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Chaosus committed Mar 2, 2015
1 parent 2d43afc commit 89b774c
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Showing 5 changed files with 121 additions and 57 deletions.
23 changes: 21 additions & 2 deletions MonoGame.Framework/Graphics/Effect/EffectParameterClass.cs
@@ -1,14 +1,33 @@
using System;
// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.

namespace Microsoft.Xna.Framework.Graphics
{
// http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.effectparameterclass.aspx
/// <summary>
/// Defines classes for effect parameters and shader constants.
/// </summary>
public enum EffectParameterClass
{
/// <summary>
/// Scalar class type.
/// </summary>
Scalar,
/// <summary>
/// Vector class type.
/// </summary>
Vector,
/// <summary>
/// Matrix class type.
/// </summary>
Matrix,
/// <summary>
/// Class type for textures, shaders or strings.
/// </summary>
Object,
/// <summary>
/// Structure class type.
/// </summary>
Struct
}
}
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47 changes: 40 additions & 7 deletions MonoGame.Framework/Graphics/Effect/EffectParameterType.cs
@@ -1,20 +1,53 @@
using System;
// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.

namespace Microsoft.Xna.Framework.Graphics
{
// http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.effectparametertype.aspx
/// <summary>
/// Defines types for effect parameters and shader constants.
/// </summary>
public enum EffectParameterType
{
/// <summary>
/// Pointer to void type.
/// </summary>
Void,
/// <summary>
/// Boolean type. Any non-zero will be <c>true</c>; <c>false</c> otherwise.
/// </summary>
Bool,
/// <summary>
/// 32-bit integer type.
/// </summary>
Int32,
/// <summary>
/// Float type.
/// </summary>
Single,
/// <summary>
/// String type.
/// </summary>
String,
/// <summary>
/// Any texture type.
/// </summary>
Texture,
Texture1D,
Texture2D,
Texture3D,
/// <summary>
/// 1D-texture type.
/// </summary>
Texture1D,
/// <summary>
/// 2D-texture type.
/// </summary>
Texture2D,
/// <summary>
/// 3D-texture type.
/// </summary>
Texture3D,
/// <summary>
/// Cubic texture type.
/// </summary>
TextureCube
}
}

}
3 changes: 3 additions & 0 deletions MonoGame.Framework/Graphics/GraphicsProfile.cs
Expand Up @@ -4,6 +4,9 @@

namespace Microsoft.Xna.Framework.Graphics
{
/// <summary>
/// Defines a set of graphic capabilities.
/// </summary>
public enum GraphicsProfile
{
/// <summary>
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71 changes: 23 additions & 48 deletions MonoGame.Framework/Graphics/States/DepthFormat.cs
@@ -1,54 +1,29 @@
#region License
/*
Microsoft Public License (Ms-PL)
XnaTouch - Copyright © 2009 The XnaTouch Team
All rights reserved.
This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
accept the license, do not use the software.
1. Definitions
The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
U.S. copyright law.
A "contribution" is the original software, or any additions or changes to the software.
A "contributor" is any person that distributes its contribution under this license.
"Licensed patents" are a contributor's patent claims that read directly on its contribution.
2. Grant of Rights
(A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
(B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
3. Conditions and Limitations
(A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
(B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
your patent license from such contributor to the software ends automatically.
(C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
notices that are present in the software.
(D) If you distribute any portion of the software in source code form, you may do so only under this license by including
a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
code form, you may only do so under a license that complies with this license.
(E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
purpose and non-infringement.
*/
#endregion License

using System;
// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.

namespace Microsoft.Xna.Framework.Graphics
{
// change to conform to XNA 4.0
/// <summary>
/// Defines formats for depth-stencil buffer.
/// </summary>
public enum DepthFormat
{
None = -1,
Depth16 = 54,
Depth24 = 51,
Depth24Stencil8 = 48,
/// <summary>
/// Depth-stencil buffer will not be created.
/// </summary>
None,
/// <summary>
/// 16-bit depth buffer.
/// </summary>
Depth16,
/// <summary>
/// 24-bit depth buffer. Equivalent of <see cref="DepthFormat.Depth24Stencil8"/> for DirectX platforms.
/// </summary>
Depth24,
/// <summary>
/// 32-bit depth-stencil buffer. Where 24-bit depth and 8-bit for stencil used.
/// </summary>
Depth24Stencil8
}
}

}
34 changes: 34 additions & 0 deletions Test/Framework/EnumConformingTest.cs
Expand Up @@ -8,6 +8,40 @@ namespace MonoGame.Tests.Framework
/// </summary>
class EnumConformingTest
{
[Test]
public void DepthFormatEnum()
{
Assert.AreEqual(0, (int)DepthFormat.None);
Assert.AreEqual(1, (int)DepthFormat.Depth16);
Assert.AreEqual(2, (int)DepthFormat.Depth24);
Assert.AreEqual(3, (int)DepthFormat.Depth24Stencil8);
}

[Test]
public void EffectParameterClassEnum()
{
Assert.AreEqual(0, (int)EffectParameterClass.Scalar);
Assert.AreEqual(1, (int)EffectParameterClass.Vector);
Assert.AreEqual(2, (int)EffectParameterClass.Matrix);
Assert.AreEqual(3, (int)EffectParameterClass.Object);
Assert.AreEqual(4, (int)EffectParameterClass.Struct);
}

[Test]
public void EffectParameterTypeEnum()
{
Assert.AreEqual(0, (int) EffectParameterType.Void);
Assert.AreEqual(1, (int)EffectParameterType.Bool);
Assert.AreEqual(2, (int)EffectParameterType.Int32);
Assert.AreEqual(3, (int)EffectParameterType.Single);
Assert.AreEqual(4, (int)EffectParameterType.String);
Assert.AreEqual(5, (int)EffectParameterType.Texture);
Assert.AreEqual(6, (int)EffectParameterType.Texture1D);
Assert.AreEqual(7, (int)EffectParameterType.Texture2D);
Assert.AreEqual(8, (int)EffectParameterType.Texture3D);
Assert.AreEqual(9, (int)EffectParameterType.TextureCube);
}

[Test]
public void FillModeEnum()
{
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2 comments on commit 89b774c

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@mgbot mgbot commented on 89b774c Mar 2, 2015

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TeamCity MonoGame :: Develop (Win) Build 3.3.0.2206 is now running

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@mgbot mgbot commented on 89b774c Mar 2, 2015

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TeamCity MonoGame :: Develop (Win) Build 3.3.0.2206 outcome was SUCCESS
Summary: Tests passed: 444, ignored: 6 Build time: 00:14:25

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