preserve template slots in the secondary data that the pSecondaryData parameter points to. <see cref="F:SharpDX.D3DCompiler.SecondaryDataFlags.RequireTemplateMatch"/> (0x04)Require that templates in the secondary data that the pSecondaryData parameter points to match when the compiler compiles the HLSL code. <para>?</para> <para>If pSecondaryData is <c>null</c>, set to zero.</para></param>
<param name="secondaryDataRef"><para>An optional reference to secondary data. If you do not pass secondary data, set to <c>null</c>.</para></param>
<param name="secondaryDataSize"><para>The size, in bytes, of the block of memory that pSecondaryData points to. If pSecondaryData is <c>null</c>, set to zero.</para></param>
<param name="codeOut"><para>A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the compiled code.</para></param>
<param name="errorMsgsOut"><para>An optional reference to a variable that receives a reference to the ID3DBlob interface that you can use to access compiler error messages, or <c>null</c> if there are no errors.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
<remarks>
The latest D3dcompiler_nn.dll contains the <see cref="M:SharpDX.D3DCompiler.D3D.Compile2(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.D3DCompiler.SecondaryDataFlags,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> compiler function.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DCompile2']/*"/>
<unmanaged>HRESULT D3DCompile2([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] const char* pSourceName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[In] const char* pEntrypoint,[In] const char* pTarget,[In] D3DCOMPILE_SHADER_FLAGS Flags1,[In] D3DCOMPILE_EFFECT_FLAGS Flags2,[In] D3DCOMPILE_SECDATA_FLAGS SecondaryDataFlags,[In, Buffer, Optional] const void* pSecondaryData,[In] SIZE_T SecondaryDataSize,[Out] ID3D10Blob** ppCode,[Out, Optional] ID3D10Blob** ppErrorMsgs)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.ReadFileToBlob(System.String,SharpDX.Direct3D.Blob@)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
<param name="fileNameRef"><para>A reference to a constant null-terminated string that contains the name of the file to read into memory.</para></param>
<param name="contentsOut"><para>A reference to a variable that receives a reference to the ID3DBlob interface that contains information that <see cref="M:SharpDX.D3DCompiler.D3D.ReadFileToBlob(System.String,SharpDX.Direct3D.Blob@)"/> read from the pFileName file. You can use this ID3DBlob interface to access the file information and pass it to other compiler functions.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DReadFileToBlob']/*"/>
<unmanaged>HRESULT D3DReadFileToBlob([In] const wchar_t* pFileName,[Out] ID3D10Blob** ppContents)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetDebugInfo(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
Gets shader debug information.
</summary>
<param name="srcDataRef"><para>A reference to source data; either uncompiled or compiled HLSL code.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="debugInfoOut"><para>Optional. A reference to an <see cref="T:SharpDX.Direct3D.Blob"/> that contains debug information.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<remarks>
Debug information is embedded in the body of the shader after calling <see cref="M:SharpDX.D3DCompiler.D3D.Compile(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/>.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DGetDebugInfo']/*"/>
<unmanaged>HRESULT D3DGetDebugInfo([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppDebugInfo)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,SharpDX.Direct3D.Blob@)">
<summary>
Retrieves a specific part from a compilation result.
</summary>
<param name="srcDataRef"><para>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</para></param>
<param name="srcDataSize"><para>Length of uncompiled shader data that pSrcData points to.</para></param>
<param name="part"><para>A <see cref="T:SharpDX.D3DCompiler.ShaderBytecodePart"/>-typed value that specifies the part of the buffer to retrieve.</para></param>
<param name="flags"><para>Flags that indicate how to retrieve the blob part. Currently, no flags are defined.</para></param>
<param name="partOut"><para>The address of a reference to the ID3DBlob interface that is used to retrieve the specified part of the buffer.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<remarks>
D3DGetBlobPart retrieves the part of a blob (arbitrary length data buffer) that contains the type of data that the Part parameter specifies.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DGetBlobPart']/*"/>
<unmanaged>HRESULT D3DGetBlobPart([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3D_BLOB_PART Part,[In] unsigned int Flags,[Out] ID3D10Blob** ppPart)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Reflect(System.IntPtr,SharpDX.PointerSize,System.Guid,System.IntPtr@)">
<summary>
Gets a reference to a reflection interface.
</summary>
<param name="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="interfaceRef"><para>The reference <see cref="T:System.Guid"/> of the COM interface to use. For example, IID_ID3D11ShaderReflection or IID_ID3D10ShaderReflection.</para></param>
<param name="reflectorOut"><para>A reference to a reflection interface.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<remarks>
Shader code contains metadata that can be inspected using the reflection APIs.The following code illustrates retrieving a <see cref="T:SharpDX.D3DCompiler.ShaderReflection"/> Interface from a shader.<code>
pd3dDevice-&gt;CreatePixelShader( pPixelShaderBuffer-&gt;GetBufferPointer(), pPixelShaderBuffer-&gt;GetBufferSize(), g_pPSClassLinkage, &amp;g_pPixelShader ); <see cref="T:SharpDX.D3DCompiler.ShaderReflection"/>* pReflector = <c>null</c>;
<see cref="M:SharpDX.D3DCompiler.D3D.Reflect(System.IntPtr,SharpDX.PointerSize,System.Guid,System.IntPtr@)"/>( pPixelShaderBuffer-&gt;GetBufferPointer(), pPixelShaderBuffer-&gt;GetBufferSize(), IID_ID3D11ShaderReflection, (void**) &amp;pReflector);
</code>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DReflect']/*"/>
<unmanaged>HRESULT D3DReflect([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] const GUID&amp; pInterface,[Out] void** ppReflector)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetInputAndOutputSignatureBlob(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
Gets the input and output signatures from a compilation result.
</summary>
<param name="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="signatureBlobOut"><para>Optional. A reference to an <see cref="T:SharpDX.Direct3D.Blob"/> that contains a compiled shader.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DGetInputAndOutputSignatureBlob']/*"/>
<unmanaged>HRESULT D3DGetInputAndOutputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.DecompressShaders(System.IntPtr,SharpDX.PointerSize,System.Int32,System.Int32,System.Int32[],System.Int32,SharpDX.Direct3D.Blob[],System.Int32@)">
<summary>
Decompresses one or more shaders from a compressed set.
</summary>
<param name="srcDataRef"><para>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</para></param>
<param name="srcDataSize"><para>Length of uncompiled shader data that pSrcData points to.</para></param>
<param name="uNumShaders"><para>The number of shaders to decompress.</para></param>
<param name="uStartIndex"><para>The index of the first shader to decompress.</para></param>
<param name="indicesRef"><para>An array of indexes that represent the shaders to decompress.</para></param>
<param name="uFlags"><para>Flags that indicate how to decompress. Currently, no flags are defined.</para></param>
<param name="shadersOut"><para>The address of a reference to the ID3DBlob interface that is used to retrieve the decompressed shader data.</para></param>
<param name="totalShadersRef"><para>A reference to a variable that receives the total number of shaders that <see cref="M:SharpDX.D3DCompiler.D3D.DecompressShaders(System.IntPtr,SharpDX.PointerSize,System.Int32,System.Int32,System.Int32[],System.Int32,SharpDX.Direct3D.Blob[],System.Int32@)"/> decompressed.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DDecompressShaders']/*"/>
<unmanaged>HRESULT D3DDecompressShaders([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int uNumShaders,[In] unsigned int uStartIndex,[In, Buffer, Optional] unsigned int* pIndices,[In] unsigned int uFlags,[Out, Buffer] ID3D10Blob** ppShaders,[Out, Optional] unsigned int* pTotalShaders)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Disassemble(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.DisassemblyFlags,System.String,SharpDX.Direct3D.Blob@)">
<summary>
Disassembles compiled HLSL code.
</summary>
<param name="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="flags"><para>Flags affecting the behavior of <see cref="M:SharpDX.D3DCompiler.D3D.Disassemble(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.DisassemblyFlags,System.String,SharpDX.Direct3D.Blob@)"/>. Flags can be a combination of zero or more of the following values. </para> FlagDescription D3D_DISASM_ENABLE_COLOR_CODEEnable the output of color codes. D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTSEnable the output of default values. D3D_DISASM_ENABLE_INSTRUCTION_NUMBERINGEnable instruction numbering. D3D_DISASM_ENABLE_INSTRUCTION_CYCLENo effect. <para>?</para></param>
<param name="szComments"><para>The optional comment string at the top of the shader that identifies the shader constants and variables.</para></param>
<param name="disassemblyOut"><para>A reference to a buffer that receives the <see cref="T:SharpDX.Direct3D.Blob"/> interface that accesses assembly text.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DDisassemble']/*"/>
<unmanaged>HRESULT D3DDisassemble([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3DCOMPILE_DISASM_FLAGS Flags,[In, Optional] const char* szComments,[Out] ID3D10Blob** ppDisassembly)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Preprocess(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
Preprocesses uncompiled HLSL code.
</summary>
<param name="srcDataRef"><para>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="sourceNameRef"><para>Optional. The name of the file that contains the uncompiled HLSL code.</para></param>
<param name="definesRef"><para>Optional. An array of <c>null</c>-terminated macro definitions (see <see cref="T:SharpDX.Direct3D.ShaderMacro"/>).</para></param>
<param name="includeRef"><para>Optional. A reference to an <see cref="T:SharpDX.D3DCompiler.Include"/> for handling include files. Setting this to <c>null</c> will cause a compile error if a shader contains a #include. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.</para> <code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<see cref="T:SharpDX.D3DCompiler.Include"/>*)(<see cref="T:System.IntPtr"/>)1)</code></param>
<param name="codeTextOut"><para>The address of a ID3DBlob that contains the compiled code.</para></param>
<param name="errorMsgsOut"><para>Optional. A reference to an ID3DBlob that contains compiler error messages, or <c>null</c> if there were no errors.</para></param>
<returns>Returns one of the Direct3D 10 Return Codes.</returns>
<remarks>
D3DPreprocess outputs #line directives and preserves line numbering of source input so that output line numbering can be properly related to the input source.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DPreprocess']/*"/>
<unmanaged>HRESULT D3DPreprocess([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] const char* pSourceName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[Out] ID3D10Blob** ppCodeText,[Out, Optional] ID3D10Blob** ppErrorMsgs)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetOutputSignatureBlob(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
Gets the output signature from a compilation result.
</summary>
<param name="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<param name="srcDataSize"><para>Length of pSrcData.</para></param>
<param name="signatureBlobOut"><para>Optional. A reference to an <see cref="T:SharpDX.Direct3D.Blob"/> that contains a compiled shader.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DGetOutputSignatureBlob']/*"/>
<unmanaged>HRESULT D3DGetOutputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.SetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
<param name="srcDataRef"><para>A reference to compiled shader data.</para></param>
<param name="srcDataSize"><para>The length of the compiled shader data that pSrcData points to.</para></param>
<param name="part"><para>A <see cref="T:SharpDX.D3DCompiler.ShaderBytecodePart"/>-typed value that specifies the part to set. Currently, you can update only private data; that is, <see cref="M:SharpDX.D3DCompiler.D3D.SetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)"/> currently only supports the <see cref="F:SharpDX.D3DCompiler.ShaderBytecodePart.PrivateData"/> value.</para></param>
<param name="flags"><para>Flags that indicate how to set the blob part. Currently, no flags are defined; therefore, set to zero.</para></param>
<param name="partRef"><para>A reference to data to set in the compilation result.</para></param>
<param name="partSize"><para>The length of the data that pPart points to.</para></param>
<param name="newShaderOut"><para>A reference to a buffer that receives the ID3DBlob interface for the new shader in which the new part data is set.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
<remarks>
D3DSetBlobPart modifies data in a compiled shader. Currently, <see cref="M:SharpDX.D3DCompiler.D3D.SetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)"/> can update only the private data in a compiled shader. You can use <see cref="M:SharpDX.D3DCompiler.D3D.SetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)"/> to attach arbitrary uninterpreted data to a compiled shader.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DSetBlobPart']/*"/>
<unmanaged>HRESULT D3DSetBlobPart([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3D_BLOB_PART Part,[In] unsigned int Flags,[In, Buffer] const void* pPart,[In] SIZE_T PartSize,[Out] ID3D10Blob** ppNewShader)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.WriteBlobToFile(SharpDX.Direct3D.Blob,System.String,System.Boolean)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
<param name="blobRef"><para>A reference to a ID3DBlob interface that contains the memory blob to write to the file that the pFileName parameter specifies.</para></param>
<param name="fileNameRef"><para>A reference to a constant null-terminated string that contains the name of the file to which to write.</para></param>
<param name="bOverwrite"><para>A Boolean value that specifies whether to overwrite information in the pFileName file. TRUE specifies to overwrite information and <see cref="F:SharpDX.Result.False"/> specifies not to overwrite information.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DWriteBlobToFile']/*"/>
<unmanaged>HRESULT D3DWriteBlobToFile([In] ID3D10Blob* pBlob,[In] const wchar_t* pFileName,[In] BOOL bOverwrite)</unmanaged>
</member>
<member name="T:SharpDX.D3DCompiler.ConstantBuffer">
<summary>
This shader-reflection interface provides access to a constant buffer.
@ -3863,6 +3838,30 @@
<returns>A compressed <see cref="T:SharpDX.D3DCompiler.ShaderBytecode"/>. </returns>
<unmanaged>HRESULT D3DCompressShaders([In] int uNumShaders,[In, Buffer] D3D_SHADER_DATA* pShaderData,[In] int uFlags,[Out] ID3DBlob** ppCompressedData)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Decompress">
<summary>
Decompresses all shaders from a compressed set.
</summary>
<returns>Returns an array of decompresss shader bytecode.</returns>
<unmanaged>HRESULT D3DDecompressShaders([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int uNumShaders,[In] unsigned int uStartIndex,[In, Buffer, Optional] unsigned int* pIndices,[In] unsigned int uFlags,[Out, Buffer] ID3D10Blob** ppShaders,[Out, Optional] unsigned int* pTotalShaders)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Decompress(System.Int32,System.Int32)">
<summary>
Decompresses one or more shaders from a compressed set.
</summary>
<param name="numShaders"><para>The number of shaders to decompress.</para></param>
<param name="startIndex"><para>The index of the first shader to decompress.</para></param>
<returns>Returns an array of decompresss shader bytecode.</returns>
<unmanaged>HRESULT D3DDecompressShaders([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int uNumShaders,[In] unsigned int uStartIndex,[In, Buffer, Optional] unsigned int* pIndices,[In] unsigned int uFlags,[Out, Buffer] ID3D10Blob** ppShaders,[Out, Optional] unsigned int* pTotalShaders)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Decompress(System.Int32[])">
<summary>
Decompresses one or more shaders from a compressed set.
</summary>
<param name="indices"><para>An array of indexes that represent the shaders to decompress.</para></param>
<returns>Returns an array of decompresss shader bytecode.</returns>
<unmanaged>HRESULT D3DDecompressShaders([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int uNumShaders,[In] unsigned int uStartIndex,[In, Buffer, Optional] unsigned int* pIndices,[In] unsigned int uFlags,[Out, Buffer] ID3D10Blob** ppShaders,[Out, Optional] unsigned int* pTotalShaders)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Disassemble">
<summary>
Disassembles compiled HLSL code back into textual source.
@ -4027,7 +4026,7 @@
Gets this instance is composed of compressed shaders.
</summary>
<value>
<c>true</c> if this instance is compressed; otherwise, <c>false</c>.
<c>true</c> if this instance is compressed; otherwise, <c>false</c>.
</value>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderBytecode.Data">

