/// <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; }
/// <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); }