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Hook up light updates in renderer core
Renamed default renderer to RenderBeast and *RenderSystem plugins to *RenderAPI to be more consistent
Documentation for RenderTargetPool

Marko Pintera 10 年之前
父节点
当前提交
3187a5f447
共有 100 个文件被更改,包括 25 次插入25 次删除
  1. 1 1
      BansheeCore/Include/BsCoreApplication.h
  2. 1 1
      BansheeCore/Include/BsCorePrerequisites.h
  3. 6 6
      BansheeCore/Include/BsRenderAPICapabilities.h
  4. 1 1
      BansheeCore/Include/BsRenderAPIManager.h
  5. 1 1
      BansheeCore/Include/BsRenderStats.h
  6. 3 3
      BansheeCore/Include/BsRenderTexture.h
  7. 1 1
      BansheeCore/Include/BsRenderWindow.h
  8. 3 3
      BansheeCore/Include/BsTechniqueRTTI.h
  9. 1 1
      BansheeCore/Source/BsCoreApplication.cpp
  10. 4 4
      BansheeCore/Source/BsRenderAPIManager.cpp
  11. 1 1
      BansheeD3D11RenderAPI/BansheeD3D11RenderAPI.vcxproj
  12. 0 0
      BansheeD3D11RenderAPI/BansheeD3D11RenderAPI.vcxproj.filters
  13. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11BlendState.h
  14. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11DepthStencilState.h
  15. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11Device.h
  16. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11Driver.h
  17. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11DriverList.h
  18. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11EventQuery.h
  19. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11GpuBuffer.h
  20. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11GpuBufferView.h
  21. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11GpuParamBlockBuffer.h
  22. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11GpuProgram.h
  23. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11HLSLParamParser.h
  24. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11HLSLProgramFactory.h
  25. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11HardwareBuffer.h
  26. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11HardwareBufferManager.h
  27. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11IndexBuffer.h
  28. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11InputLayoutManager.h
  29. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11Mappings.h
  30. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11MultiRenderTexture.h
  31. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11OcclusionQuery.h
  32. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11Prerequisites.h
  33. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11QueryManager.h
  34. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11RasterizerState.h
  35. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11RenderAPI.h
  36. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11RenderAPIFactory.h
  37. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11RenderStateManager.h
  38. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11RenderTexture.h
  39. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11RenderUtility.h
  40. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11RenderWindow.h
  41. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11RenderWindowManager.h
  42. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11SamplerState.h
  43. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11Texture.h
  44. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11TextureManager.h
  45. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11TextureView.h
  46. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11TimerQuery.h
  47. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11VertexBuffer.h
  48. 0 0
      BansheeD3D11RenderAPI/Include/BsD3D11VideoModeInfo.h
  49. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11BlendState.cpp
  50. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11DepthStencilState.cpp
  51. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11Device.cpp
  52. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11Driver.cpp
  53. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11DriverList.cpp
  54. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11EventQuery.cpp
  55. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11GpuBuffer.cpp
  56. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11GpuBufferView.cpp
  57. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11GpuParamBlockBuffer.cpp
  58. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11GpuProgram.cpp
  59. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11HLSLParamParser.cpp
  60. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11HLSLProgramFactory.cpp
  61. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11HardwareBuffer.cpp
  62. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11HardwareBufferManager.cpp
  63. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11IndexBuffer.cpp
  64. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11InputLayoutManager.cpp
  65. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11Mappings.cpp
  66. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11MultiRenderTexture.cpp
  67. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11OcclusionQuery.cpp
  68. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11Plugin.cpp
  69. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11QueryManager.cpp
  70. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11RasterizerState.cpp
  71. 1 1
      BansheeD3D11RenderAPI/Source/BsD3D11RenderAPI.cpp
  72. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11RenderAPIFactory.cpp
  73. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11RenderStateManager.cpp
  74. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11RenderTexture.cpp
  75. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11RenderUtility.cpp
  76. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11RenderWindow.cpp
  77. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11RenderWindowManager.cpp
  78. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11SamplerState.cpp
  79. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11Texture.cpp
  80. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11TextureManager.cpp
  81. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11TextureView.cpp
  82. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11TimerQuery.cpp
  83. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11VertexBuffer.cpp
  84. 0 0
      BansheeD3D11RenderAPI/Source/BsD3D11VideoModeInfo.cpp
  85. 1 1
      BansheeD3D9RenderAPI/BansheeD3D9RenderAPI.vcxproj
  86. 0 0
      BansheeD3D9RenderAPI/BansheeD3D9RenderAPI.vcxproj.filters
  87. 0 0
      BansheeD3D9RenderAPI/BsD3D9Plugin.cpp
  88. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9Device.h
  89. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9DeviceManager.h
  90. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9Driver.h
  91. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9DriverList.h
  92. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9EmulatedParamBlocks.h
  93. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9EventQuery.h
  94. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9GpuBuffer.h
  95. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9GpuProgram.h
  96. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9HLSLParamParser.h
  97. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9HLSLProgramFactory.h
  98. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9HardwareBufferManager.h
  99. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9IndexBuffer.h
  100. 0 0
      BansheeD3D9RenderAPI/Include/BsD3D9Mappings.h