View File

@ -2231,11 +2231,6 @@
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.DXGI.DXGI']/*"/>
</member>
<member name="F:SharpDX.DXGI.DXGI.DllHandle0_">
<summary>
DLLs loaders
</summary>
</member>
<member name="M:SharpDX.DXGI.DXGI.CreateDXGIFactory1(System.Guid,System.IntPtr@)">
<summary>
Creates a DXGI 1.1 factory that generates objects used to enumerate and specify video graphics settings.

File diff suppressed because it is too large Load Diff

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@ -897,6 +897,10 @@
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device']/*"/>
<unmanaged>ID3D11Device</unmanaged>
</member>
<member name="F:SharpDX.Direct3D11.Device.MultisampleCountMaximum">
<summary>Constant MultisampleCountMaximum.</summary>
<unmanaged>D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT</unmanaged>
</member>
<member name="M:SharpDX.Direct3D11.Device.#ctor(SharpDX.Direct3D.DriverType)">
<summary>
Constructor for a D3D11 Device. See <see cref="M:SharpDX.Direct3D11.D3D11.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,System.IntPtr,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,SharpDX.Direct3D11.Device,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContext@)"/> for more information.
@ -1472,7 +1476,7 @@
<param name="sampleCount"><para>The number of samples during multisampling.</para></param>
<returns><para>Number of quality levels supported by the adapter. See remarks.</para></returns>
<remarks>
When multisampling a texture, the number of quality levels available for an adapter is dependent on the texture format used and the number of samples requested. The maximum number of quality levels is defined by D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT in D3D11.h. If this method returns 0, the format and sample count combination is not supported for the installed adapter.Furthermore, the definition of a quality level is up to each hardware vendor to define, however no facility is provided by Direct3D to help discover this information.Note that FEATURE_LEVEL_10_1 devices are required to support 4x MSAA for all render targets except R32G32B32A32 and R32G32B32. FEATURE_LEVEL_11_0 devices are required to support 4x MSAA for all render target formats, and 8x MSAA for all render target formats except R32G32B32A32 formats.
When multisampling a texture, the number of quality levels available for an adapter is dependent on the texture format used and the number of samples requested. The maximum number of quality levels is defined by <see cref="F:SharpDX.Direct3D11.Device.MultisampleCountMaximum"/> in D3D11.h. If this method returns 0, the format and sample count combination is not supported for the installed adapter.Furthermore, the definition of a quality level is up to each hardware vendor to define, however no facility is provided by Direct3D to help discover this information.Note that FEATURE_LEVEL_10_1 devices are required to support 4x MSAA for all render targets except R32G32B32A32 and R32G32B32. FEATURE_LEVEL_11_0 devices are required to support 4x MSAA for all render target formats, and 8x MSAA for all render target formats except R32G32B32A32 formats.
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CheckMultisampleQualityLevels']/*"/>
<unmanaged>HRESULT ID3D11Device::CheckMultisampleQualityLevels([In] DXGI_FORMAT Format,[In] unsigned int SampleCount,[Out] unsigned int* pNumQualityLevels)</unmanaged>
@ -3838,6 +3842,12 @@
<param name="minZ">The min Z.</param>
<param name="maxZ">The max Z.</param>
</member>
<member name="M:SharpDX.Direct3D11.RasterizerStage.SetViewports(SharpDX.Direct3D11.Viewport)">
<summary>
Binds a single viewport to the rasterizer stage.
</summary>
<param name="viewport">The viewport.</param>
</member>
<member name="M:SharpDX.Direct3D11.RasterizerStage.SetViewports(SharpDX.Direct3D11.Viewport[])">
<summary>
Binds a set of viewports to the rasterizer stage.
@ -3880,7 +3890,7 @@
<param name="numRects"><para>Number of scissor rectangles to bind.</para></param>
<param name="rectsRef"><para>An array of scissor rectangles (see D3D11_RECT).</para></param>
<remarks>
All scissor rects must be set atomically as one operation. Any scissor rects not defined by the call are disabled.The scissor rectangles will only be used if ScissorEnable is set to true in the rasterizer state (see <see cref="T:SharpDX.Direct3D11.RasterizerStateDescription"/>).Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see <see cref="M:SharpDX.Direct3D11.RasterizerStage.SetViewports(SharpDX.Direct3D11.Viewport[])"/>).
All scissor rects must be set atomically as one operation. Any scissor rects not defined by the call are disabled.The scissor rectangles will only be used if ScissorEnable is set to true in the rasterizer state (see <see cref="T:SharpDX.Direct3D11.RasterizerStateDescription"/>).Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see <see cref="M:SharpDX.Direct3D11.RasterizerStage.SetViewports(SharpDX.Direct3D11.Viewport)"/>).
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::RSSetScissorRects']/*"/>
<unmanaged>void ID3D11DeviceContext::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer, Optional] const void* pRects)</unmanaged>
@ -7480,11 +7490,6 @@
<summary>Constant SdkVersion.</summary>
<unmanaged>D3D11_SDK_VERSION</unmanaged>
</member>
<member name="F:SharpDX.Direct3D11.D3D11.DllHandle0_">
<summary>
DLLs loaders
</summary>
</member>
<member name="M:SharpDX.Direct3D11.D3D11.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,System.IntPtr,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,SharpDX.Direct3D11.Device,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContext@)">
<summary>
Creates a device that represents the display adapter.
@ -7551,6 +7556,28 @@
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.Direct3D11.D3DX11Effects']/*"/>
</member>
<member name="T:SharpDX.Direct3D11.ResultCode">
<summary>
Functions
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.Direct3D11.ResultCode']/*"/>
</member>
<member name="F:SharpDX.Direct3D11.ResultCode.TooManyUniqueViewObjects">
<summary>Constant TooManyUniqueViewObjects.</summary>
<unmanaged>D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS</unmanaged>
</member>
<member name="F:SharpDX.Direct3D11.ResultCode.FileNotFound">
<summary>Constant FileNotFound.</summary>
<unmanaged>D3D11_ERROR_FILE_NOT_FOUND</unmanaged>
</member>
<member name="F:SharpDX.Direct3D11.ResultCode.DeferredContextMapWithoutInitialDiscard">
<summary>Constant DeferredContextMapWithoutInitialDiscard.</summary>
<unmanaged>D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD</unmanaged>
</member>
<member name="F:SharpDX.Direct3D11.ResultCode.TooManyUniqueStateObjects">
<summary>Constant TooManyUniqueStateObjects.</summary>
<unmanaged>D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS</unmanaged>
</member>
<member name="T:SharpDX.Direct3D11.AuthenticatedChannel">
<summary>
[This documentation is preliminary and is subject to change.]
@ -10007,7 +10034,7 @@
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11VideoContext::VideoProcessorSetOutputAlphaFillMode']/*"/>
<unmanaged>void ID3D11VideoContext::VideoProcessorSetOutputAlphaFillMode([In] ID3D11VideoProcessor* pVideoProcessor,[In] D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE AlphaFillMode,[In] unsigned int StreamIndex)</unmanaged>
</member>
<member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetOutputConstriction(SharpDX.Direct3D11.VideoProcessor,System.Boolean,System.Drawing.Size)">
<member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetOutputConstriction(SharpDX.Direct3D11.VideoProcessor,System.Boolean,SharpDX.DrawingSize)">
<summary>
[This documentation is preliminary and is subject to change.]
</summary>
@ -10083,7 +10110,7 @@
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11VideoContext::VideoProcessorGetOutputAlphaFillMode']/*"/>
<unmanaged>void ID3D11VideoContext::VideoProcessorGetOutputAlphaFillMode([In] ID3D11VideoProcessor* pVideoProcessor,[Out] D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE* pAlphaFillMode,[Out] unsigned int* pStreamIndex)</unmanaged>
</member>
<member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetOutputConstriction(SharpDX.Direct3D11.VideoProcessor,System.Boolean@,System.Drawing.Size@)">
<member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetOutputConstriction(SharpDX.Direct3D11.VideoProcessor,System.Boolean@,SharpDX.DrawingSize@)">
<summary>
No documentation.
</summary>

View File

@ -594,11 +594,6 @@
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.RawInput.RawInputFunctions']/*"/>
</member>
<member name="F:SharpDX.RawInput.RawInputFunctions.DllHandle0_">
<summary>
DLLs loaders
</summary>
</member>
<member name="M:SharpDX.RawInput.RawInputFunctions.GetRawInputDeviceList(SharpDX.RawInput.RawInputDevicelist[],System.Int32@,System.Int32)">
<summary>
Enumerates the raw input devices attached to the system.

View File

@ -587,11 +587,6 @@
</summary>
<!-- No matching elements were found for the following include tag --><include file="..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.XAPO.Fx.XAPOFx']/*"/>
</member>
<member name="F:SharpDX.XAPO.Fx.XAPOFx.DllHandle0_">
<summary>
DLLs loaders
</summary>
</member>
<member name="M:SharpDX.XAPO.Fx.XAPOFx.CreateFX(System.Guid,SharpDX.ComObject,System.IntPtr,System.Int32)">
<summary>
<code>

