/// <summary>
 ///
 /// </summary>
 internal unsafe void MarshalTo(SharpVk.Interop.Khronos.PhysicalDeviceFloatControlsProperties *pointer)
 {
     pointer->SType = StructureType.PhysicalDeviceFloatControlsProperties;
     pointer->Next  = null;
     pointer->SeparateDenormSettings                = this.SeparateDenormSettings;
     pointer->SeparateRoundingModeSettings          = this.SeparateRoundingModeSettings;
     pointer->ShaderSignedZeroInfNanPreserveFloat16 = this.ShaderSignedZeroInfNanPreserveFloat16;
     pointer->ShaderSignedZeroInfNanPreserveFloat32 = this.ShaderSignedZeroInfNanPreserveFloat32;
     pointer->ShaderSignedZeroInfNanPreserveFloat64 = this.ShaderSignedZeroInfNanPreserveFloat64;
     pointer->ShaderDenormPreserveFloat16           = this.ShaderDenormPreserveFloat16;
     pointer->ShaderDenormPreserveFloat32           = this.ShaderDenormPreserveFloat32;
     pointer->ShaderDenormPreserveFloat64           = this.ShaderDenormPreserveFloat64;
     pointer->ShaderDenormFlushToZeroFloat16        = this.ShaderDenormFlushToZeroFloat16;
     pointer->ShaderDenormFlushToZeroFloat32        = this.ShaderDenormFlushToZeroFloat32;
     pointer->ShaderDenormFlushToZeroFloat64        = this.ShaderDenormFlushToZeroFloat64;
     pointer->ShaderRoundingModeRTEFloat16          = this.ShaderRoundingModeRTEFloat16;
     pointer->ShaderRoundingModeRTEFloat32          = this.ShaderRoundingModeRTEFloat32;
     pointer->ShaderRoundingModeRTEFloat64          = this.ShaderRoundingModeRTEFloat64;
     pointer->ShaderRoundingModeRTZFloat16          = this.ShaderRoundingModeRTZFloat16;
     pointer->ShaderRoundingModeRTZFloat32          = this.ShaderRoundingModeRTZFloat32;
     pointer->ShaderRoundingModeRTZFloat64          = this.ShaderRoundingModeRTZFloat64;
 }
Exemple #2
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        /// <summary>
        ///
        /// </summary>
        internal static unsafe PhysicalDeviceFloatControlsProperties MarshalFrom(SharpVk.Interop.Khronos.PhysicalDeviceFloatControlsProperties *pointer)
        {
            PhysicalDeviceFloatControlsProperties result = default(PhysicalDeviceFloatControlsProperties);

            result.DenormBehaviorIndependence            = pointer->DenormBehaviorIndependence;
            result.RoundingModeIndependence              = pointer->RoundingModeIndependence;
            result.ShaderSignedZeroInfNanPreserveFloat16 = pointer->ShaderSignedZeroInfNanPreserveFloat16;
            result.ShaderSignedZeroInfNanPreserveFloat32 = pointer->ShaderSignedZeroInfNanPreserveFloat32;
            result.ShaderSignedZeroInfNanPreserveFloat64 = pointer->ShaderSignedZeroInfNanPreserveFloat64;
            result.ShaderDenormPreserveFloat16           = pointer->ShaderDenormPreserveFloat16;
            result.ShaderDenormPreserveFloat32           = pointer->ShaderDenormPreserveFloat32;
            result.ShaderDenormPreserveFloat64           = pointer->ShaderDenormPreserveFloat64;
            result.ShaderDenormFlushToZeroFloat16        = pointer->ShaderDenormFlushToZeroFloat16;
            result.ShaderDenormFlushToZeroFloat32        = pointer->ShaderDenormFlushToZeroFloat32;
            result.ShaderDenormFlushToZeroFloat64        = pointer->ShaderDenormFlushToZeroFloat64;
            result.ShaderRoundingModeRTEFloat16          = pointer->ShaderRoundingModeRTEFloat16;
            result.ShaderRoundingModeRTEFloat32          = pointer->ShaderRoundingModeRTEFloat32;
            result.ShaderRoundingModeRTEFloat64          = pointer->ShaderRoundingModeRTEFloat64;
            result.ShaderRoundingModeRTZFloat16          = pointer->ShaderRoundingModeRTZFloat16;
            result.ShaderRoundingModeRTZFloat32          = pointer->ShaderRoundingModeRTZFloat32;
            result.ShaderRoundingModeRTZFloat64          = pointer->ShaderRoundingModeRTZFloat64;
            return(result);
        }
        /// <summary>
        ///
        /// </summary>
        internal static unsafe PhysicalDeviceFloatControlsProperties MarshalFrom(SharpVk.Interop.Khronos.PhysicalDeviceFloatControlsProperties *pointer)
        {
            PhysicalDeviceFloatControlsProperties result = default(PhysicalDeviceFloatControlsProperties);

            result.SeparateDenormSettings                = pointer->SeparateDenormSettings;
            result.SeparateRoundingModeSettings          = pointer->SeparateRoundingModeSettings;
            result.ShaderSignedZeroInfNanPreserveFloat16 = pointer->ShaderSignedZeroInfNanPreserveFloat16;
            result.ShaderSignedZeroInfNanPreserveFloat32 = pointer->ShaderSignedZeroInfNanPreserveFloat32;
            result.ShaderSignedZeroInfNanPreserveFloat64 = pointer->ShaderSignedZeroInfNanPreserveFloat64;
            result.ShaderDenormPreserveFloat16           = pointer->ShaderDenormPreserveFloat16;
            result.ShaderDenormPreserveFloat32           = pointer->ShaderDenormPreserveFloat32;
            result.ShaderDenormPreserveFloat64           = pointer->ShaderDenormPreserveFloat64;
            result.ShaderDenormFlushToZeroFloat16        = pointer->ShaderDenormFlushToZeroFloat16;
            result.ShaderDenormFlushToZeroFloat32        = pointer->ShaderDenormFlushToZeroFloat32;
            result.ShaderDenormFlushToZeroFloat64        = pointer->ShaderDenormFlushToZeroFloat64;
            result.ShaderRoundingModeRTEFloat16          = pointer->ShaderRoundingModeRTEFloat16;
            result.ShaderRoundingModeRTEFloat32          = pointer->ShaderRoundingModeRTEFloat32;
            result.ShaderRoundingModeRTEFloat64          = pointer->ShaderRoundingModeRTEFloat64;
            result.ShaderRoundingModeRTZFloat16          = pointer->ShaderRoundingModeRTZFloat16;
            result.ShaderRoundingModeRTZFloat32          = pointer->ShaderRoundingModeRTZFloat32;
            result.ShaderRoundingModeRTZFloat64          = pointer->ShaderRoundingModeRTZFloat64;
            return(result);
        }