+ 1 - 1
BansheeCore/Include/BsCoreApplication.h

@@ -13,7 +13,7 @@ namespace BansheeEngine
 	 */
 	struct START_UP_DESC
 	{
-		String renderSystem; /**< Name of the render system plugin to use. */
+		String renderAPI; /**< Name of the render system plugin to use. */
 		String renderer; /**< Name of the renderer plugin to use. */
 
 		String input; /**< Name of the input plugin to use. */

+ 1 - 1
BansheeCore/Include/BsCorePrerequisites.h

@@ -217,7 +217,7 @@ namespace BansheeEngine
 
 namespace BansheeEngine
 {
-	typedef std::shared_ptr<RenderAPICore> RenderSystemPtr;
+	typedef std::shared_ptr<RenderAPICore> RenderAPIPtr;
 	typedef std::shared_ptr<GpuProgram> GpuProgramPtr;
 	typedef std::shared_ptr<PixelBuffer> PixelBufferPtr;
 	typedef std::shared_ptr<VertexBuffer> VertexBufferPtr;

+ 6 - 6
BansheeCore/Include/BsRenderAPICapabilities.h

@@ -576,17 +576,17 @@ namespace BansheeEngine
 		/**
 		 * @brief	Get the identifier of the render system from which these capabilities were generated.
 		 */
-		StringID getRenderSystemName() const
+		StringID getRenderAPIName() const
 		{
-			return mRenderSystemName;
+			return mRenderAPIName;
 		}
 
 		/**
 		 * @brief	Set the identifier of the render system from which these capabilities were generated.
 		 */
-		void setRenderSystemName(const StringID& rs)
+		void setRenderAPIName(const StringID& rs)
 		{
-			mRenderSystemName = rs;
+			mRenderAPIName = rs;
 		}
 
 	private:
@@ -617,8 +617,8 @@ namespace BansheeEngine
 		UINT32 mCapabilities[CAPS_CATEGORY_COUNT];
 		// The name of the device as reported by the render system
 		String mDeviceName;
-		// The identifier associated with the render system for which these capabilities are valid
-		StringID mRenderSystemName;
+		// The identifier associated with the render API for which these capabilities are valid
+		StringID mRenderAPIName;
 
 		// The number of floating-point constants vertex programs support
 		UINT16 mVertexProgramConstantFloatCount = 0;

+ 1 - 1
BansheeCore/Include/BsRenderAPIManager.h

@@ -34,7 +34,7 @@ namespace BansheeEngine
 		void registerFactory(RenderAPIFactoryPtr factory);
 	private:
 		Vector<RenderAPIFactoryPtr> mAvailableFactories;
-		bool mRenderSystemInitialized;
+		bool mRenderAPIInitialized;
 	};
 }
 

+ 1 - 1
BansheeCore/Include/BsRenderStats.h

@@ -135,7 +135,7 @@ namespace BansheeEngine
 			// TODO - I'm ignoring resourceType for now. Later I will want to
 			// count object creation/destruction/read/write per type. I will
 			// also want to allow the caller to assign names to specific "resourceType" id.
-			// (Since many types will be RenderSystem specific).
+			// (Since many types will be RenderAPI specific).
 
 			// TODO - I should also track number of active GPU objects using this method, instead
 			// of just keeping track of how many were created and destroyed during the frame.

