capitalize struct fields
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				|  | @ -9,16 +9,16 @@ namespace MoonWorks.Graphics | |||
|     [StructLayout(LayoutKind.Sequential)] | ||||
|     public struct DepthStencilValue | ||||
|     { | ||||
|         public float depth; | ||||
|         public uint stencil; | ||||
|         public float Depth; | ||||
|         public uint Stencil; | ||||
| 
 | ||||
|         // FIXME: can we do an unsafe cast somehow? | ||||
|         public Refresh.DepthStencilValue ToRefresh() | ||||
|         { | ||||
|             return new Refresh.DepthStencilValue | ||||
|             { | ||||
|                 depth = depth, | ||||
|                 stencil = stencil | ||||
|                 depth = Depth, | ||||
|                 stencil = Stencil | ||||
|             }; | ||||
|         } | ||||
|     } | ||||
|  | @ -26,103 +26,94 @@ namespace MoonWorks.Graphics | |||
|     [StructLayout(LayoutKind.Sequential)] | ||||
|     public struct Rect | ||||
|     { | ||||
|         public int x; | ||||
|         public int y; | ||||
|         public int w; | ||||
|         public int h; | ||||
|         public int X; | ||||
|         public int Y; | ||||
|         public int W; | ||||
|         public int H; | ||||
| 
 | ||||
|         // FIXME: can we do an unsafe cast somehow? | ||||
|         public Refresh.Rect ToRefresh() | ||||
|         { | ||||
|             return new Refresh.Rect | ||||
|             { | ||||
|                 x = x, | ||||
|                 y = y, | ||||
|                 w = w, | ||||
|                 h = h | ||||
|                 x = X, | ||||
|                 y = Y, | ||||
|                 w = W, | ||||
|                 h = H | ||||
|             }; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     [StructLayout(LayoutKind.Sequential)] | ||||
|     public struct Vec4 | ||||
|     { | ||||
|         public float x; | ||||
|         public float y; | ||||
|         public float z; | ||||
|         public float w; | ||||
|     } | ||||
| 
 | ||||
|     [StructLayout(LayoutKind.Sequential)] | ||||
|     public struct Viewport | ||||
|     { | ||||
|         public float x; | ||||
|         public float y; | ||||
|         public float w; | ||||
|         public float h; | ||||
|         public float minDepth; | ||||
|         public float maxDepth; | ||||
|         public float X; | ||||
|         public float Y; | ||||
|         public float W; | ||||
|         public float H; | ||||
|         public float MinDepth; | ||||
|         public float MaxDepth; | ||||
|     } | ||||
| 
 | ||||
|     [StructLayout(LayoutKind.Sequential)] | ||||
|     public struct VertexBinding | ||||
|     { | ||||
|         public uint binding; | ||||
|         public uint stride; | ||||
|         public VertexInputRate inputRate; | ||||
|         public uint Binding; | ||||
|         public uint Stride; | ||||
|         public VertexInputRate InputRate; | ||||
|     } | ||||
| 
 | ||||
|     [StructLayout(LayoutKind.Sequential)] | ||||
|     public struct VertexAttribute | ||||
|     { | ||||
|         public uint location; | ||||
|         public uint binding; | ||||
|         public VertexElementFormat format; | ||||
|         public uint offset; | ||||
|         public uint Location; | ||||
|         public uint Binding; | ||||
|         public VertexElementFormat Format; | ||||
|         public uint Offset; | ||||
|     } | ||||
| 
 | ||||
|     [StructLayout(LayoutKind.Sequential)] | ||||
|     public struct ColorTargetDescription | ||||
|     { | ||||
|         public TextureFormat format; | ||||
|         public SampleCount multisampleCount; | ||||
|         public LoadOp loadOp; | ||||
|         public StoreOp storeOp; | ||||
|         public TextureFormat Format; | ||||
|         public SampleCount MultisampleCount; | ||||
|         public LoadOp LoadOp; | ||||
|         public StoreOp StoreOp; | ||||
|     } | ||||
| 
 | ||||
|     [StructLayout(LayoutKind.Sequential)] | ||||
|     public struct DepthStencilTargetDescription | ||||
|     { | ||||
|         public TextureFormat depthFormat; | ||||
|         public LoadOp loadOp; | ||||
|         public StoreOp storeOp; | ||||
|         public LoadOp stencilLoadOp; | ||||
|         public StoreOp stencilStoreOp; | ||||
|         public TextureFormat Format; | ||||
|         public LoadOp LoadOp; | ||||
|         public StoreOp StoreOp; | ||||
|         public LoadOp StencilLoadOp; | ||||
|         public StoreOp StencilStoreOp; | ||||
|     } | ||||
| 
 | ||||
|     [StructLayout(LayoutKind.Sequential)] | ||||
|     public struct StencilOpState | ||||
|     { | ||||
|         public StencilOp failOp; | ||||
|         public StencilOp passOp; | ||||
|         public StencilOp depthFailOp; | ||||
|         public CompareOp compareOp; | ||||
|         public uint compareMask; | ||||
|         public uint writeMask; | ||||
|         public uint reference; | ||||
|         public StencilOp FailOp; | ||||
|         public StencilOp PassOp; | ||||
|         public StencilOp DepthFailOp; | ||||
|         public CompareOp CompareOp; | ||||
|         public uint CompareMask; | ||||
|         public uint WriteMask; | ||||
|         public uint Reference; | ||||
| 
 | ||||
|         // FIXME: can we do an explicit cast here? | ||||
|         public Refresh.StencilOpState ToRefresh() | ||||
|         { | ||||
|             return new Refresh.StencilOpState | ||||
|             { | ||||
|                 failOp = (Refresh.StencilOp)failOp, | ||||
|                 passOp = (Refresh.StencilOp)passOp, | ||||
|                 depthFailOp = (Refresh.StencilOp)depthFailOp, | ||||
|                 compareOp = (Refresh.CompareOp)compareOp, | ||||
|                 compareMask = compareMask, | ||||
|                 writeMask = writeMask, | ||||
|                 reference = reference | ||||
|                 failOp = (Refresh.StencilOp)FailOp, | ||||
|                 passOp = (Refresh.StencilOp)PassOp, | ||||
|                 depthFailOp = (Refresh.StencilOp)DepthFailOp, | ||||
|                 compareOp = (Refresh.CompareOp)CompareOp, | ||||
|                 compareMask = CompareMask, | ||||
|                 writeMask = WriteMask, | ||||
|                 reference = Reference | ||||
|             }; | ||||
|         } | ||||
|     } | ||||
|  |  | |||
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