View File

@ -635,14 +635,14 @@
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='XAUDIO2_VOICE_FLAGS']/*"/>
<unmanaged>XAUDIO2_VOICE_FLAGS</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.VoiceFlags.Nopitch">
<member name="F:SharpDX.XAudio2.VoiceFlags.NoPitch">
<summary>
No documentation.
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='XAUDIO2_VOICE_NOPITCH']/*"/>
<unmanaged>XAUDIO2_VOICE_NOPITCH</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.VoiceFlags.Nosrc">
<member name="F:SharpDX.XAudio2.VoiceFlags.NoSampleRateConversion">
<summary>
No documentation.
</summary>
@ -677,7 +677,7 @@
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='XAUDIO2_VOICE_SEND_FLAGS']/*"/>
<unmanaged>XAUDIO2_VOICE_SEND_FLAGS</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.VoiceSendFlags.Usefilter">
<member name="F:SharpDX.XAudio2.VoiceSendFlags.UseFilter">
<summary>
No documentation.
</summary>
@ -711,11 +711,6 @@
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.XAudio2.XAudio2Functions']/*"/>
</member>
<member name="F:SharpDX.XAudio2.XAudio2Functions.DllHandle0_">
<summary>
DLLs loaders
</summary>
</member>
<member name="M:SharpDX.XAudio2.XAudio2Functions.XAudio2Create(SharpDX.XAudio2.XAudio2,System.Int32,System.Int32)">
<summary>
IXAudio2
@ -1741,12 +1736,12 @@
<see cref="T:SharpDX.Result"/> SetFrequencyRatio( float
</code>
Parameters<list>
<item><term>Ratio</term><description>[in] Frequency adjustment ratio. This value must be between XAUDIO2_MIN_FREQ_RATIO and the MaxFrequencyRatio parameter specified when the voice was created (see <see cref="M:SharpDX.XAudio2.XAudio2.CreateSourceVoice_(SharpDX.XAudio2.SourceVoice,SharpDX.Multimedia.WaveFormat@,SharpDX.XAudio2.VoiceFlags,System.Single,System.IntPtr,System.Nullable{SharpDX.XAudio2.VoiceSendDescriptors},System.Nullable{SharpDX.XAudio2.EffectChain})"/>). XAUDIO2_MIN_FREQ_RATIO currently is 0.0005, which allows pitch to be lowered by up to 11 octaves. </description></item>
<item><term>Ratio</term><description>[in] Frequency adjustment ratio. This value must be between <see cref="F:SharpDX.XAudio2.XAudio2.MinimumFrequencyRatio"/> and the MaxFrequencyRatio parameter specified when the voice was created (see <see cref="M:SharpDX.XAudio2.XAudio2.CreateSourceVoice_(SharpDX.XAudio2.SourceVoice,System.IntPtr,SharpDX.XAudio2.VoiceFlags,System.Single,System.IntPtr,System.Nullable{SharpDX.XAudio2.VoiceSendDescriptors},System.Nullable{SharpDX.XAudio2.EffectChain})"/>). <see cref="F:SharpDX.XAudio2.XAudio2.MinimumFrequencyRatio"/> currently is 0.0005, which allows pitch to be lowered by up to 11 octaves. </description></item>
<item><term>OperationSet</term><description>[in] Identifies this call as part of a deferred batch. See the XAudio2 Operation Sets overview for more information. </description></item>
</list>
Return Value<para>Returns <see cref="F:SharpDX.Result.Ok"/> if successful, an error code otherwise. See XAudio2 Error Codes for descriptions of error codes. </para>
</summary>
<param name="ratio">[in] Frequency adjustment ratio. This value must be between XAUDIO2_MIN_FREQ_RATIO and the MaxFrequencyRatio parameter specified when the voice was created (see <see cref="M:SharpDX.XAudio2.XAudio2.CreateSourceVoice_(SharpDX.XAudio2.SourceVoice,SharpDX.Multimedia.WaveFormat@,SharpDX.XAudio2.VoiceFlags,System.Single,System.IntPtr,System.Nullable{SharpDX.XAudio2.VoiceSendDescriptors},System.Nullable{SharpDX.XAudio2.EffectChain})"/>). XAUDIO2_MIN_FREQ_RATIO currently is 0.0005, which allows pitch to be lowered by up to 11 octaves.</param>
<param name="ratio">[in] Frequency adjustment ratio. This value must be between <see cref="F:SharpDX.XAudio2.XAudio2.MinimumFrequencyRatio"/> and the MaxFrequencyRatio parameter specified when the voice was created (see <see cref="M:SharpDX.XAudio2.XAudio2.CreateSourceVoice_(SharpDX.XAudio2.SourceVoice,System.IntPtr,SharpDX.XAudio2.VoiceFlags,System.Single,System.IntPtr,System.Nullable{SharpDX.XAudio2.VoiceSendDescriptors},System.Nullable{SharpDX.XAudio2.EffectChain})"/>). <see cref="F:SharpDX.XAudio2.XAudio2.MinimumFrequencyRatio"/> currently is 0.0005, which allows pitch to be lowered by up to 11 octaves.</param>
<param name="operationSet">[in] Identifies this call as part of a deferred batch. See the XAudio2 Operation Sets overview for more information.</param>
<returns><para>Returns <see cref="F:SharpDX.Result.Ok"/> if successful, an error code otherwise. See XAudio2 Error Codes for descriptions of error codes. </para></returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='IXAudio2SourceVoice::SetFrequencyRatio']/*"/>
@ -2088,6 +2083,74 @@
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='IXAudio2']/*"/>
<unmanaged>IXAudio2</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.MaximumBufferBytes">
<summary>Constant MaximumBufferBytes.</summary>
<unmanaged>XAUDIO2_MAX_BUFFER_BYTES</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.MaximumQueuedBuffers">
<summary>Constant MaximumQueuedBuffers.</summary>
<unmanaged>XAUDIO2_MAX_QUEUED_BUFFERS</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.MaximumAudioChannels">
<summary>Constant MaximumAudioChannels.</summary>
<unmanaged>XAUDIO2_MAX_AUDIO_CHANNELS</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.MinimumSampleRate">
<summary>Constant MinimumSampleRate.</summary>
<unmanaged>XAUDIO2_MIN_SAMPLE_RATE</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.MaximumSampleRate">
<summary>Constant MaximumSampleRate.</summary>
<unmanaged>XAUDIO2_MAX_SAMPLE_RATE</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.MaximumVolumeLevel">
<summary>Constant MaximumVolumeLevel.</summary>
<unmanaged>XAUDIO2_MAX_VOLUME_LEVEL</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.MinimumFrequencyRatio">
<summary>Constant MinimumFrequencyRatio.</summary>
<unmanaged>XAUDIO2_MIN_FREQ_RATIO</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.MaximumFrequencyRatio">
<summary>Constant MaximumFrequencyRatio.</summary>
<unmanaged>XAUDIO2_MAX_FREQ_RATIO</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.DefaultFrequencyRatio">
<summary>Constant DefaultFrequencyRatio.</summary>
<unmanaged>XAUDIO2_DEFAULT_FREQ_RATIO</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.MaximumFilterOneOverQ">
<summary>Constant MaximumFilterOneOverQ.</summary>
<unmanaged>XAUDIO2_MAX_FILTER_ONEOVERQ</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.MaximumFilterFrequency">
<summary>Constant MaximumFilterFrequency.</summary>
<unmanaged>XAUDIO2_MAX_FILTER_FREQUENCY</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.MaximumLoopCount">
<summary>Constant MaximumLoopCount.</summary>
<unmanaged>XAUDIO2_MAX_LOOP_COUNT</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.CommitNow">
<summary>Constant CommitNow.</summary>
<unmanaged>XAUDIO2_COMMIT_NOW</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.CommitAll">
<summary>Constant CommitAll.</summary>
<unmanaged>XAUDIO2_COMMIT_ALL</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.NoLoopRegion">
<summary>Constant NoLoopRegion.</summary>
<unmanaged>XAUDIO2_NO_LOOP_REGION</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.DefaultChannels">
<summary>Constant DefaultChannels.</summary>
<unmanaged>XAUDIO2_DEFAULT_CHANNELS</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.XAudio2.DefaultSampleRate">
<summary>Constant DefaultSampleRate.</summary>
<unmanaged>XAUDIO2_DEFAULT_SAMPLERATE</unmanaged>
</member>
<member name="M:SharpDX.XAudio2.XAudio2.#ctor(System.IntPtr)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.XAudio2.XAudio2"/> class.
@ -2111,7 +2174,7 @@
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='IXAudio2::UnregisterForCallbacks']/*"/>
<unmanaged>void IXAudio2::UnregisterForCallbacks([In] IXAudio2EngineCallback* pCallback)</unmanaged>
</member>
<member name="M:SharpDX.XAudio2.XAudio2.CreateSourceVoice_(SharpDX.XAudio2.SourceVoice,SharpDX.Multimedia.WaveFormat@,SharpDX.XAudio2.VoiceFlags,System.Single,System.IntPtr,System.Nullable{SharpDX.XAudio2.VoiceSendDescriptors},System.Nullable{SharpDX.XAudio2.EffectChain})">
<member name="M:SharpDX.XAudio2.XAudio2.CreateSourceVoice_(SharpDX.XAudio2.SourceVoice,System.IntPtr,SharpDX.XAudio2.VoiceFlags,System.Single,System.IntPtr,System.Nullable{SharpDX.XAudio2.VoiceSendDescriptors},System.Nullable{SharpDX.XAudio2.EffectChain})">
<summary>
<code>
<see cref="T:SharpDX.Result"/> CreateSourceVoice( <see cref="T:SharpDX.XAudio2.SourceVoice"/> **
@ -2125,10 +2188,10 @@
<para>24-bit integer PCM (either in 24 or 32 bit containers)</para>
<para>32-bit integer PCM</para>
<para>32-bit float PCM (preferred format after 16-bit integer)</para>
<para>The number of channels in a source voice must be less than or equal to XAUDIO2_MAX_AUDIO_CHANNELS. The sample rate of a source voice must be between XAUDIO2_MIN_SAMPLE_RATE and XAUDIO2_MAX_SAMPLE_RATE.</para>
<para>The number of channels in a source voice must be less than or equal to <see cref="F:SharpDX.XAudio2.XAudio2.MaximumAudioChannels"/>. The sample rate of a source voice must be between <see cref="F:SharpDX.XAudio2.XAudio2.MinimumSampleRate"/> and <see cref="F:SharpDX.XAudio2.XAudio2.MaximumSampleRate"/>.</para>
Note Data formats such as ADPCM that require more information than provided by <see cref="T:SharpDX.Multimedia.WaveFormat"/> have a <see cref="T:SharpDX.Multimedia.WaveFormat"/> structure as the first member in their format structures. When you create a source voice with one of those formats, cast the format's structure as a <see cref="T:SharpDX.Multimedia.WaveFormat"/> structure and use it as the value for pSourceFormat. </description></item>
<item><term>Flags</term><description>[in] Flags that specify the behavior of the source voice. A flag can be 0 or a combination of one or more of the following: ValueDescriptionXAUDIO2_VOICE_NOPITCHNo pitch control is available on the voice.?XAUDIO2_VOICE_NOSRCNo sample rate conversion is available on the voice. The voice's outputs must have the same sample rate. Note The <see cref="F:SharpDX.XAudio2.VoiceFlags.Nosrc"/> flag causes the voice to behave as though the <see cref="F:SharpDX.XAudio2.VoiceFlags.Nopitch"/> flag also is specified. ?XAUDIO2_VOICE_USEFILTERThe filter effect should be available on this voice.? </description></item>
<item><term>MaxFrequencyRatio</term><description>[in] Highest allowable frequency ratio that can be set on this voice. The value for this argument must be between XAUDIO2_MIN_FREQ_RATIO and XAUDIO2_MAX_FREQ_RATIO. Subsequent calls to <see cref="M:SharpDX.XAudio2.SourceVoice.SetFrequencyRatio(System.Single,System.Int32)"/> are clamped between XAUDIO2_MIN_FREQ_RATIO and MaxFrequencyRatio. <para>The maximum value for this argument is defined as XAUDIO2_MAX_FREQ_RATIO, which allows pitch to be raised by up to 10 octaves.</para>
<item><term>Flags</term><description>[in] Flags that specify the behavior of the source voice. A flag can be 0 or a combination of one or more of the following: ValueDescriptionXAUDIO2_VOICE_NOPITCHNo pitch control is available on the voice.?XAUDIO2_VOICE_NOSRCNo sample rate conversion is available on the voice. The voice's outputs must have the same sample rate. Note The <see cref="F:SharpDX.XAudio2.VoiceFlags.NoSampleRateConversion"/> flag causes the voice to behave as though the <see cref="F:SharpDX.XAudio2.VoiceFlags.NoPitch"/> flag also is specified. ?XAUDIO2_VOICE_USEFILTERThe filter effect should be available on this voice.? </description></item>
<item><term>MaxFrequencyRatio</term><description>[in] Highest allowable frequency ratio that can be set on this voice. The value for this argument must be between <see cref="F:SharpDX.XAudio2.XAudio2.MinimumFrequencyRatio"/> and <see cref="F:SharpDX.XAudio2.XAudio2.MaximumFrequencyRatio"/>. Subsequent calls to <see cref="M:SharpDX.XAudio2.SourceVoice.SetFrequencyRatio(System.Single,System.Int32)"/> are clamped between <see cref="F:SharpDX.XAudio2.XAudio2.MinimumFrequencyRatio"/> and MaxFrequencyRatio. <para>The maximum value for this argument is defined as <see cref="F:SharpDX.XAudio2.XAudio2.MaximumFrequencyRatio"/>, which allows pitch to be raised by up to 10 octaves.</para>
<para>If MaxFrequencyRatio is less than 1.0, the voice will use that ratio immediately after being created (rather than the default of 1.0).</para>