+ 3 - 3
BansheeCore/Include/BsRenderTexture.h

@@ -83,7 +83,7 @@ namespace BansheeEngine
 		/**
 		 * @copydoc	CoreObjectCore::syncToCore
 		 */
-		virtual void syncToCore(const CoreSyncData& data);
+		virtual void syncToCore(const CoreSyncData& data) override;
 
 	private:
 		/**
@@ -168,12 +168,12 @@ namespace BansheeEngine
 		/**
 		 * @copydoc	RenderTexture::createCore
 		 */
-		virtual SPtr<CoreObjectCore> createCore() const;
+		virtual SPtr<CoreObjectCore> createCore() const override;
 
 		/**
 		 * @copydoc	CoreObjectCore::syncToCore
 		 */
-		virtual CoreSyncData syncToCore(FrameAlloc* allocator);
+		virtual CoreSyncData syncToCore(FrameAlloc* allocator) override;
 
 	protected:
 		HTexture mBindableColorTex;

+ 1 - 1
BansheeCore/Include/BsRenderWindow.h

@@ -136,7 +136,7 @@ namespace BansheeEngine
 		/**
 		* @brief	Switches the window to fullscreen mode. Child windows cannot go into fullscreen mode.
 		*
-		* @param	videoMode	Mode retrieved from VideoModeInfo in RenderSystem.
+		* @param	videoMode	Mode retrieved from VideoModeInfo in RenderAPI.
 		*/
 		virtual void setFullscreen(const VideoMode& mode) { }
 

+ 3 - 3
BansheeCore/Include/BsTechniqueRTTI.h

@@ -9,8 +9,8 @@ namespace BansheeEngine
 	class BS_CORE_EXPORT TechniqueRTTI : public RTTIType<Technique, IReflectable, TechniqueRTTI>
 	{
 	private:
-		StringID& getRenderSystem(Technique* obj) { return obj->mRenderAPI; }
-		void setRenderSystem(Technique* obj, StringID& val) { obj->mRenderAPI = val; }
+		StringID& getRenderAPI(Technique* obj) { return obj->mRenderAPI; }
+		void setRenderAPI(Technique* obj, StringID& val) { obj->mRenderAPI = val; }
 
 		StringID& getRenderer(Technique* obj) { return obj->mRenderer; }
 		void setRenderer(Technique* obj, StringID& val) { obj->mRenderer = val; }
@@ -38,7 +38,7 @@ namespace BansheeEngine
 	public:
 		TechniqueRTTI()
 		{
-			addPlainField("mRenderSystem", 0, &TechniqueRTTI::getRenderSystem, &TechniqueRTTI::setRenderSystem);
+			addPlainField("mRenderAPI", 0, &TechniqueRTTI::getRenderAPI, &TechniqueRTTI::setRenderAPI);
 			addPlainField("mRenderer", 1, &TechniqueRTTI::getRenderer, &TechniqueRTTI::setRenderer);
 
 			addReflectablePtrArrayField("mPasses", 2, &TechniqueRTTI::getPass, &TechniqueRTTI::getPassArraySize, &TechniqueRTTI::setPass, &TechniqueRTTI::setPassArraySize);

+ 1 - 1
BansheeCore/Source/BsCoreApplication.cpp

@@ -147,7 +147,7 @@ namespace BansheeEngine
 		GpuProgramCoreManager::startUp();
 		RenderAPIManager::startUp();
 
-		mPrimaryWindow = RenderAPIManager::instance().initialize(mStartUpDesc.renderSystem, mStartUpDesc.primaryWindowDesc);
+		mPrimaryWindow = RenderAPIManager::instance().initialize(mStartUpDesc.renderAPI, mStartUpDesc.primaryWindowDesc);
 
 		Input::startUp();
 		RendererManager::startUp();

+ 4 - 4
BansheeCore/Source/BsRenderAPIManager.cpp

@@ -7,12 +7,12 @@
 namespace BansheeEngine
 {
 	RenderAPIManager::RenderAPIManager()
-		:mRenderSystemInitialized(false)
+		:mRenderAPIInitialized(false)
 	{ }
 
 	RenderAPIManager::~RenderAPIManager()
 	{
-		if(mRenderSystemInitialized)
+		if(mRenderAPIInitialized)
 		{
 			RenderAPICore::instance().destroy();
 			RenderAPICore::shutDown();
@@ -21,7 +21,7 @@ namespace BansheeEngine
 
