internal ShaderStateDepthStateBlockBase(BinaryReader binaryReader) { this.mode = (Mode)binaryReader.ReadInt16(); this.depthCompareFunction = (DepthCompareFunction)binaryReader.ReadInt16(); this.flags = (Flags)binaryReader.ReadInt16(); this.invalidName_ = binaryReader.ReadBytes(2); this.depthBiasSlopeScale = binaryReader.ReadSingle(); this.depthBias = binaryReader.ReadSingle(); }
public override int GetHashCode() { unchecked { int hash = 17; // Suitable nullity checks etc, of course :) hash = hash * 23 + DepthCompareFunction.GetHashCode(); hash = hash * 23 + DepthWriteEnabled.GetHashCode(); hash = hash * 23 + Front.GetHashCode(); hash = hash * 23 + Back.GetHashCode(); return(hash); } }