Xbox 360 <para>For XMA voices, there is one more restriction on the MaxFrequencyRatio argument and the voice's sample rate. The product of these two numbers cannot exceed XAUDIO2_MAX_RATIO_TIMES_RATE_XMA_MONO for one-channel voices or XAUDIO2_MAX_RATIO_TIMES_RATE_XMA_MULTICHANNEL for voices with any other number of channels. If the value specified for MaxFrequencyRatio is too high for the specified format, the call to CreateSourceVoice fails and produces a debug message.</para>
Note You can use the lowest possible MaxFrequencyRatio value to reduce XAudio2's memory usage. </description></item>
@ -2140,15 +2203,15 @@
<para> See XAudio2 Error Codes for descriptions of XAudio2-specific error codes.</para>
</summary>
<param name="sourceVoiceOut">[out] If successful, returns a reference to the new <see cref="T:SharpDX.XAudio2.SourceVoice"/> object.</param>
<param name="sourceFormatRef">[in] Pointer to a <see cref="T:SharpDX.Multimedia.WaveFormat"/> structure. This structure contains the expected format for all audio buffers submitted to the source voice. <para>XAudio2 supports PCM and ADPCM voice types. XAudio2 supports the following PCM formats.</para> <para>8-bit (unsigned) integer PCM</para> <para>16-bit integer PCM (optimal format for XAudio2)</para> <para>20-bit integer PCM (either in 24 or 32 bit containers)</para> <para>24-bit integer PCM (either in 24 or 32 bit containers)</para> <para>32-bit integer PCM</para> <para>32-bit float PCM (preferred format after 16-bit integer)</para> <para>The number of channels in a source voice must be less than or equal to XAUDIO2_MAX_AUDIO_CHANNELS. The sample rate of a source voice must be between XAUDIO2_MIN_SAMPLE_RATE and XAUDIO2_MAX_SAMPLE_RATE.</para> Note Data formats such as ADPCM that require more information than provided by <see cref="T:SharpDX.Multimedia.WaveFormat"/> have a <see cref="T:SharpDX.Multimedia.WaveFormat"/> structure as the first member in their format structures. When you create a source voice with one of those formats, cast the format's structure as a <see cref="T:SharpDX.Multimedia.WaveFormat"/> structure and use it as the value for pSourceFormat.</param>
<param name="flags">[in] Flags that specify the behavior of the source voice. A flag can be 0 or a combination of one or more of the following: ValueDescriptionXAUDIO2_VOICE_NOPITCHNo pitch control is available on the voice.?XAUDIO2_VOICE_NOSRCNo sample rate conversion is available on the voice. The voice's outputs must have the same sample rate. Note The <see cref="F:SharpDX.XAudio2.VoiceFlags.Nosrc"/> flag causes the voice to behave as though the <see cref="F:SharpDX.XAudio2.VoiceFlags.Nopitch"/> flag also is specified. ?XAUDIO2_VOICE_USEFILTERThe filter effect should be available on this voice.?</param>
<param name="maxFrequencyRatio">[in] Highest allowable frequency ratio that can be set on this voice. The value for this argument must be between XAUDIO2_MIN_FREQ_RATIO and XAUDIO2_MAX_FREQ_RATIO. Subsequent calls to <see cref="M:SharpDX.XAudio2.SourceVoice.SetFrequencyRatio(System.Single,System.Int32)"/> are clamped between XAUDIO2_MIN_FREQ_RATIO and MaxFrequencyRatio. <para>The maximum value for this argument is defined as XAUDIO2_MAX_FREQ_RATIO, which allows pitch to be raised by up to 10 octaves.</para> <para>If MaxFrequencyRatio is less than 1.0, the voice will use that ratio immediately after being created (rather than the default of 1.0).</para> Xbox 360 <para>For XMA voices, there is one more restriction on the MaxFrequencyRatio argument and the voice's sample rate. The product of these two numbers cannot exceed XAUDIO2_MAX_RATIO_TIMES_RATE_XMA_MONO for one-channel voices or XAUDIO2_MAX_RATIO_TIMES_RATE_XMA_MULTICHANNEL for voices with any other number of channels. If the value specified for MaxFrequencyRatio is too high for the specified format, the call to CreateSourceVoice fails and produces a debug message.</para> Note You can use the lowest possible MaxFrequencyRatio value to reduce XAudio2's memory usage.</param>
<param name="sourceFormatRef">[in] Pointer to a <see cref="T:SharpDX.Multimedia.WaveFormat"/> structure. This structure contains the expected format for all audio buffers submitted to the source voice. <para>XAudio2 supports PCM and ADPCM voice types. XAudio2 supports the following PCM formats.</para> <para>8-bit (unsigned) integer PCM</para> <para>16-bit integer PCM (optimal format for XAudio2)</para> <para>20-bit integer PCM (either in 24 or 32 bit containers)</para> <para>24-bit integer PCM (either in 24 or 32 bit containers)</para> <para>32-bit integer PCM</para> <para>32-bit float PCM (preferred format after 16-bit integer)</para> <para>The number of channels in a source voice must be less than or equal to <see cref="F:SharpDX.XAudio2.XAudio2.MaximumAudioChannels"/>. The sample rate of a source voice must be between <see cref="F:SharpDX.XAudio2.XAudio2.MinimumSampleRate"/> and <see cref="F:SharpDX.XAudio2.XAudio2.MaximumSampleRate"/>.</para> Note Data formats such as ADPCM that require more information than provided by <see cref="T:SharpDX.Multimedia.WaveFormat"/> have a <see cref="T:SharpDX.Multimedia.WaveFormat"/> structure as the first member in their format structures. When you create a source voice with one of those formats, cast the format's structure as a <see cref="T:SharpDX.Multimedia.WaveFormat"/> structure and use it as the value for pSourceFormat.</param>
<param name="flags">[in] Flags that specify the behavior of the source voice. A flag can be 0 or a combination of one or more of the following: ValueDescriptionXAUDIO2_VOICE_NOPITCHNo pitch control is available on the voice.?XAUDIO2_VOICE_NOSRCNo sample rate conversion is available on the voice. The voice's outputs must have the same sample rate. Note The <see cref="F:SharpDX.XAudio2.VoiceFlags.NoSampleRateConversion"/> flag causes the voice to behave as though the <see cref="F:SharpDX.XAudio2.VoiceFlags.NoPitch"/> flag also is specified. ?XAUDIO2_VOICE_USEFILTERThe filter effect should be available on this voice.?</param>
<param name="maxFrequencyRatio">[in] Highest allowable frequency ratio that can be set on this voice. The value for this argument must be between <see cref="F:SharpDX.XAudio2.XAudio2.MinimumFrequencyRatio"/> and <see cref="F:SharpDX.XAudio2.XAudio2.MaximumFrequencyRatio"/>. Subsequent calls to <see cref="M:SharpDX.XAudio2.SourceVoice.SetFrequencyRatio(System.Single,System.Int32)"/> are clamped between <see cref="F:SharpDX.XAudio2.XAudio2.MinimumFrequencyRatio"/> and MaxFrequencyRatio. <para>The maximum value for this argument is defined as <see cref="F:SharpDX.XAudio2.XAudio2.MaximumFrequencyRatio"/>, which allows pitch to be raised by up to 10 octaves.</para> <para>If MaxFrequencyRatio is less than 1.0, the voice will use that ratio immediately after being created (rather than the default of 1.0).</para> Xbox 360 <para>For XMA voices, there is one more restriction on the MaxFrequencyRatio argument and the voice's sample rate. The product of these two numbers cannot exceed XAUDIO2_MAX_RATIO_TIMES_RATE_XMA_MONO for one-channel voices or XAUDIO2_MAX_RATIO_TIMES_RATE_XMA_MULTICHANNEL for voices with any other number of channels. If the value specified for MaxFrequencyRatio is too high for the specified format, the call to CreateSourceVoice fails and produces a debug message.</para> Note You can use the lowest possible MaxFrequencyRatio value to reduce XAudio2's memory usage.</param>
<param name="callbackRef">[in, optional] Pointer to a client-provided callback interface, <see cref="T:SharpDX.XAudio2.VoiceCallback"/>.</param>
<param name="sendListRef">[in, optional] Pointer to a list of <see cref="T:SharpDX.XAudio2.VoiceSendDescriptors"/> structures that describe the set of destination voices for the source voice. If pSendList is <c>null</c>, the send list defaults to a single output to the first mastering voice created.</param>
<param name="effectChainRef">[in, optional] Pointer to a list of <see cref="T:SharpDX.XAudio2.EffectChain"/> structures that describe an effect chain to use in the source voice.</param>
<returns><para> Returns <see cref="F:SharpDX.Result.Ok"/> if successful; otherwise, an error code. </para> <para> See XAudio2 Error Codes for descriptions of XAudio2-specific error codes.</para></returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='IXAudio2::CreateSourceVoice']/*"/>
<unmanaged>HRESULT IXAudio2::CreateSourceVoice([Out, Fast] IXAudio2SourceVoice** ppSourceVoice,[In] const WAVEFORMATEX* pSourceFormat,[In] XAUDIO2_VOICE_FLAGS Flags,[In] float MaxFrequencyRatio,[In, Optional] IXAudio2VoiceCallback* pCallback,[In, Optional] const XAUDIO2_VOICE_SENDS* pSendList,[In, Optional] const XAUDIO2_EFFECT_CHAIN* pEffectChain)</unmanaged>
<unmanaged>HRESULT IXAudio2::CreateSourceVoice([Out, Fast] IXAudio2SourceVoice** ppSourceVoice,[In] const void* pSourceFormat,[In] XAUDIO2_VOICE_FLAGS Flags,[In] float MaxFrequencyRatio,[In, Optional] IXAudio2VoiceCallback* pCallback,[In, Optional] const XAUDIO2_VOICE_SENDS* pSendList,[In, Optional] const XAUDIO2_EFFECT_CHAIN* pEffectChain)</unmanaged>
</member>
<member name="M:SharpDX.XAudio2.XAudio2.CreateSubmixVoice(SharpDX.XAudio2.SubmixVoice,System.Int32,System.Int32,SharpDX.XAudio2.VoiceSendFlags,System.Int32,System.Nullable{SharpDX.XAudio2.VoiceSendDescriptors},System.Nullable{SharpDX.XAudio2.EffectChain})">
<summary>
@ -2157,9 +2220,9 @@
</code>
Parameters<list>
<item><term>ppSubmixVoice</term><description>[out] On success, returns a reference to the new <see cref="T:SharpDX.XAudio2.SubmixVoice"/> object. </description></item>
<item><term>InputChannels</term><description>[in] Number of channels in the input audio data of the submix voice. <para>InputChannels must be less than or equal to XAUDIO2_MAX_AUDIO_CHANNELS.</para>
<item><term>InputChannels</term><description>[in] Number of channels in the input audio data of the submix voice. <para>InputChannels must be less than or equal to <see cref="F:SharpDX.XAudio2.XAudio2.MaximumAudioChannels"/>.</para>
</description></item>
<item><term>InputSampleRate</term><description>[in] Sample rate of the input audio data of submix voice. This rate must be a multiple of XAUDIO2_QUANTUM_DENOMINATOR. InputSampleRate must be between XAUDIO2_MIN_SAMPLE_RATE and XAUDIO2_MAX_SAMPLE_RATE. </description></item>
<item><term>InputSampleRate</term><description>[in] Sample rate of the input audio data of submix voice. This rate must be a multiple of XAUDIO2_QUANTUM_DENOMINATOR. InputSampleRate must be between <see cref="F:SharpDX.XAudio2.XAudio2.MinimumSampleRate"/> and <see cref="F:SharpDX.XAudio2.XAudio2.MaximumSampleRate"/>. </description></item>
<item><term>Flags</term><description>[in] Flags that specify the behavior of the submix voice. It can be 0 or the following: ValueDescriptionXAUDIO2_VOICE_USEFILTERThe filter effect should be available on this voice.? </description></item>
<item><term>ProcessingStage</term><description>[in] An arbitrary number that specifies when this voice is processed with respect to other submix voices, if the XAudio2 engine is running other submix voices. The voice is processed after all other voices that include a smaller ProcessingStage value and before all other voices that include a larger ProcessingStage value. Voices that include the same ProcessingStage value are processed in any order. A submix voice cannot send to another submix voice with a lower or equal ProcessingStage value. This prevents audio being lost due to a submix cycle. </description></item>
<item><term>pSendList</term><description>[in, optional] Pointer to a list of <see cref="T:SharpDX.XAudio2.VoiceSendDescriptors"/> structures that describe the set of destination voices for the submix voice. If pSendList is <c>null</c>, the send list will default to a single output to the first mastering voice created. </description></item>
@ -2169,8 +2232,8 @@
<para> See XAudio2 Error Codes for descriptions of XAudio2 specific error codes.</para>
</summary>
<param name="submixVoiceOut">[out] On success, returns a reference to the new <see cref="T:SharpDX.XAudio2.SubmixVoice"/> object.</param>
<param name="inputChannels">[in] Number of channels in the input audio data of the submix voice. <para>InputChannels must be less than or equal to XAUDIO2_MAX_AUDIO_CHANNELS.</para></param>