 	RenderWindowPtr RenderAPIManager::initialize(const String& pluginFilename, RENDER_WINDOW_DESC& primaryWindowDesc)
 	{
-		if(mRenderSystemInitialized)
+		if(mRenderAPIInitialized)
 			return nullptr;
 
 		DynLib* loadedLibrary = gDynLibManager().load(pluginFilename);
@@ -40,7 +40,7 @@ namespace BansheeEngine
 			if((*iter)->name() == name)
 			{
 				(*iter)->create();		
-				mRenderSystemInitialized = true;
+				mRenderAPIInitialized = true;
 				return RenderAPICore::instance().initialize(primaryWindowDesc);
 			}
 		}

+ 1 - 1
BansheeD3D11RenderSystem/BansheeD3D11RenderSystem.vcxproj → BansheeD3D11RenderAPI/BansheeD3D11RenderAPI.vcxproj

@@ -29,7 +29,7 @@
   <PropertyGroup Label="Globals">
     <ProjectGuid>{1437BB4E-DDB3-4307-AA41-8C035DA3014B}</ProjectGuid>
     <RootNamespace>CamelotD3D11RenderSystem</RootNamespace>
-    <ProjectName>BansheeD3D11RenderSystem</ProjectName>
+    <ProjectName>BansheeD3D11RenderAPI</ProjectName>
   </PropertyGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">

+ 0 - 0
BansheeD3D11RenderSystem/BansheeD3D11RenderSystem.vcxproj.filters → BansheeD3D11RenderAPI/BansheeD3D11RenderAPI.vcxproj.filters


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11BlendState.h → BansheeD3D11RenderAPI/Include/BsD3D11BlendState.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11DepthStencilState.h → BansheeD3D11RenderAPI/Include/BsD3D11DepthStencilState.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11Device.h → BansheeD3D11RenderAPI/Include/BsD3D11Device.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11Driver.h → BansheeD3D11RenderAPI/Include/BsD3D11Driver.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11DriverList.h → BansheeD3D11RenderAPI/Include/BsD3D11DriverList.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11EventQuery.h → BansheeD3D11RenderAPI/Include/BsD3D11EventQuery.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11GpuBuffer.h → BansheeD3D11RenderAPI/Include/BsD3D11GpuBuffer.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11GpuBufferView.h → BansheeD3D11RenderAPI/Include/BsD3D11GpuBufferView.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11GpuParamBlockBuffer.h → BansheeD3D11RenderAPI/Include/BsD3D11GpuParamBlockBuffer.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11GpuProgram.h → BansheeD3D11RenderAPI/Include/BsD3D11GpuProgram.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11HLSLParamParser.h → BansheeD3D11RenderAPI/Include/BsD3D11HLSLParamParser.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11HLSLProgramFactory.h → BansheeD3D11RenderAPI/Include/BsD3D11HLSLProgramFactory.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11HardwareBuffer.h → BansheeD3D11RenderAPI/Include/BsD3D11HardwareBuffer.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11HardwareBufferManager.h → BansheeD3D11RenderAPI/Include/BsD3D11HardwareBufferManager.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11IndexBuffer.h → BansheeD3D11RenderAPI/Include/BsD3D11IndexBuffer.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11InputLayoutManager.h → BansheeD3D11RenderAPI/Include/BsD3D11InputLayoutManager.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11Mappings.h → BansheeD3D11RenderAPI/Include/BsD3D11Mappings.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11MultiRenderTexture.h → BansheeD3D11RenderAPI/Include/BsD3D11MultiRenderTexture.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11OcclusionQuery.h → BansheeD3D11RenderAPI/Include/BsD3D11OcclusionQuery.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11Prerequisites.h → BansheeD3D11RenderAPI/Include/BsD3D11Prerequisites.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11QueryManager.h → BansheeD3D11RenderAPI/Include/BsD3D11QueryManager.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11RasterizerState.h → BansheeD3D11RenderAPI/Include/BsD3D11RasterizerState.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11RenderAPI.h → BansheeD3D11RenderAPI/Include/BsD3D11RenderAPI.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11RenderAPIFactory.h → BansheeD3D11RenderAPI/Include/BsD3D11RenderAPIFactory.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11RenderStateManager.h → BansheeD3D11RenderAPI/Include/BsD3D11RenderStateManager.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11RenderTexture.h → BansheeD3D11RenderAPI/Include/BsD3D11RenderTexture.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11RenderUtility.h → BansheeD3D11RenderAPI/Include/BsD3D11RenderUtility.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11RenderWindow.h → BansheeD3D11RenderAPI/Include/BsD3D11RenderWindow.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11RenderWindowManager.h → BansheeD3D11RenderAPI/Include/BsD3D11RenderWindowManager.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11SamplerState.h → BansheeD3D11RenderAPI/Include/BsD3D11SamplerState.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11Texture.h → BansheeD3D11RenderAPI/Include/BsD3D11Texture.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11TextureManager.h → BansheeD3D11RenderAPI/Include/BsD3D11TextureManager.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11TextureView.h → BansheeD3D11RenderAPI/Include/BsD3D11TextureView.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11TimerQuery.h → BansheeD3D11RenderAPI/Include/BsD3D11TimerQuery.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11VertexBuffer.h → BansheeD3D11RenderAPI/Include/BsD3D11VertexBuffer.h


