public LineAction(string key, LineState leftSensor, LineState rightSensor, LogicOp operation) { this.key = key; this.leftSensor = leftSensor; this.rightSensor = rightSensor; this.operation = operation; }
public LogicOp Operation; // Seems to be logic operators such as clear, and, copy, equiv, inv, invand, etc. public BlendMode(Enums.BlendMode type, BlendModeControl src, BlendModeControl dest, LogicOp operation) { Type = type; SourceFact = src; DestinationFact = dest; Operation = operation; }
public BlendMode(EndianBinaryReader reader) { Type = (Enums.BlendMode)reader.ReadByte(); SourceFact = (BlendModeControl)reader.ReadByte(); DestinationFact = (BlendModeControl)reader.ReadByte(); Operation = (LogicOp)reader.ReadByte(); }
public LineAction(string key, XmlElement properties) { this.key = key; if (properties.Name != "properties") { throw new ActionException("Can't create the action"); } foreach (XmlElement property in properties.ChildNodes) { switch (property.Name) { case "version": break; case "leftSensor": this.leftSensor = (LineState)Enum.Parse(typeof(LineState), property.InnerText); break; case "rightSensor": this.rightSensor = (LineState)Enum.Parse(typeof(LineState), property.InnerText); break; case "operation": this.operation = (LogicOp)Enum.Parse(typeof(LogicOp), property.InnerText); break; default: throw new ProjectException("Error el crear la acción"); } } }
public PipelineColorBlendStateCreateInfo(Bool32 LogicOpEnable, LogicOp LogicOp, PipelineColorBlendAttachmentState[] Attachments, Unmanaged.PipelineColorBlendStateCreateInfo.BlendConstantsInfo BlendConstants) : this() { this.LogicOpEnable = LogicOpEnable; this.LogicOp = LogicOp; this.Attachments = Attachments; this.BlendConstants = BlendConstants; }
private static void EmitLop( EmitterContext context, LogicOp logicOp, PredicateOp predOp, Operand srcA, Operand srcB, int rd, int destPred, bool invertA, bool invertB, bool extended, bool writeCC) { srcA = context.BitwiseNot(srcA, invertA); srcB = context.BitwiseNot(srcB, invertB); Operand res = logicOp switch { LogicOp.And => res = context.BitwiseAnd(srcA, srcB), LogicOp.Or => res = context.BitwiseOr(srcA, srcB), LogicOp.Xor => res = context.BitwiseExclusiveOr(srcA, srcB), _ => srcB }; EmitLopPredWrite(context, res, predOp, destPred); context.Copy(GetDest(rd), res); SetZnFlags(context, res, writeCC, extended); }
public void UpdateSettings(ObstacleState upperLeftSensor, ObstacleState leftSensor, ObstacleState upperRightSensor, ObstacleState rightSensor, LogicOp operation) { this.upperLeftSensor = upperLeftSensor; this.leftSensor = leftSensor; this.upperRightSensor = upperRightSensor; this.rightSensor = rightSensor; this.operation = operation; }
public ObstacleAction(string key, ObstacleState upperLeftSensor, ObstacleState leftSensor, ObstacleState upperRightSensor, ObstacleState rightSensor, LogicOp operation) { this.key = key; this.upperLeftSensor = upperLeftSensor; this.leftSensor = leftSensor; this.upperRightSensor = upperRightSensor; this.rightSensor = rightSensor; this.operation = operation; }
protected override void SaveSettings() { LineState left = (LineState)Enum.ToObject(typeof(LineState), this.cbLeft.SelectedIndex); LineState right = (LineState)Enum.ToObject(typeof(LineState), this.cbRight.SelectedIndex); LogicOp operation = LogicOp.And; if (this.rbOr.Checked) { operation = LogicOp.Or; } this.action.UpdateSettings(left, right, operation); }
/// <summary> /// Initializes a new instance of the <see cref="RenderTargetBlendDescription"/> struct. /// </summary> /// <param name="blendEnable">Specifies whether to enable (or disable) blending.</param> /// <param name="logicOpEnable">Specifies whether to enable (or disable) a logical operation.</param> /// <param name="srcBlend"> /// A <see cref="Blend"/> value that specifies the operation to perform on the RGB value that the pixel shader outputs. /// The <see cref="BlendOp"/> member defines how to combine the <see cref="SrcBlend"/> and <see cref="DestBlend"/> operations. /// </param> /// <param name="destBlend"> /// A <see cref="Blend"/> value that specifies the operation to perform on the current RGB value in the render target. /// The <see cref="BlendOp"/> member defines how to combine the <see cref="SrcBlend"/> and <see cref="DestBlend"/> operations. /// </param> /// <param name="blendOp"> /// A <see cref="BlendOperation"/> value that defines how to combine the <see cref="SrcBlend"/> and <see cref="DestBlend"/> operations. /// </param> /// <param name="srcBlendAlpha"> /// A <see cref="Blend"/> value that specifies the operation to perform on the alpha value that the pixel shader outputs. /// Blend options that end in _COLOR are not allowed. /// The <see cref="BlendOpAlpha"/> member defines how to combine the <see cref="SrcBlendAlpha"/> and <see cref="DestBlendAlpha"/> operations. /// </param> /// <param name="destBlendAlpha"> /// A <see cref="Blend"/> value that specifies the operation to perform on the current alpha value in the render target. /// Blend options that end in _COLOR are not allowed. /// The <see cref="BlendOpAlpha"/> member defines how to combine the <see cref="SrcBlendAlpha"/> and <see cref="DestBlendAlpha"/> operations. /// </param> /// <param name="blendOpAlpha"> /// A <see cref="BlendOperation"/> value that defines how to combine the <see cref="SrcBlendAlpha"/> and <see cref="DestBlendAlpha"/> operations. /// </param> /// <param name="logicOp">A <see cref="LogicOp"/> value that specifies the logical operation to configure for the render target.