<param name="inputSampleRate">[in] Sample rate of the input audio data of submix voice. This rate must be a multiple of XAUDIO2_QUANTUM_DENOMINATOR. InputSampleRate must be between XAUDIO2_MIN_SAMPLE_RATE and XAUDIO2_MAX_SAMPLE_RATE.</param>
<param name="inputChannels">[in] Number of channels in the input audio data of the submix voice. <para>InputChannels must be less than or equal to <see cref="F:SharpDX.XAudio2.XAudio2.MaximumAudioChannels"/>.</para></param>
<param name="inputSampleRate">[in] Sample rate of the input audio data of submix voice. This rate must be a multiple of XAUDIO2_QUANTUM_DENOMINATOR. InputSampleRate must be between <see cref="F:SharpDX.XAudio2.XAudio2.MinimumSampleRate"/> and <see cref="F:SharpDX.XAudio2.XAudio2.MaximumSampleRate"/>.</param>
<param name="flags">[in] Flags that specify the behavior of the submix voice. It can be 0 or the following: ValueDescriptionXAUDIO2_VOICE_USEFILTERThe filter effect should be available on this voice.?</param>
<param name="processingStage">[in] An arbitrary number that specifies when this voice is processed with respect to other submix voices, if the XAudio2 engine is running other submix voices. The voice is processed after all other voices that include a smaller ProcessingStage value and before all other voices that include a larger ProcessingStage value. Voices that include the same ProcessingStage value are processed in any order. A submix voice cannot send to another submix voice with a lower or equal ProcessingStage value. This prevents audio being lost due to a submix cycle.</param>
<param name="sendListRef">[in, optional] Pointer to a list of <see cref="T:SharpDX.XAudio2.VoiceSendDescriptors"/> structures that describe the set of destination voices for the submix voice. If pSendList is <c>null</c>, the send list will default to a single output to the first mastering voice created.</param>
@ -2184,8 +2247,8 @@
Creates and configures a mastering voice.
</summary>
<param name="masteringVoiceOut">[out] If successful, returns a reference to the new <see cref="T:SharpDX.XAudio2.MasteringVoice"/> object.</param>
<param name="inputChannels">[in] Number of channels the mastering voice expects in its input audio. <para>InputChannels must be less than or equal to XAUDIO2_MAX_AUDIO_CHANNELS.</para> <para>InputChannels can be set to XAUDIO2_DEFAULT_CHANNELS, with the default being determined by the current platform.</para> Windows <para>Attempts to detect the system speaker configuration setup.</para> Xbox 360 <para>Defaults to 5.1 surround.</para></param>
<param name="inputSampleRate">[in] Sample rate of the input audio data of the mastering voice. This rate must be a multiple of XAUDIO2_QUANTUM_DENOMINATOR. <para>InputSampleRate must be between XAUDIO2_MIN_SAMPLE_RATE and XAUDIO2_MAX_SAMPLE_RATE.</para> <para>InputSampleRate can be set to XAUDIO2_DEFAULT_SAMPLERATE, with the default being determined by the current platform.</para> Windows <para>Windows XP defaults to 44100.</para> <para>Windows Vista and Windows 7 default to the setting specified in the Sound Control Panel. The default for this setting is 44100 (or 48000 if required by the driver).</para> Xbox 360 <para>Defaults to 48000.</para></param>
<param name="inputChannels">[in] Number of channels the mastering voice expects in its input audio. <para>InputChannels must be less than or equal to <see cref="F:SharpDX.XAudio2.XAudio2.MaximumAudioChannels"/>.</para> <para>InputChannels can be set to <see cref="F:SharpDX.XAudio2.XAudio2.DefaultChannels"/>, with the default being determined by the current platform.</para> Windows <para>Attempts to detect the system speaker configuration setup.</para> Xbox 360 <para>Defaults to 5.1 surround.</para></param>
<param name="inputSampleRate">[in] Sample rate of the input audio data of the mastering voice. This rate must be a multiple of XAUDIO2_QUANTUM_DENOMINATOR. <para>InputSampleRate must be between <see cref="F:SharpDX.XAudio2.XAudio2.MinimumSampleRate"/> and <see cref="F:SharpDX.XAudio2.XAudio2.MaximumSampleRate"/>.</para> <para>InputSampleRate can be set to <see cref="F:SharpDX.XAudio2.XAudio2.DefaultSampleRate"/>, with the default being determined by the current platform.</para> Windows <para>Windows XP defaults to 44100.</para> <para>Windows Vista and Windows 7 default to the setting specified in the Sound Control Panel. The default for this setting is 44100 (or 48000 if required by the driver).</para> Xbox 360 <para>Defaults to 48000.</para></param>
<param name="flags">[in] Flags that specify the behavior of the mastering voice. Must be 0.</param>
<param name="szDeviceId">[in] Index of the output device that will be sent input by the mastering voice. Specifying the default value of 0 causes XAudio2 to select the global default audio device.</param>
<param name="effectChainRef">[in, optional] Pointer to an <see cref="T:SharpDX.XAudio2.EffectChain"/> structure that describe an effect chain to use in the mastering voice, or <c>null</c> to use no effects.</param>
@ -2221,11 +2284,11 @@
<see cref="T:SharpDX.Result"/> CommitChanges( UINT32
</code>
Parameters<list>
<item><term>OperationSet</term><description>[in] Identifier of the set of operations to be applied. To commit all pending operations, pass XAUDIO2_COMMIT_ALL. </description></item>
<item><term>OperationSet</term><description>[in] Identifier of the set of operations to be applied. To commit all pending operations, pass <see cref="F:SharpDX.XAudio2.XAudio2.CommitAll"/>. </description></item>
</list>
Return Value <para>Returns <see cref="F:SharpDX.Result.Ok"/> if successful; returns an error code otherwise. See XAudio2 Error Codes for descriptions of XAudio2 specific error codes.</para>
</summary>
<param name="operationSet">[in] Identifier of the set of operations to be applied. To commit all pending operations, pass XAUDIO2_COMMIT_ALL.</param>
<param name="operationSet">[in] Identifier of the set of operations to be applied. To commit all pending operations, pass <see cref="F:SharpDX.XAudio2.XAudio2.CommitAll"/>.</param>
<returns><para>Returns <see cref="F:SharpDX.Result.Ok"/> if successful; returns an error code otherwise. See XAudio2 Error Codes for descriptions of XAudio2 specific error codes.</para></returns>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='IXAudio2::CommitChanges']/*"/>
<unmanaged>HRESULT IXAudio2::CommitChanges([In] unsigned int OperationSet)</unmanaged>
@ -2450,9 +2513,9 @@
</code>
Members<list>
<item><term>Type</term><description> An <see cref="T:SharpDX.XAudio2.FilterType"/> indicating whether the filter is low pass, band pass, high pass, or notch. </description></item>
<item><term>Frequency</term><description> Filter radian frequency calculated as (2 * sin(pi * (desired filter cutoff frequency) / sampleRate)). The frequency must be greater than or equal to 0 and less than or equal to XAUDIO2_MAX_FILTER_FREQUENCY. The maximum frequency allowable is equal to the source sound's sample rate divided by six which corresponds to the maximum filter radian frequency of 1. For example, if a sound's sample rate is 48000 and the desired cutoff frequency is the maximum allowable value for that sample rate, 8000, the value for Frequency will be 1. <para>If XAUDIO2_HELPER_FUNCTIONS is defined, XAudio2.h will include the XAudio2RadiansToCutoffFrequency and XAudio2CutoffFrequencyToRadians helper functions for converting between hertz and radian frequencies.</para>
<item><term>Frequency</term><description> Filter radian frequency calculated as (2 * sin(pi * (desired filter cutoff frequency) / sampleRate)). The frequency must be greater than or equal to 0 and less than or equal to <see cref="F:SharpDX.XAudio2.XAudio2.MaximumFilterFrequency"/>. The maximum frequency allowable is equal to the source sound's sample rate divided by six which corresponds to the maximum filter radian frequency of 1. For example, if a sound's sample rate is 48000 and the desired cutoff frequency is the maximum allowable value for that sample rate, 8000, the value for Frequency will be 1. <para>If XAUDIO2_HELPER_FUNCTIONS is defined, XAudio2.h will include the XAudio2RadiansToCutoffFrequency and XAudio2CutoffFrequencyToRadians helper functions for converting between hertz and radian frequencies.</para>
</description></item>
<item><term>OneOverQ</term><description> Reciprocal of Q factor. Controls how quickly frequencies beyond Frequency are dampened. Larger values result in quicker dampening while smaller values cause dampening to occur more gradually. Must be greater than 0 and less than or equal to XAUDIO2_MAX_FILTER_ONEOVERQ. </description></item>
<item><term>OneOverQ</term><description> Reciprocal of Q factor. Controls how quickly frequencies beyond Frequency are dampened. Larger values result in quicker dampening while smaller values cause dampening to occur more gradually. Must be greater than 0 and less than or equal to <see cref="F:SharpDX.XAudio2.XAudio2.MaximumFilterOneOverQ"/>. </description></item>
</list>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='XAUDIO2_FILTER_PARAMETERS']/*"/>
@ -2467,14 +2530,14 @@
</member>
<member name="F:SharpDX.XAudio2.FilterParameters.Frequency">
<summary>
Filter radian frequency calculated as (2 * sin(pi * (desired filter cutoff frequency) / sampleRate)). The frequency must be greater than or equal to 0 and less than or equal to XAUDIO2_MAX_FILTER_FREQUENCY. The maximum frequency allowable is equal to the source sound's sample rate divided by six which corresponds to the maximum filter radian frequency of 1. For example, if a sound's sample rate is 48000 and the desired cutoff frequency is the maximum allowable value for that sample rate, 8000, the value for Frequency will be 1. <para>If XAUDIO2_HELPER_FUNCTIONS is defined, XAudio2.h will include the XAudio2RadiansToCutoffFrequency and XAudio2CutoffFrequencyToRadians helper functions for converting between hertz and radian frequencies.</para>
Filter radian frequency calculated as (2 * sin(pi * (desired filter cutoff frequency) / sampleRate)). The frequency must be greater than or equal to 0 and less than or equal to <see cref="F:SharpDX.XAudio2.XAudio2.MaximumFilterFrequency"/>. The maximum frequency allowable is equal to the source sound's sample rate divided by six which corresponds to the maximum filter radian frequency of 1. For example, if a sound's sample rate is 48000 and the desired cutoff frequency is the maximum allowable value for that sample rate, 8000, the value for Frequency will be 1. <para>If XAUDIO2_HELPER_FUNCTIONS is defined, XAudio2.h will include the XAudio2RadiansToCutoffFrequency and XAudio2CutoffFrequencyToRadians helper functions for converting between hertz and radian frequencies.</para>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='XAUDIO2_FILTER_PARAMETERS::Frequency']/*"/>
<unmanaged>float Frequency</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.FilterParameters.OneOverQ">
<summary>
Reciprocal of Q factor. Controls how quickly frequencies beyond Frequency are dampened. Larger values result in quicker dampening while smaller values cause dampening to occur more gradually. Must be greater than 0 and less than or equal to XAUDIO2_MAX_FILTER_ONEOVERQ.
Reciprocal of Q factor. Controls how quickly frequencies beyond Frequency are dampened. Larger values result in quicker dampening while smaller values cause dampening to occur more gradually. Must be greater than 0 and less than or equal to <see cref="F:SharpDX.XAudio2.XAudio2.MaximumFilterOneOverQ"/>.
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='XAUDIO2_FILTER_PARAMETERS::OneOverQ']/*"/>
<unmanaged>float OneOverQ</unmanaged>
@ -2633,7 +2696,7 @@
Flags used to create the voice; see the individual voice interfaces for more information.
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='XAUDIO2_VOICE_DETAILS::CreationFlags']/*"/>
<unmanaged>unsigned int CreationFlags</unmanaged>
<unmanaged>XAUDIO2_VOICE_FLAGS CreationFlags</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.VoiceDetails.ActiveFlags">
<summary>
@ -2642,7 +2705,7 @@
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='XAUDIO2_VOICE_DETAILS::ActiveFlags']/*"/>
<unmanaged>unsigned int ActiveFlags</unmanaged>
</member>
<member name="F:SharpDX.XAudio2.VoiceDetails.InputChanneCount">
<member name="F:SharpDX.XAudio2.VoiceDetails.InputChannelCount">
<summary>
The number of input channels the voice expects.
</summary>

