/// <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); }