capitalize struct fields

main
cosmonaut 2021-01-27 14:02:57 -08:00
parent 5524e501f3
commit 9b06225d7d
1 changed files with 48 additions and 57 deletions

View File

@ -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
};
}
}