View File

@ -893,11 +893,6 @@
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.XInput.XInput']/*"/>
</member>
<member name="F:SharpDX.XInput.XInput.DllHandle0_">
<summary>
DLLs loaders
</summary>
</member>
<member name="M:SharpDX.XInput.XInput.XInputGetKeystroke(System.Int32,System.Int32,SharpDX.XInput.Keystroke@)">
<summary>
<code>

Binary file not shown.

View File

@ -919,6 +919,24 @@
</summary>
<param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
</member>
<member name="E:SharpDX.DisposeBase.Disposing">
<summary>
Occurs when this instance is starting to be disposed.
</summary>
</member>
<member name="E:SharpDX.DisposeBase.Disposed">
<summary>
Occurs when this instance is fully disposed.
</summary>
</member>
<member name="P:SharpDX.DisposeBase.IsDisposed">
<summary>
Gets a value indicating whether this instance is disposed.
</summary>
<value>
<c>true</c> if this instance is disposed; otherwise, <c>false</c>.
</value>
</member>
<member name="T:SharpDX.ICallbackable">
<summary>
Use this interface to tag a class that is called by an unmanaged
@ -1009,6 +1027,372 @@
Gets or sets the <see cref="!:T"/> with the specified i.
</summary>
</member>
<member name="T:SharpDX.DrawingSizeF">
<summary>
Structure using the same layout than <see cref="!:System.Drawing.SizeF"/>.
</summary>
</member>
<member name="M:SharpDX.DrawingSizeF.#ctor(System.Single,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.DrawingSizeF"/> struct.
</summary>
<param name="width">The x.</param>
<param name="height">The y.</param>
</member>
<member name="F:SharpDX.DrawingSizeF.Width">
<summary>
Width.
</summary>
</member>
<member name="F:SharpDX.DrawingSizeF.Height">
<summary>
Height.
</summary>
</member>
<member name="M:SharpDX.DrawingSizeF.Equals(SharpDX.DrawingSizeF)">
<summary>
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:System.Object"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:SharpDX.DrawingSizeF.Equals(System.Object)">
<inheritdoc/>
</member>
<member name="M:SharpDX.DrawingSizeF.GetHashCode">
<inheritdoc/>
</member>
<member name="M:SharpDX.DrawingSizeF.op_Equality(SharpDX.DrawingSizeF,SharpDX.DrawingSizeF)">
<summary>
Implements the operator ==.
</summary>
<param name="left">The left.</param>
<param name="right">The right.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:SharpDX.DrawingSizeF.op_Inequality(SharpDX.DrawingSizeF,SharpDX.DrawingSizeF)">
<summary>
Implements the operator !=.
</summary>
<param name="left">The left.</param>
<param name="right">The right.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="T:SharpDX.DrawingSize">
<summary>
Structure using the same layout than <see cref="!:System.Drawing.Size"/>.
</summary>
</member>
<member name="M:SharpDX.DrawingSize.#ctor(System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.DrawingSize"/> struct.
</summary>
<param name="width">The x.</param>
<param name="height">The y.</param>
</member>
<member name="F:SharpDX.DrawingSize.Width">
<summary>
Width.
</summary>
</member>
<member name="F:SharpDX.DrawingSize.Height">
<summary>
Height.
</summary>
</member>
<member name="M:SharpDX.DrawingSize.Equals(SharpDX.DrawingSize)">
<summary>
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:System.Object"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:SharpDX.DrawingSize.Equals(System.Object)">
<inheritdoc/>
</member>
<member name="M:SharpDX.DrawingSize.GetHashCode">
<inheritdoc/>
</member>
<member name="M:SharpDX.DrawingSize.op_Equality(SharpDX.DrawingSize,SharpDX.DrawingSize)">
<summary>
Implements the operator ==.
</summary>
<param name="left">The left.</param>
<param name="right">The right.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:SharpDX.DrawingSize.op_Inequality(SharpDX.DrawingSize,SharpDX.DrawingSize)">
<summary>
Implements the operator !=.
</summary>
<param name="left">The left.</param>
<param name="right">The right.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="T:SharpDX.DrawingPointF">
<summary>
Structure using the same layout than <see cref="!:System.Drawing.Point"/>.
</summary>
</member>
<member name="M:SharpDX.DrawingPointF.#ctor(System.Single,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.DrawingPointF"/> struct.
</summary>
<param name="x">The x.</param>
<param name="y">The y.</param>
</member>
<member name="F:SharpDX.DrawingPointF.X">
<summary>
Left coordinate.
</summary>
</member>
<member name="F:SharpDX.DrawingPointF.Y">
<summary>
Top coordinate.
</summary>
</member>
<member name="M:SharpDX.DrawingPointF.Equals(SharpDX.DrawingPointF)">
<summary>
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
</summary>
<param name="obj">The <see cref="T:System.Object"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:SharpDX.DrawingPointF.Equals(System.Object)">
<inheritdoc/>
</member>
<member name="M:SharpDX.DrawingPointF.GetHashCode">
<inheritdoc/>
</member>
<member name="M:SharpDX.DrawingPointF.op_Equality(SharpDX.DrawingPointF,SharpDX.DrawingPointF)">
<summary>
Implements the operator ==.
</summary>
<param name="left">The left.</param>
<param name="right">The right.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:SharpDX.DrawingPointF.op_Inequality(SharpDX.DrawingPointF,SharpDX.DrawingPointF)">
<summary>
Implements the operator !=.
</summary>
<param name="left">The left.</param>
<param name="right">The right.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="T:SharpDX.DrawingPoint">
<summary>
Structure using the same layout than <see cref="!:System.Drawing.Point"/>.
</summary>
</member>
<member name="M:SharpDX.DrawingPoint.#ctor(System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.DrawingPoint"/> struct.
</summary>
<param name="x">The x.</param>
<param name="y">The y.</param>
</member>
<member name="F:SharpDX.DrawingPoint.X">
<summary>
Left coordinate.
</summary>
</member>
<member name="F:SharpDX.DrawingPoint.Y">
<summary>
Top coordinate.
</summary>
</member>
<member name="M:SharpDX.DrawingPoint.Equals(SharpDX.DrawingPoint)">
<summary>
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
</summary>
<param name="obj">The <see cref="T:System.Object"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:SharpDX.DrawingPoint.Equals(System.Object)">
<inheritdoc/>
</member>
<member name="M:SharpDX.DrawingPoint.GetHashCode">
<inheritdoc/>
</member>
<member name="M:SharpDX.DrawingPoint.op_Equality(SharpDX.DrawingPoint,SharpDX.DrawingPoint)">
<summary>
Implements the operator ==.
</summary>
<param name="left">The left.</param>
<param name="right">The right.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:SharpDX.DrawingPoint.op_Inequality(SharpDX.DrawingPoint,SharpDX.DrawingPoint)">
<summary>
Implements the operator !=.
</summary>
<param name="left">The left.</param>
<param name="right">The right.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="T:SharpDX.DrawingRectangleF">
<summary>
Structure using the same layout than <see cref="!:System.Drawing.RectangleF"/>
</summary>
</member>
<member name="M:SharpDX.DrawingRectangleF.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.DrawingRectangleF"/> struct.
</summary>
<param name="x">The x.</param>
<param name="y">The y.</param>
<param name="width">The width.</param>
<param name="height">The height.</param>
</member>
<member name="F:SharpDX.DrawingRectangleF.X">
<summary>
Left coordinate.
</summary>
</member>
<member name="F:SharpDX.DrawingRectangleF.Y">
<summary>
Top coordinate.
</summary>
</member>
<member name="F:SharpDX.DrawingRectangleF.Width">
<summary>
Width of this rectangle.
</summary>
</member>
<member name="F:SharpDX.DrawingRectangleF.Height">
<summary>
Height of this rectangle.
</summary>
</member>
<member name="M:SharpDX.DrawingRectangleF.Equals(SharpDX.DrawingRectangleF)">
<summary>
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
</summary>
<param name="obj">The <see cref="T:System.Object"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:SharpDX.DrawingRectangleF.Equals(System.Object)">
<inheritdoc/>
</member>
<member name="M:SharpDX.DrawingRectangleF.GetHashCode">
<inheritdoc/>
</member>
<member name="M:SharpDX.DrawingRectangleF.op_Equality(SharpDX.DrawingRectangleF,SharpDX.DrawingRectangleF)">
<summary>
Implements the operator ==.
</summary>
<param name="left">The left.</param>
<param name="right">The right.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:SharpDX.DrawingRectangleF.op_Inequality(SharpDX.DrawingRectangleF,SharpDX.DrawingRectangleF)">
<summary>
Implements the operator !=.
</summary>
<param name="left">The left.</param>
<param name="right">The right.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="T:SharpDX.DrawingRectangle">
<summary>
Structure using the same layout than <see cref="!:System.Drawing.Rectangle"/>
</summary>
</member>
<member name="M:SharpDX.DrawingRectangle.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.DrawingRectangle"/> struct.
</summary>
<param name="x">The x.</param>
<param name="y">The y.</param>
<param name="width">The width.</param>
<param name="height">The height.</param>
</member>
<member name="F:SharpDX.DrawingRectangle.X">
<summary>
Left coordinate.
</summary>
</member>
<member name="F:SharpDX.DrawingRectangle.Y">
<summary>
Top coordinate.
</summary>
</member>
<member name="F:SharpDX.DrawingRectangle.Width">
<summary>
Width of this rectangle.
</summary>
</member>
<member name="F:SharpDX.DrawingRectangle.Height">
<summary>
Height of this rectangle.
</summary>
</member>
<member name="M:SharpDX.DrawingRectangle.Equals(SharpDX.DrawingRectangle)">
<summary>
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
</summary>
<param name="obj">The <see cref="T:System.Object"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:SharpDX.DrawingRectangle.Equals(System.Object)">
<inheritdoc/>
</member>
<member name="M:SharpDX.DrawingRectangle.GetHashCode">
<inheritdoc/>
</member>
<member name="M:SharpDX.DrawingRectangle.op_Equality(SharpDX.DrawingRectangle,SharpDX.DrawingRectangle)">
<summary>
Implements the operator ==.
</summary>
<param name="left">The left.</param>
<param name="right">The right.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:SharpDX.DrawingRectangle.op_Inequality(SharpDX.DrawingRectangle,SharpDX.DrawingRectangle)">
<summary>
Implements the operator !=.
</summary>
<param name="left">The left.</param>
<param name="right">The right.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="T:SharpDX.IO.NativeFile">
<summary>
Windows File Helper.
@ -2207,20 +2591,6 @@
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:SharpDX.Color3.op_Implicit(SharpDX.Color3)~System.Drawing.Color">
<summary>
Performs an explicit conversion from <see cref="T:SharpDX.Color3"/> to <see cref="T:System.Drawing.Color"/>.
</summary>
<param name="value">The value.</param>
<returns>The result of the conversion.</returns>
</member>
<member name="M:SharpDX.Color3.op_Implicit(System.Drawing.Color)~SharpDX.Color3">
<summary>
Performs an explicit conversion from <see cref="T:System.Drawing.Color"/> to <see cref="T:SharpDX.Color3"/>.
</summary>
<param name="value">The value.</param>
<returns>The result of the conversion.</returns>
</member>
<member name="P:SharpDX.Color3.Item(System.Int32)">
<summary>
Gets or sets the component at the specified index.
@ -2718,20 +3088,6 @@
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:SharpDX.Color4.op_Implicit(SharpDX.Color4)~System.Drawing.Color">
<summary>
Performs an explicit conversion from <see cref="T:SharpDX.Color4"/> to <see cref="T:System.Drawing.Color"/>.
</summary>
<param name="value">The value.</param>
<returns>The result of the conversion.</returns>
</member>
<member name="M:SharpDX.Color4.op_Implicit(System.Drawing.Color)~SharpDX.Color4">
<summary>
Performs an explicit conversion from <see cref="T:System.Drawing.Color"/> to <see cref="T:SharpDX.Color4"/>.
</summary>
<param name="value">The value.</param>
<returns>The result of the conversion.</returns>
</member>
<member name="P:SharpDX.Color4.Item(System.Int32)">
<summary>
Gets or sets the component at the specified index.
@ -2854,14 +3210,30 @@
<summary>
Query Interface for a particular GUID.
</summary>
<param name = "guid">GUID query interface</param>
<param name = "outPtr">output object associated with this GUID, IntPtr.Zero in interface is not supported</param>
<param name="guid">GUID query interface</param>
<param name="outPtr">output object associated with this GUID, IntPtr.Zero in interface is not supported</param>
<exception cref="T:SharpDX.SharpDXException">If this object doesn't support the interface</exception>
</member>
<member name="M:SharpDX.ComObject.QueryInterfaceOrNull(System.Guid)">
<summary>
Query Interface for a particular GUID.
</summary>
<param name="guid">GUID query interface</param>