+ 0 - 0
BansheeD3D11RenderSystem/Include/BsD3D11VideoModeInfo.h → BansheeD3D11RenderAPI/Include/BsD3D11VideoModeInfo.h


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11BlendState.cpp → BansheeD3D11RenderAPI/Source/BsD3D11BlendState.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11DepthStencilState.cpp → BansheeD3D11RenderAPI/Source/BsD3D11DepthStencilState.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11Device.cpp → BansheeD3D11RenderAPI/Source/BsD3D11Device.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11Driver.cpp → BansheeD3D11RenderAPI/Source/BsD3D11Driver.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11DriverList.cpp → BansheeD3D11RenderAPI/Source/BsD3D11DriverList.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11EventQuery.cpp → BansheeD3D11RenderAPI/Source/BsD3D11EventQuery.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11GpuBuffer.cpp → BansheeD3D11RenderAPI/Source/BsD3D11GpuBuffer.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11GpuBufferView.cpp → BansheeD3D11RenderAPI/Source/BsD3D11GpuBufferView.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11GpuParamBlockBuffer.cpp → BansheeD3D11RenderAPI/Source/BsD3D11GpuParamBlockBuffer.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11GpuProgram.cpp → BansheeD3D11RenderAPI/Source/BsD3D11GpuProgram.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11HLSLParamParser.cpp → BansheeD3D11RenderAPI/Source/BsD3D11HLSLParamParser.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11HLSLProgramFactory.cpp → BansheeD3D11RenderAPI/Source/BsD3D11HLSLProgramFactory.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11HardwareBuffer.cpp → BansheeD3D11RenderAPI/Source/BsD3D11HardwareBuffer.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11HardwareBufferManager.cpp → BansheeD3D11RenderAPI/Source/BsD3D11HardwareBufferManager.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11IndexBuffer.cpp → BansheeD3D11RenderAPI/Source/BsD3D11IndexBuffer.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11InputLayoutManager.cpp → BansheeD3D11RenderAPI/Source/BsD3D11InputLayoutManager.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11Mappings.cpp → BansheeD3D11RenderAPI/Source/BsD3D11Mappings.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11MultiRenderTexture.cpp → BansheeD3D11RenderAPI/Source/BsD3D11MultiRenderTexture.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11OcclusionQuery.cpp → BansheeD3D11RenderAPI/Source/BsD3D11OcclusionQuery.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11Plugin.cpp → BansheeD3D11RenderAPI/Source/BsD3D11Plugin.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11QueryManager.cpp → BansheeD3D11RenderAPI/Source/BsD3D11QueryManager.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11RasterizerState.cpp → BansheeD3D11RenderAPI/Source/BsD3D11RasterizerState.cpp


+ 1 - 1
BansheeD3D11RenderSystem/Source/BsD3D11RenderAPI.cpp → BansheeD3D11RenderAPI/Source/BsD3D11RenderAPI.cpp

@@ -783,7 +783,7 @@ namespace BansheeEngine
 
 		rsc->setDriverVersion(mDriverVersion);
 		rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
-		rsc->setRenderSystemName(getName());
+		rsc->setRenderAPIName(getName());
 
 		rsc->setStencilBufferBitDepth(8);
 

