text: // Autogenerated from CppHeaderCreator on 7/27/2020 3:10:16 PM
  // Created by Sc2ad
  // =========================================================================
  #pragma once
  #pragma pack(push, 8)
  // Begin includes
  // Including type: System.ValueType
  #include "System/ValueType.hpp"
  // Including type: Valve.VR.TrackedDevicePose_t
  #include "Valve/VR/TrackedDevicePose_t.hpp"
  #include "utils/il2cpp-utils.hpp"
  // Completed includes
  // Begin forward declares
  // Completed forward declares
  // Type namespace: Valve.VR
  namespace Valve::VR {
    // Autogenerated type: Valve.VR.Compositor_FrameTiming
    struct Compositor_FrameTiming : public System::ValueType {
      public:
      // public System.UInt32 m_nSize
      // Offset: 0x0
      uint m_nSize;
      // public System.UInt32 m_nFrameIndex
      // Offset: 0x4
      uint m_nFrameIndex;
      // public System.UInt32 m_nNumFramePresents
      // Offset: 0x8
      uint m_nNumFramePresents;
      // public System.UInt32 m_nNumMisPresented
      // Offset: 0xC
      uint m_nNumMisPresented;
      // public System.UInt32 m_nNumDroppedFrames
      // Offset: 0x10
      uint m_nNumDroppedFrames;
      // public System.UInt32 m_nReprojectionFlags
      // Offset: 0x14
      uint m_nReprojectionFlags;
      // public System.Double m_flSystemTimeInSeconds
      // Offset: 0x18
      double m_flSystemTimeInSeconds;
      // public System.Single m_flPreSubmitGpuMs
      // Offset: 0x20
      float m_flPreSubmitGpuMs;
      // public System.Single m_flPostSubmitGpuMs
      // Offset: 0x24
      float m_flPostSubmitGpuMs;
      // public System.Single m_flTotalRenderGpuMs
      // Offset: 0x28
      float m_flTotalRenderGpuMs;
      // public System.Single m_flCompositorRenderGpuMs
      // Offset: 0x2C
      float m_flCompositorRenderGpuMs;
      // public System.Single m_flCompositorRenderCpuMs
      // Offset: 0x30
      float m_flCompositorRenderCpuMs;
      // public System.Single m_flCompositorIdleCpuMs
      // Offset: 0x34
      float m_flCompositorIdleCpuMs;
      // public System.Single m_flClientFrameIntervalMs
      // Offset: 0x38
      float m_flClientFrameIntervalMs;
      // public System.Single m_flPresentCallCpuMs
      // Offset: 0x3C
      float m_flPresentCallCpuMs;
      // public System.Single m_flWaitForPresentCpuMs
      // Offset: 0x40
      float m_flWaitForPresentCpuMs;
      // public System.Single m_flSubmitFrameMs
      // Offset: 0x44
      float m_flSubmitFrameMs;
      // public System.Single m_flWaitGetPosesCalledMs
      // Offset: 0x48
      float m_flWaitGetPosesCalledMs;
      // public System.Single m_flNewPosesReadyMs
      // Offset: 0x4C
      float m_flNewPosesReadyMs;
      // public System.Single m_flNewFrameReadyMs
      // Offset: 0x50
      float m_flNewFrameReadyMs;
      // public System.Single m_flCompositorUpdateStartMs
      // Offset: 0x54
      float m_flCompositorUpdateStartMs;
      // public System.Single m_flCompositorUpdateEndMs
      // Offset: 0x58
      float m_flCompositorUpdateEndMs;
      // public System.Single m_flCompositorRenderStartMs
      // Offset: 0x5C
      float m_flCompositorRenderStartMs;
      // public Valve.VR.TrackedDevicePose_t m_HmdPose
      // Offset: 0x60
      Valve::VR::TrackedDevicePose_t m_HmdPose;
      // Creating value type constructor for type: Compositor_FrameTiming
      Compositor_FrameTiming(uint m_nSize_ = {}, uint m_nFrameIndex_ = {}, uint m_nNumFramePresents_ = {}, uint m_nNumMisPresented_ = {}, uint m_nNumDroppedFrames_ = {}, uint m_nReprojectionFlags_ = {}, double m_flSystemTimeInSeconds_ = {}, float m_flPreSubmitGpuMs_ = {}, float m_flPostSubmitGpuMs_ = {}, float m_flTotalRenderGpuMs_ = {}, float m_flCompositorRenderGpuMs_ = {}, float m_flCompositorRenderCpuMs_ = {}, float m_flCompositorIdleCpuMs_ = {}, float m_flClientFrameIntervalMs_ = {}, float m_flPresentCallCpuMs_ = {}, float m_flWaitForPresentCpuMs_ = {}, float m_flSubmitFrameMs_ = {}, float m_flWaitGetPosesCalledMs_ = {}, float m_flNewPosesReadyMs_ = {}, float m_flNewFrameReadyMs_ = {}, float m_flCompositorUpdateStartMs_ = {}, float m_flCompositorUpdateEndMs_ = {}, float m_flCompositorRenderStartMs_ = {}, Valve::VR::TrackedDevicePose_t m_HmdPose_ = {}) : m_nSize{m_nSize_}, m_nFrameIndex{m_nFrameIndex_}, m_nNumFramePresents{m_nNumFramePresents_}, m_nNumMisPresented{m_nNumMisPresented_}, m_nNumDroppedFrames{m_nNumDroppedFrames_}, m_nReprojectionFlags{m_nReprojectionFlags_}, m_flSystemTimeInSeconds{m_flSystemTimeInSeconds_}, m_flPreSubmitGpuMs{m_flPreSubmitGpuMs_}, m_flPostSubmitGpuMs{m_flPostSubmitGpuMs_}, m_flTotalRenderGpuMs{m_flTotalRenderGpuMs_}, m_flCompositorRenderGpuMs{m_flCompositorRenderGpuMs_}, m_flCompositorRenderCpuMs{m_flCompositorRenderCpuMs_}, m_flCompositorIdleCpuMs{m_flCompositorIdleCpuMs_}, m_flClientFrameIntervalMs{m_flClientFrameIntervalMs_}, m_flPresentCallCpuMs{m_flPresentCallCpuMs_}, m_flWaitForPresentCpuMs{m_flWaitForPresentCpuMs_}, m_flSubmitFrameMs{m_flSubmitFrameMs_}, m_flWaitGetPosesCalledMs{m_flWaitGetPosesCalledMs_}, m_flNewPosesReadyMs{m_flNewPosesReadyMs_}, m_flNewFrameReadyMs{m_flNewFrameReadyMs_}, m_flCompositorUpdateStartMs{m_flCompositorUpdateStartMs_}, m_flCompositorUpdateEndMs{m_flCompositorUpdateEndMs_}, m_flCompositorRenderStartMs{m_flCompositorRenderStartMs_}, m_HmdPose{m_HmdPose_} {}
    }; // Valve.VR.Compositor_FrameTiming
  }
  DEFINE_IL2CPP_ARG_TYPE(Valve::VR::Compositor_FrameTiming, "Valve.VR", "Compositor_FrameTiming");
  #pragma pack(pop)
  