asp net c# barcode generator Part IV in Visual Studio .NET

Paint Quick Response Code in Visual Studio .NET Part IV

Part IV
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Appendixes
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Expression Type Global variable reference Numeric scalar Numeric expression
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Syntaxes ( variable ) or < variable > scalar ( numeric expression )
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Description Use for global variables. Any integer, Boolean, or float scalar. All standard numeric HLSL expressions are supported. See Appendix C. Complex data type constructor. Each scalar must be a literal scalar value. The number of initializers must be compatible with the variable (or effect state) on the left side of the equals sign.
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Constructor List of initializers
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type ( constructor arguments )
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{ scalar value , scalar value, ... scalar value}
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OR expression
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NULL
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expression | expression ...\ Each expression must be ... expression compatible with the variable (or effect state) on the left side of the equals sign. The expressions are not case sensitive. NULL NULL can only be assigned to a shader, a sampler, or a texture object. instructions
VertexShader = asm }; PixelShader = asm {
Assembly block
Pixel shader assembly blocks must be assigned to the PIXELSHADER state. Vertex shader assembly blocks must be assigned to the VERTEXSHADER state.
instructions
Appendix D
Effect Reference
Expression Type Sampler state block
Syntaxes
sampler Sampler = sampler_state { Mipfilter = Linear; Texture = (Tex0); }
Description Sampler state blocks are sequences of unindexed sampler stage state or texture assignments. Sampler state blocks must be assigned to the SAMPLER effect state. The vertex shader vs_m_n target indicates the D3DVS_VERSION(m, n) vertex shader version. The pixel shader ps_m_n target indicates D3DPS_VERSION(m, n) pixel shader version. Vertex shader HLSL compile expressions can be assigned only to the VERTEXSHADER effect state. Pixel shader HLSL compile expressions can be assigned only to the PIXELSHADER effect state.
High-level language compile
compileTarget entrypoint ( [ arguments ] ) Example: compile vs_1_1 vs(); Example: VertexShader = compile vs_1_1 vs();
1.5 Annotations
Annotations are user-specific data that can be attached to any technique, pass, or parameter. An annotation is a flexible way to add information to individual parameters. The information can be read back and used any way the application chooses. An annotation can be any data type. The syntax for an annotation is shown here:
< type id = expression ; >
Where:
Type is any valid HLSL numeric type or a string. Valid types are listed in Appendix C. ID is a unique identifier. See section 1.8, IDs and Semantics. Expression is any effect expression. See section 1.4, Expressions. The properties of annotations include the following:
They must be either numeric or strings. They must always be initialized with a default value.
Part IV
Appendixes
They can be associated with techniques and passes and top-level effect parameters. They can be written to and read from with either the ID3DXEffect or the ID3DXEffectCompiler interface. They can be added with the ID3DXEffect interface. They can t be referenced inside the effect. They can t have sub-semantics or sub-annotations.
1.6 Cloning and Sharing
Cloning (or copying) duplicates an effect s parameters. Clones behave as follows:
Clones inherit the original effect s pool. Clones inherit the original effect s techniques, passes, parameters, and annotations (including all annotations added with ID3DXEffect). Clones inherit the original effect s dynamically added annotations. Cloning onto a new device will fail if the original effect s pool was not NULL and the original effect contained a shared device-dependent parameter (such as a texture or shader).
A pool is a buffer that shares effect parameters between different effects. To add parameters to a pool, specify a shared usage (using the shared keyword) when the effect is created. A pool has the following restrictions:
A parameter is added to the pool the first time an effect containing that (shared) parameter is added to the pool. A pool initializes a parameter the first time the parameter is set; parameters shared subsequently get their values from the pool. A parameter is deleted from the pool when all effect references to the shared parameter are released. All effects in the pool that contain the same (shared) device-dependent parameter must have the same device.
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