+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11RenderAPIFactory.cpp → BansheeD3D11RenderAPI/Source/BsD3D11RenderAPIFactory.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11RenderStateManager.cpp → BansheeD3D11RenderAPI/Source/BsD3D11RenderStateManager.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11RenderTexture.cpp → BansheeD3D11RenderAPI/Source/BsD3D11RenderTexture.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11RenderUtility.cpp → BansheeD3D11RenderAPI/Source/BsD3D11RenderUtility.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11RenderWindow.cpp → BansheeD3D11RenderAPI/Source/BsD3D11RenderWindow.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11RenderWindowManager.cpp → BansheeD3D11RenderAPI/Source/BsD3D11RenderWindowManager.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11SamplerState.cpp → BansheeD3D11RenderAPI/Source/BsD3D11SamplerState.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11Texture.cpp → BansheeD3D11RenderAPI/Source/BsD3D11Texture.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11TextureManager.cpp → BansheeD3D11RenderAPI/Source/BsD3D11TextureManager.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11TextureView.cpp → BansheeD3D11RenderAPI/Source/BsD3D11TextureView.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11TimerQuery.cpp → BansheeD3D11RenderAPI/Source/BsD3D11TimerQuery.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11VertexBuffer.cpp → BansheeD3D11RenderAPI/Source/BsD3D11VertexBuffer.cpp


+ 0 - 0
BansheeD3D11RenderSystem/Source/BsD3D11VideoModeInfo.cpp → BansheeD3D11RenderAPI/Source/BsD3D11VideoModeInfo.cpp


+ 1 - 1
BansheeD3D9RenderSystem/BansheeD3D9RenderSystem.vcxproj → BansheeD3D9RenderAPI/BansheeD3D9RenderAPI.vcxproj

@@ -29,7 +29,7 @@
   <PropertyGroup Label="Globals">
     <ProjectGuid>{796B6DFF-BA04-42B7-A43A-2B14D707A33A}</ProjectGuid>
     <RootNamespace>CamelotD3D9Renderer</RootNamespace>
-    <ProjectName>BansheeD3D9RenderSystem</ProjectName>
+    <ProjectName>BansheeD3D9RenderAPI</ProjectName>
   </PropertyGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">

+ 0 - 0
BansheeD3D9RenderSystem/BansheeD3D9RenderSystem.vcxproj.filters → BansheeD3D9RenderAPI/BansheeD3D9RenderAPI.vcxproj.filters


+ 0 - 0
BansheeD3D9RenderSystem/BsD3D9Plugin.cpp → BansheeD3D9RenderAPI/BsD3D9Plugin.cpp


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9Device.h → BansheeD3D9RenderAPI/Include/BsD3D9Device.h


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9DeviceManager.h → BansheeD3D9RenderAPI/Include/BsD3D9DeviceManager.h


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9Driver.h → BansheeD3D9RenderAPI/Include/BsD3D9Driver.h


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9DriverList.h → BansheeD3D9RenderAPI/Include/BsD3D9DriverList.h


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9EmulatedParamBlocks.h → BansheeD3D9RenderAPI/Include/BsD3D9EmulatedParamBlocks.h


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9EventQuery.h → BansheeD3D9RenderAPI/Include/BsD3D9EventQuery.h


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9GpuBuffer.h → BansheeD3D9RenderAPI/Include/BsD3D9GpuBuffer.h


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9GpuProgram.h → BansheeD3D9RenderAPI/Include/BsD3D9GpuProgram.h


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9HLSLParamParser.h → BansheeD3D9RenderAPI/Include/BsD3D9HLSLParamParser.h


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9HLSLProgramFactory.h → BansheeD3D9RenderAPI/Include/BsD3D9HLSLProgramFactory.h


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9HardwareBufferManager.h → BansheeD3D9RenderAPI/Include/BsD3D9HardwareBufferManager.h


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9IndexBuffer.h → BansheeD3D9RenderAPI/Include/BsD3D9IndexBuffer.h


+ 0 - 0
BansheeD3D9RenderSystem/Include/BsD3D9Mappings.h → BansheeD3D9RenderAPI/Include/BsD3D9Mappings.h


部分文件因为文件数量过多而无法显示