forked from MoonsideGames/MoonWorks
capitalize struct fields
parent
5524e501f3
commit
9b06225d7d
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@ -9,16 +9,16 @@ namespace MoonWorks.Graphics
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[StructLayout(LayoutKind.Sequential)]
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public struct DepthStencilValue
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{
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public float depth;
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public uint stencil;
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public float Depth;
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public uint Stencil;
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// FIXME: can we do an unsafe cast somehow?
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public Refresh.DepthStencilValue ToRefresh()
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{
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return new Refresh.DepthStencilValue
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{
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depth = depth,
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stencil = stencil
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depth = Depth,
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stencil = Stencil
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};
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}
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}
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@ -26,103 +26,94 @@ namespace MoonWorks.Graphics
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[StructLayout(LayoutKind.Sequential)]
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public struct Rect
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{
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public int x;
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public int y;
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public int w;
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public int h;
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public int X;
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public int Y;
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public int W;
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public int H;
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// FIXME: can we do an unsafe cast somehow?
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public Refresh.Rect ToRefresh()
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{
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return new Refresh.Rect
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{
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x = x,
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y = y,
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w = w,
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h = h
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x = X,
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y = Y,
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w = W,
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h = H
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};
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct Vec4
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{
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public float x;
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public float y;
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public float z;
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public float w;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct Viewport
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{
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public float x;
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public float y;
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public float w;
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public float h;
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public float minDepth;
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public float maxDepth;
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public float X;
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public float Y;
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public float W;
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public float H;
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public float MinDepth;
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public float MaxDepth;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct VertexBinding
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{
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public uint binding;
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public uint stride;
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public VertexInputRate inputRate;
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public uint Binding;
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public uint Stride;
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public VertexInputRate InputRate;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct VertexAttribute
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{
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public uint location;
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public uint binding;
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public VertexElementFormat format;
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public uint offset;
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public uint Location;
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public uint Binding;
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public VertexElementFormat Format;
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public uint Offset;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct ColorTargetDescription
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{
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public TextureFormat format;
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public SampleCount multisampleCount;
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public LoadOp loadOp;
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public StoreOp storeOp;
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public TextureFormat Format;
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public SampleCount MultisampleCount;
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public LoadOp LoadOp;
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public StoreOp StoreOp;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct DepthStencilTargetDescription
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{
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public TextureFormat depthFormat;
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public LoadOp loadOp;
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public StoreOp storeOp;
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public LoadOp stencilLoadOp;
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public StoreOp stencilStoreOp;
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public TextureFormat Format;
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public LoadOp LoadOp;
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public StoreOp StoreOp;
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public LoadOp StencilLoadOp;
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public StoreOp StencilStoreOp;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct StencilOpState
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{
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public StencilOp failOp;
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public StencilOp passOp;
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public StencilOp depthFailOp;
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public CompareOp compareOp;
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public uint compareMask;
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public uint writeMask;
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public uint reference;
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public StencilOp FailOp;
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public StencilOp PassOp;
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public StencilOp DepthFailOp;
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public CompareOp CompareOp;
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public uint CompareMask;
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public uint WriteMask;
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public uint Reference;
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// FIXME: can we do an explicit cast here?
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public Refresh.StencilOpState ToRefresh()
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{
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return new Refresh.StencilOpState
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{
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failOp = (Refresh.StencilOp)failOp,
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passOp = (Refresh.StencilOp)passOp,
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depthFailOp = (Refresh.StencilOp)depthFailOp,
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compareOp = (Refresh.CompareOp)compareOp,
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compareMask = compareMask,
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writeMask = writeMask,
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reference = reference
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failOp = (Refresh.StencilOp)FailOp,
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passOp = (Refresh.StencilOp)PassOp,
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depthFailOp = (Refresh.StencilOp)DepthFailOp,
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compareOp = (Refresh.CompareOp)CompareOp,
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compareMask = CompareMask,
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writeMask = WriteMask,
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reference = Reference
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};
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}
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}
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