예제 #1
0
 public override int GetHashCode()
 {
     unchecked
     {
         var hashCode = VertexShader?.GetHashCode() ?? 0;
         hashCode = (hashCode * 397) ^ (FragmentShader?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ (Uniform?.GetHashCode() ?? 0);
         return(hashCode);
     }
 }
예제 #2
0
        public override int GetHashCode()
        {
            var hashCode = 2038128800;

            hashCode = hashCode * -1521134295 + VertexLayout.GetHashCode();
            hashCode = hashCode * -1521134295 + VertexShader.GetHashCode();
            hashCode = hashCode * -1521134295 + FragmentShader.GetHashCode();
            hashCode = hashCode * -1521134295 + PipelineOptions.GetHashCode();
            hashCode = hashCode * -1521134295 + UseSpirV.GetHashCode();
            return(hashCode);
        }
예제 #3
0
 public override int GetHashCode()
 {
     unchecked
     {
         var hashCode = (int)Type;
         hashCode = (hashCode * 397) ^ RenderTargetClearColor.GetHashCode();
         hashCode = (hashCode * 397) ^ (RenderTarget != null ? RenderTarget.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (RenderTargets != null ? RenderTargets.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (RenderTargetDepthStencil != null ? RenderTargetDepthStencil.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ TexturesStartSlot;
         hashCode = (hashCode * 397) ^ TextureCount;
         hashCode = (hashCode * 397) ^ (Textures != null ? Textures.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ SamplersStartSlot;
         hashCode = (hashCode * 397) ^ SamplerCount;
         hashCode = (hashCode * 397) ^ (Samplers != null ? Samplers.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ ConstantBuffersStartSlot;
         hashCode = (hashCode * 397) ^ ConstantBufferCount;
         hashCode = (hashCode * 397) ^ (int)ConstantBufferScope;
         hashCode = (hashCode * 397) ^ (ConstantBuffer != null ? ConstantBuffer.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (RasterizerState != null ? RasterizerState.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (DepthStencilState != null ? DepthStencilState.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (BlendState != null ? BlendState.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ DepthClear.GetHashCode();
         hashCode = (hashCode * 397) ^ DepthClearStencil.GetHashCode();
         hashCode = (hashCode * 397) ^ (PassName != null ? PassName.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (int)PrimitiveTopology;
         hashCode = (hashCode * 397) ^ VertexBufferBinding.GetHashCode();
         hashCode = (hashCode * 397) ^ VertexCount;
         hashCode = (hashCode * 397) ^ VertexOffset;
         hashCode = (hashCode * 397) ^ (IndexBuffer != null ? IndexBuffer.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (int)IndexBufferFormat;
         hashCode = (hashCode * 397) ^ IndexCount;
         hashCode = (hashCode * 397) ^ IndexOffset;
         hashCode = (hashCode * 397) ^ (VertexShader != null ? VertexShader.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (PixelShader != null ? PixelShader.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (ComputeShader != null ? ComputeShader.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ Viewport.GetHashCode();
         hashCode = (hashCode * 397) ^ ScissorRectangle.GetHashCode();
         hashCode = (hashCode * 397) ^ (InputLayout != null ? InputLayout.GetHashCode() : 0);
         return(hashCode);
     }
 }