@@ -47,7 +47,7 @@ void IListener<DataUpdate>.Receive(ref DataUpdate message)
4747 for ( int c = 0 ; c < chunks . Length ; c ++ )
4848 {
4949 Chunk chunk = chunks [ c ] ;
50- if ( chunk . componentTypes . Contains ( requestType ) )
50+ if ( chunk . ComponentTypes . Contains ( requestType ) )
5151 {
5252 ReadOnlySpan < uint > entities = chunk . Entities ;
5353 ComponentEnumerator < IsShaderRequest > components = chunk . GetComponents < IsShaderRequest > ( requestType ) ;
@@ -92,7 +92,7 @@ private bool TryLoadShader(uint shaderEntity, IsShaderRequest request)
9292 {
9393 ShaderType type = request . flags . GetShaderType ( ) ;
9494
95- //todo: should shaders be cached based on address? what if its loaded from file on disk and the file changes?
95+ // todo: should shaders be cached based on address? what if its loaded from file on disk and the file changes?
9696 LoadData message = new ( request . address ) ;
9797 simulator . Broadcast ( ref message ) ;
9898 if ( message . TryConsume ( out ByteReader data ) )
@@ -109,7 +109,7 @@ private bool TryLoadShader(uint shaderEntity, IsShaderRequest request)
109109 operation . AddOrSetComponent ( shader , shaderType ) ;
110110 operation . CreateOrSetArray ( spvBytes . As < byte , ShaderByte > ( ) , byteArrayType ) ;
111111
112- //fill metadata
112+ // fill metadata
113113 ShaderCompilerContext . Compiler compiler = shaderCompiler . GetCompiler ( spvBytes , Vortice . SpirvCross . Backend . GLSL ) ;
114114 using List < ShaderUniformPropertyMember > uniformPropertyMembers = new ( ) ;
115115 using List < ShaderUniformProperty > uniformProperties = new ( ) ;
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