</param> /// <param name="renderTargetWriteMask"> /// A combination of <see cref="ColorWriteEnable"/> values that are combined by using a bitwise OR operation. /// The resulting value specifies a write mask. /// </param> public RenderTargetBlendDescription( bool blendEnable, bool logicOpEnable, Blend srcBlend, Blend destBlend, BlendOperation blendOp, Blend srcBlendAlpha, Blend destBlendAlpha, BlendOperation blendOpAlpha, LogicOp logicOp = LogicOp.Noop, ColorWriteEnable renderTargetWriteMask = ColorWriteEnable.All ) { BlendEnable = blendEnable; LogicOpEnable = logicOpEnable; SrcBlend = srcBlend; DestBlend = destBlend; BlendOp = blendOp; SrcBlendAlpha = srcBlendAlpha; DestBlendAlpha = destBlendAlpha; BlendOpAlpha = blendOpAlpha; LogicOp = logicOp; RenderTargetWriteMask = renderTargetWriteMask; }
public PipelineColorBlendStateCreateInfo ( StructureType sType = StructureType.PipelineColorBlendStateCreateInfo, void *pNext = default, uint flags = default, Bool32 logicOpEnable = default, LogicOp logicOp = default, uint attachmentCount = default, PipelineColorBlendAttachmentState *pAttachments = default ) { SType = sType; PNext = pNext; Flags = flags; LogicOpEnable = logicOpEnable; LogicOp = logicOp; AttachmentCount = attachmentCount; PAttachments = pAttachments; }
/// <summary> /// specify a logical pixel operation for rendering. /// </summary> /// <param name="operation"></param> public LogicOperationState(LogicOp operation) : this(operation, true) { }
public void LogicOp(LogicOp opcode) { gl.glLogicOp((int)opcode); CheckException(); }
public LogicExpression(Expression left, LogicOp op, Expression right) { Left = left; Op = op; Right = right; }
public DepthFunction(LogicOp logicOp) { this.LogicOp = logicOp; }
/// <summary> /// specify a logical pixel operation for rendering. /// </summary> /// <param name="operation"></param> /// <param name="enableCapacity">Enable() or Disable() this capacity?</param> public LogicOperationSwitch(LogicOp operation, bool enableCapacity) : base(OpenGL.GL_COLOR_LOGIC_OP, enableCapacity) { this.Operation = operation; }
public partial void CmdSetLogicOp([Count(Count = 0)] CommandBuffer commandBuffer, [Count(Count = 0)] LogicOp logicOp);
public static Expression <Func <T, bool> > CreatePredicate(string input) { var words = input.Split(); var expressions = new Stack <Expression <Func <T, bool> > >(); var ops = new Stack <LogicOp>(); var res = PredicateBuilder.New <T>(); var temp = PredicateBuilder.New <T>(); LogicOp op = LogicOp.None; Type currentType = typeof(T); for (int i = 0; i < words.Length; i++) { switch (words[i]) { case "(": expressions.Push(res); res = PredicateBuilder.New <T>(); temp = PredicateBuilder.New <T>(); ops.Push(op); op = LogicOp.None; break; case ")": var prev = expressions.Pop(); op = ops.Pop(); if (op == LogicOp.None) { res = prev; } else if (op == LogicOp.And) { res = prev.And(res); } else if (op == LogicOp.Or) { res = prev.Or(res); } break; case "and": op = LogicOp.And; break; case "or": op = LogicOp.Or; break; default: var exp = GetPredicate(words[i], words[i + 1], words[i + 2]); if (op == LogicOp.And) { res = PredicateBuilder.And(res, exp); } else if (op == LogicOp.Or) { res = PredicateBuilder.Or(res, exp); } else { res = exp; } i += 2; break; } } return(res); }
public static void operation(LogicOp op) { GL.LogicOp(op); }
public AlphaFunction(LogicOp logicOp, float value) { this.LogicOp = logicOp; this.Value = value; }
internal static extern void glLogicOp(LogicOp opcode);
/// <summary> /// specify a logical pixel operation for rendering. /// </summary> /// <param name="operation"></param> /// <param name="enableCapacity">Enable() or Disable() this capacity?</param> public LogicOperationState(LogicOp operation, bool enableCapacity) : base(OpenGL.GL_COLOR_LOGIC_OP, enableCapacity) { this.Operation = operation; }
public void UpdateSettings(LineState leftSensor, LineState rightSensor, LogicOp operation) { this.leftSensor = leftSensor; this.rightSensor = rightSensor; this.operation = operation; }
/// <summary> /// specify a logical pixel operation for rendering. /// </summary> /// <param name="operation"></param> public LogicOperationSwitch(LogicOp operation) : this(operation, true) { }
public static void LogicOp(LogicOp opcode) { gl.glLogicOp((int)opcode); }
public static void glLogicOp(LogicOp opcode) { i_OpenGL1_0.glLogicOp(opcode); }
public static extern void LogicOp( LogicOp opcode );
public static void LogicOp(LogicOp opcode) { Debug.Assert(Delegates.pglLogicOp != null, "pglLogicOp not implemented"); Delegates.pglLogicOp((Int32)opcode); CallLog("glLogicOp({0})", opcode); DebugCheckErrors(); }
public static void LogicOp(LogicOp opcode) { glLogicOp deleg = BaseGraphicsContext.Current.Loader.Get<glLogicOp>(); if (deleg != null) deleg(opcode); }