Beispiel #1
0
        /// <summary>
        ///
        /// </summary>
        internal static unsafe PhysicalDeviceDescriptorIndexingFeatures MarshalFrom(SharpVk.Interop.Multivendor.PhysicalDeviceDescriptorIndexingFeatures *pointer)
        {
            PhysicalDeviceDescriptorIndexingFeatures result = default(PhysicalDeviceDescriptorIndexingFeatures);

            result.ShaderInputAttachmentArrayDynamicIndexing          = pointer->ShaderInputAttachmentArrayDynamicIndexing;
            result.ShaderUniformTexelBufferArrayDynamicIndexing       = pointer->ShaderUniformTexelBufferArrayDynamicIndexing;
            result.ShaderStorageTexelBufferArrayDynamicIndexing       = pointer->ShaderStorageTexelBufferArrayDynamicIndexing;
            result.ShaderUniformBufferArrayNonUniformIndexing         = pointer->ShaderUniformBufferArrayNonUniformIndexing;
            result.ShaderSampledImageArrayNonUniformIndexing          = pointer->ShaderSampledImageArrayNonUniformIndexing;
            result.ShaderStorageBufferArrayNonUniformIndexing         = pointer->ShaderStorageBufferArrayNonUniformIndexing;
            result.ShaderStorageImageArrayNonUniformIndexing          = pointer->ShaderStorageImageArrayNonUniformIndexing;
            result.ShaderInputAttachmentArrayNonUniformIndexing       = pointer->ShaderInputAttachmentArrayNonUniformIndexing;
            result.ShaderUniformTexelBufferArrayNonUniformIndexing    = pointer->ShaderUniformTexelBufferArrayNonUniformIndexing;
            result.ShaderStorageTexelBufferArrayNonUniformIndexing    = pointer->ShaderStorageTexelBufferArrayNonUniformIndexing;
            result.DescriptorBindingUniformBufferUpdateAfterBind      = pointer->DescriptorBindingUniformBufferUpdateAfterBind;
            result.DescriptorBindingSampledImageUpdateAfterBind       = pointer->DescriptorBindingSampledImageUpdateAfterBind;
            result.DescriptorBindingStorageImageUpdateAfterBind       = pointer->DescriptorBindingStorageImageUpdateAfterBind;
            result.DescriptorBindingStorageBufferUpdateAfterBind      = pointer->DescriptorBindingStorageBufferUpdateAfterBind;
            result.DescriptorBindingUniformTexelBufferUpdateAfterBind = pointer->DescriptorBindingUniformTexelBufferUpdateAfterBind;
            result.DescriptorBindingStorageTexelBufferUpdateAfterBind = pointer->DescriptorBindingStorageTexelBufferUpdateAfterBind;
            result.DescriptorBindingUpdateUnusedWhilePending          = pointer->DescriptorBindingUpdateUnusedWhilePending;
            result.DescriptorBindingPartiallyBound          = pointer->DescriptorBindingPartiallyBound;
            result.DescriptorBindingVariableDescriptorCount = pointer->DescriptorBindingVariableDescriptorCount;
            result.RuntimeDescriptorArray = pointer->RuntimeDescriptorArray;
            return(result);
        }
Beispiel #2
0
 /// <summary>
 ///
 /// </summary>
 internal unsafe void MarshalTo(SharpVk.Interop.Multivendor.PhysicalDeviceDescriptorIndexingFeatures *pointer)
 {
     pointer->SType = StructureType.PhysicalDeviceDescriptorIndexingFeatures;
     pointer->Next  = null;
     pointer->ShaderInputAttachmentArrayDynamicIndexing          = this.ShaderInputAttachmentArrayDynamicIndexing;
     pointer->ShaderUniformTexelBufferArrayDynamicIndexing       = this.ShaderUniformTexelBufferArrayDynamicIndexing;
     pointer->ShaderStorageTexelBufferArrayDynamicIndexing       = this.ShaderStorageTexelBufferArrayDynamicIndexing;
     pointer->ShaderUniformBufferArrayNonUniformIndexing         = this.ShaderUniformBufferArrayNonUniformIndexing;
     pointer->ShaderSampledImageArrayNonUniformIndexing          = this.ShaderSampledImageArrayNonUniformIndexing;
     pointer->ShaderStorageBufferArrayNonUniformIndexing         = this.ShaderStorageBufferArrayNonUniformIndexing;
     pointer->ShaderStorageImageArrayNonUniformIndexing          = this.ShaderStorageImageArrayNonUniformIndexing;
     pointer->ShaderInputAttachmentArrayNonUniformIndexing       = this.ShaderInputAttachmentArrayNonUniformIndexing;
     pointer->ShaderUniformTexelBufferArrayNonUniformIndexing    = this.ShaderUniformTexelBufferArrayNonUniformIndexing;
     pointer->ShaderStorageTexelBufferArrayNonUniformIndexing    = this.ShaderStorageTexelBufferArrayNonUniformIndexing;
     pointer->DescriptorBindingUniformBufferUpdateAfterBind      = this.DescriptorBindingUniformBufferUpdateAfterBind;
     pointer->DescriptorBindingSampledImageUpdateAfterBind       = this.DescriptorBindingSampledImageUpdateAfterBind;
     pointer->DescriptorBindingStorageImageUpdateAfterBind       = this.DescriptorBindingStorageImageUpdateAfterBind;
     pointer->DescriptorBindingStorageBufferUpdateAfterBind      = this.DescriptorBindingStorageBufferUpdateAfterBind;
     pointer->DescriptorBindingUniformTexelBufferUpdateAfterBind = this.DescriptorBindingUniformTexelBufferUpdateAfterBind;
     pointer->DescriptorBindingStorageTexelBufferUpdateAfterBind = this.DescriptorBindingStorageTexelBufferUpdateAfterBind;
     pointer->DescriptorBindingUpdateUnusedWhilePending          = this.DescriptorBindingUpdateUnusedWhilePending;
     pointer->DescriptorBindingPartiallyBound          = this.DescriptorBindingPartiallyBound;
     pointer->DescriptorBindingVariableDescriptorCount = this.DescriptorBindingVariableDescriptorCount;
     pointer->RuntimeDescriptorArray = this.RuntimeDescriptorArray;
 }