<exception cref="T:SharpDX.SharpDXException">If this object doesn't support the interface</exception>
</member>
<member name="M:SharpDX.ComObject.QueryInterface``1">
<summary>
Query Interface for a particular interface support.
</summary>
<typeparam name="T"></typeparam>
<returns>An instance of the queried interface</returns>
<exception cref="T:SharpDX.SharpDXException">If this object doesn't support the interface</exception>
</member>
<member name="M:SharpDX.ComObject.QueryInterfaceOrNull``1">
<summary>
Query Interface for a particular interface support.
</summary>
<returns>An instance of the queried interface or null if it is not supported</returns>
<returns></returns>
</member>
<member name="M:SharpDX.ComObject.QueryInterfaceFrom``1(``0)">
@ -3234,15 +3606,16 @@
</summary>
<param name="buffer">The buffer.</param>
</member>
<member name="M:SharpDX.DataStream.Create``1(``0[],System.Boolean,System.Boolean)">
<member name="M:SharpDX.DataStream.Create``1(``0[],System.Boolean,System.Boolean,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.DataStream"/> class, using a managed buffer as a backing store.
Initializes a new instance of the <see cref="T:SharpDX.DataStream"/> class, using a managed buffer as a backing store.
</summary>
<typeparam name="T"></typeparam>
<param name="userBuffer">A managed array to be used as a backing store.</param>
<param name="canRead">
<c>true</c> if reading from the buffer should be allowed; otherwise, <c>false</c>.</param>
<param name="canWrite">
<c>true</c> if writing to the buffer should be allowed; otherwise, <c>false</c>.</param>
<param name="canRead"><c>true</c> if reading from the buffer should be allowed; otherwise, <c>false</c>.</param>
<param name="canWrite"><c>true</c> if writing to the buffer should be allowed; otherwise, <c>false</c>.</param>
<param name="makeCopy">if set to <c>true</c> [make copy].</param>
<returns></returns>
</member>
<member name="M:SharpDX.DataStream.#ctor(System.Int32,System.Boolean,System.Boolean)">
<summary>
@ -4878,11 +5251,6 @@
</summary>
<!-- No matching elements were found for the following include tag --><include file="..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.Direct3D.D3DCommon']/*"/>
</member>
<member name="F:SharpDX.Direct3D.D3DCommon.DllHandle0_">
<summary>
DLLs loaders
</summary>
</member>
<member name="M:SharpDX.Direct3D.D3DCommon.CreateBlob(SharpDX.PointerSize,SharpDX.Direct3D.Blob)">
<summary>
Creates a buffer.
@ -4968,7 +5336,7 @@
<!-- No matching elements were found for the following include tag --><include file="..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D_SHADER_MACRO::Definition']/*"/>
<unmanaged>const char* Definition</unmanaged>
</member>
<member name="M:SharpDX.Direct3D.ShaderMacro.#ctor(System.String,System.String)">
<member name="M:SharpDX.Direct3D.ShaderMacro.#ctor(System.String,System.Object)">
<summary>
Default Constructor for a ShaderMacro
</summary>
@ -22879,6 +23247,7 @@
<summary>
WaveFormatAdpcm
http://msdn.microsoft.com/en-us/library/microsoft.directx_sdk.xaudio2.adpcmwaveformat%28v=vs.85%29.aspx
Additional documentation: http://icculus.org/SDL_sound/downloads/external_documentation/wavecomp.htm
</summary>
<unmanaged>WAVEFORMATADPCM</unmanaged>
</member>
@ -22969,12 +23338,19 @@
<param name="sampleRate">sample rate</param>
<param name="channels">number of channels</param>
</member>
<member name="M:SharpDX.Multimedia.WaveFormat.MarshalFromPtr(System.IntPtr)">
<member name="M:SharpDX.Multimedia.WaveFormat.MarshalFrom(System.Byte[])">
<summary>
Helper function to retrieve a WaveFormat structure from a pointer
</summary>
<param name="pointer">WaveFormat structure</param>
<returns></returns>
<param name="rawdata">Buffer to the WaveFormat rawdata</param>
<returns>WaveFormat structure</returns>
</member>
<member name="M:SharpDX.Multimedia.WaveFormat.MarshalFrom(System.IntPtr)">
<summary>
Helper function to retrieve a WaveFormat structure from a pointer
</summary>
<param name="pointer">Pointer to the WaveFormat rawdata</param>
<returns>WaveFormat structure</returns>
</member>
<member name="M:SharpDX.Multimedia.WaveFormat.MarshalToPtr(SharpDX.Multimedia.WaveFormat)">
<summary>
@ -23071,10 +23447,13 @@
Parameterless constructor for marshalling
</summary>
</member>
<member name="M:SharpDX.Multimedia.WaveFormatAdpcm.#ctor(System.Int32,System.Int32,System.Int32,System.UInt16,System.Int32[])">
<member name="M:SharpDX.Multimedia.WaveFormatAdpcm.#ctor(System.Int32,System.Int32,System.Int32)">
<summary>
Creates a new WaveFormatAdpcm for PCM or IEEE
Creates a new WaveFormatAdpcm for MicrosoftADPCM
</summary>
<param name="rate">The rate.</param>
<param name="channels">The channels.</param>
<param name="blockAlign">The block align. If 0, then 256 for [0, 11KHz], 512 for ]11KHz, 22Khz], 1024 for ]22Khz, +inf]</param>
</member>
<member name="P:SharpDX.Multimedia.WaveFormatAdpcm.SamplesPerBlock">
<summary>
@ -23084,7 +23463,15 @@
The samples per block.
</value>
</member>
<member name="P:SharpDX.Multimedia.WaveFormatAdpcm.Coefficients">
<member name="P:SharpDX.Multimedia.WaveFormatAdpcm.Coefficients1">
<summary>
Gets or sets the coefficients.
</summary>
<value>
The coefficients.
</value>
</member>
<member name="P:SharpDX.Multimedia.WaveFormatAdpcm.Coefficients2">
<summary>
Gets or sets the coefficients.
</summary>
@ -24607,20 +24994,6 @@
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="M:SharpDX.Rectangle.op_Implicit(System.Drawing.Rectangle)~SharpDX.Rectangle">
<summary>
Performs an implicit conversion from <see cref="T:System.Drawing.Rectangle"/> to <see cref="T:SharpDX.Rectangle"/>.
</summary>
<param name="input">The input.</param>
<returns>The result of the conversion.</returns>
</member>
<member name="M:SharpDX.Rectangle.op_Implicit(SharpDX.Rectangle)~System.Drawing.Rectangle">
<summary>
Rectangles the specified input.
</summary>
<param name="input">The input.</param>
<returns></returns>
</member>
<member name="M:SharpDX.Rectangle.op_Equality(SharpDX.Rectangle,SharpDX.Rectangle)">
<summary>
Implements the operator ==.
@ -24661,6 +25034,18 @@
</summary>
<value>The bottom.</value>
</member>
<member name="P:SharpDX.Rectangle.X">
<summary>
Gets or sets the left position.
</summary>
<value>The left position.</value>
</member>
<member name="P:SharpDX.Rectangle.Y">
<summary>
Gets or sets the top position.
</summary>
<value>The top position.</value>
</member>
<member name="P:SharpDX.Rectangle.Width">
<summary>
Gets or sets the width.
@ -24703,6 +25088,9 @@
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:SharpDX.RectangleF.Equals(SharpDX.RectangleF)">
<inheritdoc/>
</member>
<member name="M:SharpDX.RectangleF.GetHashCode">
<summary>
Returns a hash code for this instance.
@ -24711,20 +25099,6 @@
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="M:SharpDX.RectangleF.op_Implicit(System.Drawing.RectangleF)~SharpDX.RectangleF">
<summary>
Performs an implicit conversion from <see cref="T:System.Drawing.RectangleF"/> to <see cref="T:SharpDX.RectangleF"/>.
</summary>
<param name="input">The input.</param>
<returns>The result of the conversion.</returns>
</member>
<member name="M:SharpDX.RectangleF.op_Implicit(SharpDX.RectangleF)~System.Drawing.RectangleF">
<summary>
Rectangles the F.
</summary>
<param name="input">The input.</param>
<returns></returns>
</member>
<member name="M:SharpDX.RectangleF.op_Equality(SharpDX.RectangleF,SharpDX.RectangleF)">
<summary>
Implements the operator ==.
@ -24765,6 +25139,18 @@
</summary>
<value>The bottom.</value>
</member>
<member name="P:SharpDX.RectangleF.X">
<summary>
Gets or sets the left position.
</summary>
<value>The left position.</value>
</member>
<member name="P:SharpDX.RectangleF.Y">
<summary>
Gets or sets the top position.
</summary>
<value>The top position.</value>
</member>
<member name="P:SharpDX.RectangleF.Width">
<summary>
Gets or sets the width.
@ -25145,6 +25531,14 @@
<param name="sizeInBytesToCopy">The count.</param>
<returns></returns>
</member>
<member name="M:SharpDX.Utilities.ClearMemory(System.IntPtr,System.Int32,System.Int32)">
<summary>
Clears the memory.
</summary>
<param name="dest">The dest.</param>
<param name="value">The value.</param>
<param name="sizeInBytesToClear">The size in bytes to clear.</param>
</member>
<member name="M:SharpDX.Utilities.SizeOf``1">
<summary>
Return the sizeof a struct from a CLR. Equivalent to sizeof operator but works on generics too.
@ -25152,6 +25546,14 @@
<typeparam name="T">a struct to evaluate</typeparam>
<returns>sizeof this struct</returns>
</member>
<member name="M:SharpDX.Utilities.SizeOf``1(``0[])">
<summary>
Return the sizeof an array of struct. Equivalent to sizeof operator but works on generics too.
</summary>
<typeparam name="T">a struct</typeparam>
<param name="array">The array of struct to evaluate.</param>
<returns>sizeof in bytes of this array of struct</returns>
</member>
<member name="M:SharpDX.Utilities.Pin``1(``0@,System.Action{System.IntPtr})">
<summary>
Pins the specified source and call an action with the pinned pointer.
@ -25269,6 +25671,30 @@
<param name="iunknownPtr">an IUnknown pointer to a managed object</param>
<returns>The managed object.</returns>
</member>
<member name="M:SharpDX.Utilities.Join``1(System.String,``0[])">
<summary>
String helper join method to display an array of object as a single string.
</summary>
<param name="separator">The separator.</param>
<param name="array">The array.</param>
<returns>a string with array elements serparated by the seperator</returns>
</member>
<member name="M:SharpDX.Utilities.Join(System.String,System.Collections.IEnumerable)">
<summary>
String helper join method to display an enumrable of object as a single string.
</summary>
<param name="separator">The separator.</param>
<param name="elements">The enumerable.</param>
<returns>a string with array elements serparated by the seperator</returns>
</member>
<member name="M:SharpDX.Utilities.Join(System.String,System.Collections.IEnumerator)">
<summary>
String helper join method to display an enumrable of object as a single string.
</summary>
<param name="separator">The separator.</param>
<param name="elements">The enumerable.</param>
<returns>a string with array elements serparated by the seperator</returns>
</member>
<member name="M:SharpDX.Utilities.BlobToString(SharpDX.Direct3D.Blob)">
<summary>
Converts a blob to a string.
@ -25291,23 +25717,6 @@
<param name = "readLength">length to read</param>
<returns>a byte[] buffer</returns>
</member>
<member name="M:SharpDX.Utilities.LoadLibrary(System.String)">
<summary>
Loads a native library.
</summary>
<param name="dllName">Name of the DLL.</param>
<exception cref="T:SharpDX.SharpDXException">If dll was not found</exception>
<returns></returns>
</member>
<member name="M:SharpDX.Utilities.GetProcAddress(System.IntPtr,System.String)">
<summary>
Gets the proc address of a dll.
</summary>
<param name="handle">The handle.</param>
<param name="dllFunctionToImport">The DLL function to import.</param>
<exception cref="T:SharpDX.SharpDXException">If the function was not found</exception>
<returns></returns>
</member>
<member name="T:SharpDX.Utilities.CoInit">
<summary>Determines the concurrency model used for incoming calls to objects created by this thread. This concurrency model can be either apartment-threaded or multi-threaded.</summary>
</member>
@ -27891,6 +28300,68 @@
<c>true</c> if [inherit handle]; otherwise, <c>false</c>.
</value>
</member>
<member name="T:SharpDX.Win32.Variant">
<summary>
Variant COM.
</summary>
<unmanaged>PROPVARIANT</unmanaged>
</member>
<member name="P:SharpDX.Win32.Variant.ElementType">
<summary>
Gets the type of the element.
</summary>
<value>
The type of the element.
</value>
</member>
<member name="P:SharpDX.Win32.Variant.Type">
<summary>
Gets the type.
</summary>
</member>
<member name="P:SharpDX.Win32.Variant.Value">
<summary>
Gets or sets the value.
</summary>
<value>
The value.
</value>
</member>
<member name="T:SharpDX.Win32.VariantElementType">
<summary>
Type of a simple variant value.
</summary>
</member>
<member name="T:SharpDX.Win32.VariantType">
<summary>
Type of a variant
</summary>
</member>
<member name="F:SharpDX.Win32.VariantType.Default">
<summary>
Simple value
</summary>
</member>
<member name="F:SharpDX.Win32.VariantType.Vector">
<summary>
Vector value.
</summary>
</member>
<member name="F:SharpDX.Win32.VariantType.Array">
<summary>
Array value.
</summary>
</member>
<member name="F:SharpDX.Win32.VariantType.ByRef">
<summary>
By reference.
</summary>
</member>
<member name="F:SharpDX.Win32.VariantType.Reserved">
<summary>
Reserved value.
</summary>
</member>
<member name="T:SharpDX.Colors">
<summary>
List of predefined <see cref="T:SharpDX.Color4"/>.

Binary file not shown.

View File

@ -1,14 +1,101 @@
SharpDX Change Log
==================
2011-11-22 Release SharpDX 2.0.2 Beta2
* This version is including several bug fixes, performance enhancement, Win8 certification for Metro style App and generated XML for API documentation.
* Check the release notes for a complete list of the changes
--------------------------
Release Notes (2011-11-22)
--------------------------
SharpDX beta3 (2.0.3)
2011-09-24 Release SharpDX 2.0 Beta
* Major release!
* New APIs for Direct3D9 (not finished yet for Beta but WPF Interop is working), DirectInput, RawInput, XInput, X3DAudio, XACT3, WIC (integrated with Direct2D1).
* New APIs preview for upcomming Win8/DirectX11.1 (D3DCompiler 44, DXGI 1.2, Direct3D11.1, Direct2D1.1) and including support for DirectX Metro application in C#/.Net!
* Build
- Bugfix for Win8 Build under VS2011
- Add signed assembly build
* Core
- Add new Utilities.ClearMemory method using initblk opcode
- Bugfix issue #101, with DataStream.Create<T> method for creating DataStream from array
* Direct2D
- Add Factory1 for Win8
- Add Bitmap1, BitmapProperties1, CommandList, DeviceContext, Effect classes and constructors for Win8.
* Direct3D(9/10/11)
- Bugfix for issue #94, by removing release of allocated string
* Direct3D10/11
- Bugfix on Resource.FromFile<T> and FromMemory<T> methods to avoid premature dispose
* Direct3D9
- Bugfix issue #99, Suppress check for Device.TestCooperativeLevel. Add ResultCode D3D HRESULT error codes
- Bugfix issue #105, DrawUserPrimitives/DrawIndexedUserPrimitives by using correct size of vertex
* Direct3D10
- Bugfix issue #108, Correct typo for method Resource.CalculateSubResourceIndex
* Direct3D11
- Add faster specialized methods for InputAssemblerStage, RasterizerStage
- Bugfix issue #95, Add constant D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT to Device.MultisampleCountMaximum
* DirectSound
- Bugfix issue #109, Add None to LockFlags
- Bugfix issue #110, SoundBuffer.Write should use data.Length instead of 0
* XAudio2/DirectSound
- Bugfix WaveFormatExtensible marshalling
* XAudio2
- Add new constants for XAudio2 class (XAUDIO2_MAX_BUFFER_BYTES, XAUDIO2_MAX_QUEUED_BUFFERS... etc.)
- Bugfix issue #100, Rename field VoiceDetails.InputChannelCount. Rename correctly VoiceFlags and add type VoiceFlags to VoiceDetails.CreationFlags
* X3DAudio
- Bugfix issue #96, Remove FreeHGlobal from Emitter.
* WIC
- Bugfix Add better handling of MetadataQueryReader metadatas
- Bugfix issue #104, with sample RenderToWicApp by disposing the encoder.
SharpDX beta2 (2.0.2)
* This version is including several bug fixes, performance enhancement, Win8 certification for Metro style App and generated XML for API documentation.
* Win8 Certification Support
- SharpDX on Win8 is now compiled with .NET 4.5 Core profile and is passing successfully Windows Metro Style App certification.
* Build
- Improve build system to support cross .NET framework compilation from 2.0 to 4.5.
- In order to compile SharpDX for Win8, you need to have Visual Studio 2011, but you can compile from Visual Studio 2010 under Win7 and Win8.
- Fix build for path containing spaces.
- Turn-on by default generated XML documentation from MSDN
* Core
- Breaking changes in the API for Color4. Using more natural (red,green,blue,alpha) constructor instead of (alpha,red,green,blue). All usages are fixed. Add new Colors class to list predefined colors in the same way System.Drawing.Color
- Add SharpDX.IO.NativeFileStream to allow direct FileStream access from Win8
- Bugfix for methods using out array of com objects
- Rename SharpDX.Size to SharpDX.PointerSize
- Add new ComArray<T> class to support faster marshalling of array of ComObject for several methods in the API (mainly Direct3D11)
* Direct3D
- Add explicit DebugName property on all Device, DeviceChild for DXGI, Direct3D9, Direct3D10, and Direct3D11.
- Add new SharpDX.Direct3D.PIXHelper class and methods begin-end/marker providing usefull information under PIX debugger.
* Direct3D9
- Add support for all main APIs (Only XFile/Mesh loading is not supported)
* Direct3D10/11
- Add Equals method to InputElement
- Remove result check from Device.CheckFormatSupport. Add None value to FormatSupport.
* Direct3D11
- Add optimized methods for DeviceContext.CommonShaderStage.SetSampler(s)/SetShaderResource(s)/SetConstantBuffer(s)
- Add MultiCube sample for multithreading and deferred context benchmark. See http://code4k.blogspot.com/2011/11/direct3d11-multithreading-micro.html
- Use a common pattern for Texture1D, Texture2D, Texture3D constructors
- Add DeviceContext.IsAvailableData for Begin/End Query statistics. Add new GetData method.
- Add method DeviceContext.OutputMerger.ResetTargets to unset all binded Targets
* Direct2D1
- Move Matrix3x2 from Direct2D to SharpDX core assembly
* DirectInput
- ForceFeedback is now enabled.
- Sliders are now using correct flags
- Keyboard state is now properly returned.
* DXGI
- Change DXGIError to class using SharpDX.Result fields
* RawInput
- Fix wrong layout of RawMouse structure
- Add RawInput access from non-winform application like WPF
- Fix invalid values for WheelData/Buttons in MouseInfoInputEventArgs
* XAudio2
- Fix error for XAudio2 dll loading under Win8
* XInput
- Add XGamePadApp sample
- Fix UserIndex enumeration and Controller.IsConnected method.
--------------------------
Release Notes (2011-09-24)
--------------------------
SharpDX goes 2.0 beta
* Adding missing DirectX APIs including Direct3D9 (not finished yet for Beta but WPF Interop is working), DirectInput, RawInput, XInput, X3DAudio, XACT3, WIC (integrated with Direct2D1).
* API Support for upcomming Win8/DirectX11.1 (D3DCompiler 44, DXGI 1.2, Direct3D11.1, Direct2D1.1) and including support for DirectX Metro application in C#/.Net!
* New Samples (Direct3D10 WPF Interop, Direct3D11 MiniCube, WIC RenderToTarget, WIC EncodeDecode, XAudio2 play XWMA,ADPCM,WAV)
* New 2 Samples for Win8/Metro Preview (MiniCube and port of Win8 C++ DirectX Tutorial)
* NuGet Package available for all SharpDX 2.0 assemblies with symbols (enabling "source step into" debugging)
@ -16,23 +103,35 @@ SharpDX Change Log
* Interop performance slightly improved for method calls.
* Full rewrite of SharpGen, the core technology of SharpDX, a genuine C# code generator directly from C++ Headers using now gccxml. SharpGen is now able to parse all Windows headers!
2011-02-17 Release SharpDX 1.3
--------------------------
Release Notes (2011-02-17)
--------------------------
Release SharpDX 1.3
* Bugfix #17 [D3D10] Texture2D.Map and Texture3D.Map were mapping incorrectly texture into memory
* Bugfix #18 [D3D10] Device and Device1 constructors were overriding any DriverType argument with DriverType.Hardware
* Bugfix #19 [D3D11] Some methods in ComputeShader.SetUnorderedAccessView were not handling correctly last parameter uavInitialCounts (must be filled of -1)
* Bugfix in Mono [Core] Mono sizeof<T> IL instruction was not working preventing all DataStream class and other marshal scenarios to work. The bugfix is now available in Mono 2.10 version!
* Enhancement [Core] MessagePump was renamed to RenderLoop class and rewritten in order to run under Mono.
2011-02-05 Release SharpDX 1.2.2
--------------------------
Release Notes (2011-02-05)
--------------------------
Release SharpDX 1.2.2
* Bugfix [Core] MessagePump.Run was unstable while adding Mono support. Revert to previous code.
* Bugfix #16 [D3D10/D3D11] SetShaderResource/SetConstantBuffer/SetSampler didn't handle null correctly
* Bugfix #15 [DirectWrite] Constructor StrokeStyle(Factory factory, StrokeStyleProperties properties) was not working (need to pass null for dashes instead of float[0])
* Bugfix #12 [Core] TypeConverters are now working with Vector3,Vector4
2011-01-27 Release SharpDX 1.2.1
--------------------------
Release Notes (2011-01-27)
--------------------------
Release SharpDX 1.2.1
* Bugfix #14 [Core] Interop.Read/Write was broken on 32bit system
2011-01-26 Release SharpDX 1.2 - Happy new year!
--------------------------
Release Notes (2011-01-26)
--------------------------
Release SharpDX 1.2 - Happy new year!
* New [Core] SharpDX is now compatible with Mono! (Although, there is a bug in Mono that prevents to use directly Application.Idle and Winform for Direct3D rendering but could be addressed with another solution)
* Fix [Generator] Less verbose warning when documentation plugin is not available
* New [Generator] New native interop system without using any dynamic assembly. SharpDX interop is faster than previous version, easier to integrate with MonoLinker and Obfuscator.
@ -47,7 +146,10 @@ SharpDX Change Log
* New [DirectWrite] Added missing method FontFace.GetGlyphRunOutline
* New [DirectWrite] Added FontFace missing property on GlyphRun
2010-12-19 Release SharpDX 1.1
--------------------------
Release Notes (2010-12-19)
--------------------------
Release SharpDX 1.1
* [Core] Upgrade SharpDX to support .Net Frameworks 2.0 / 3.5 / 4.0
* [Core] Add DataBuffer for read/write random access to unmanaged memory
* [Core] Add DataStream specialized typed Read and Write methods for faster access
@ -63,6 +165,9 @@ SharpDX Change Log
* [Generator] Use a lightweight T4 engine implementation to remove T4 engine dependency
* [Generator] Refactoring of various class in order to prepare next Generator version
2010-11-30 Release SharpDX 1.0
--------------------------
Release Notes (2010-11-30)
--------------------------
Release SharpDX 1.0
* Initial version.
* Supports for Direct3D10, Direct3D10.1, Direct3D11, Direct2D1, DirectWrite, D3DCompiler, DXGI 1.0, DXGI 1.1, DirectSound, XAudio2, XAPO.
* Supports for Direct3D10, Direct3D10.1, Direct3D11, Direct2D1, DirectWrite, D3DCompiler, DXGI 1.0, DXGI 1.1, DirectSound, XAudio2, XAPO.

View File

@ -1,79 +1,32 @@
--------------------------
Release Notes (2011-11-22)
Release Notes (2012-12-06)
--------------------------
SharpDX beta2 (2.0.2)
SharpDX 2.0.4
* This version is including several bug fixes, performance enhancement, Win8 certification for Metro style App and generated XML for API documentation.
* Win8 Certification Support
- SharpDX on Win8 is now compiled with .NET 4.5 Core profile and is passing successfully Windows Metro Style App certification.
* Build
- Improve build system to support cross .NET framework compilation from 2.0 to 4.5.
- In order to compile SharpDX for Win8, you need to have Visual Studio 2011, but you can compile from Visual Studio 2010 under Win7 and Win8.
- Fix build for path containing spaces.
- Turn-on by default generated XML documentation from MSDN
* Core
- Breaking changes in the API for Color4. Using more natural (red,green,blue,alpha) constructor instead of (alpha,red,green,blue). All usages are fixed. Add new Colors class to list predefined colors in the same way System.Drawing.Color
- Add SharpDX.IO.NativeFileStream to allow direct FileStream access from Win8
- Bugfix for methods using out array of com objects
- Rename SharpDX.Size to SharpDX.PointerSize
- Add new ComArray<T> class to support faster marshalling of array of ComObject for several methods in the API (mainly Direct3D11)
* Direct3D
- Add explicit DebugName property on all Device, DeviceChild for DXGI, Direct3D9, Direct3D10, and Direct3D11.
* Direct3D9
- Add support for all main APIs (Only XFile/Mesh loading is not supported)
* Direct3D10/11
- Add Equals method to InputElement
- Remove result check from Device.CheckFormatSupport. Add None value to FormatSupport.
* Build
- Add build infrastructure for nightly-builds
* SharpDX
- Bugfix #111, add proper handling of BlockAlign, SamplerPerBlock, AverageBytesPerSecond for WaveFormatAdpcm
- Bugfix #115, Add Disposing, Disposed events to DisposeBase. Change IsDisposed to public.
- Bugfix RenderLoop.Run is not running after FormClosed event in order to enable clean Dispose on Form
- Bugfix issue #131. Remove setters for Width/Height in Rectangle/RectangleF. Add X,Y properties. Improve RectangleF equals method.
- Bugfix issue #132. Provides a IStream implementation and a proxy to System.IO.Stream
- Fix Win8 build
- Fix issue #128. RenderLoop is using default Application.DoEvents in order to support Application.AddMessageFilter (use by RawInput). Old custom windows event message handler is available by setting RenderLoop.UseCustomDoEvents. RenderLoop is still compatible with Mono.
- Remove dependency to System.Drawing to improve Win8 certification
* D3DCompiler
- Bugfix issue #122. Integrate ShaderBytecode.Decompress methods from Fadi Alsamman
* Direct3D11
- Add optimized methods for DeviceContext.CommonShaderStage.SetSampler(s)/SetShaderResource(s)/SetConstantBuffer(s)
- Add MultiCube sample for multithreading and deferred context benchmark. See http://code4k.blogspot.com/2011/11/direct3d11-multithreading-micro.html
- Use a common pattern for Texture1D, Texture2D, Texture3D constructors
- Add DeviceContext.IsAvailableData for Begin/End Query statistics. Add new GetData method.
- Add method DeviceContext.OutputMerger.ResetTargets to unset all binded Targets
* Direct2D1
- Move Matrix3x2 from Direct2D to SharpDX core assembly
* DirectInput
- ForceFeedback is now enabled.
- Sliders are now using correct flags
- Keyboard state is now properly returned.
* DXGI
- Change DXGIError to class using SharpDX.Result fields
* RawInput
- Fix wrong layout of RawMouse structure
- Add RawInput access from non-winform application like WPF
- Fix invalid values for WheelData/Buttons in MouseInfoInputEventArgs
* XAudio2
- Fix error for XAudio2 dll loading under Win8
* XInput
- Add XGamePadApp sample
--------------------------
Release Notes (2011-09-24)
--------------------------
SharpDX goes 2.0 beta
* Adding missing DirectX APIs including Direct3D9 (not finished yet for Beta but WPF Interop is working), DirectInput, RawInput, XInput, X3DAudio, XACT3, WIC (integrated with Direct2D1).
* API Support for upcomming Win8/DirectX11.1 (D3DCompiler 44, DXGI 1.2, Direct3D11.1, Direct2D1.1) and including support for DirectX Metro application in C#/.Net!
* New Samples (Direct3D10 WPF Interop, Direct3D11 MiniCube, WIC RenderToTarget, WIC EncodeDecode, XAudio2 play XWMA,ADPCM,WAV)
* New 2 Samples for Win8/Metro Preview (MiniCube and port of Win8 C++ DirectX Tutorial)
* NuGet Package available for all SharpDX 2.0 assemblies with symbols (enabling "source step into" debugging)
* Lots of bugfixes, apis simplification and helpers.
* Interop performance slightly improved for method calls.
* Full rewrite of SharpGen, the core technology of SharpDX, a genuine C# code generator directly from C++ Headers using now gccxml. SharpGen is now able to parse all Windows headers!
--------------------------
Release Notes (2011-02-17)
--------------------------
SharpDX goes 1.3
* Full support for Mono 2.10
* Various bugfixes and enhancement. See ChangeLog.txt file.
--------------------------
Release Notes (2010-12-19)
--------------------------
SharpDX goes 1.1
* SharpDX is now compatible with all .Net Frameworks 2.0 / 3.5 / 4.0
* Various bugfixes and enhancement. See ChangeLog.txt file.
- Bugfix issue #122. Integrate ShaderBytecode.Decompress methods from Fadi Alsamman
- Bugfix issue #130. Add standard error codes to SharpDX.Direct3D11.ResultCode
- Integrate patch from issue #133. New methods FromXXX to load resources without using generics.
- Bugfix issue #129. Add FilterTexture method to Resource.
* Direct3D9
- Bugfix #116, Remove D3DXCheckVersion call from Direct3D(Ex) constructors in order to remove dependency to D3DX runtime
- Bugfix issue #123. Add Font and Sprite support. Add Direct3D9 DisplayFontApp sample.
- Bugfix issue #127. Set DataStream CanRead/CanWrite according to LockFlags.ReadOnly
* DirectWrite
- Bugfix #113 Handle empty indices/offsets/advances marshaling in GlyphRun
* SharpGen
- Fix issue #120, add better support for union with fixed arrays
- Use DllImport for all interop functions because Win8 Certification doesn't allow usage of custom LoadLibrary/GetProcAddress