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Cleanup: Getting rid of the Core suffix on core thread objects since they're now in their own namespace (Contd.)

BearishSun 9 лет назад
Родитель
Сommit
fd174f3849
44 измененных файлов с 148 добавлено и 149 удалено
  1. 17 17
      Source/BansheeCore/Include/BsGpuParam.h
  2. 4 4
      Source/BansheeCore/Include/BsGpuPipelineState.h
  3. 17 17
      Source/BansheeCore/Include/BsMaterialParam.h
  4. 6 6
      Source/BansheeCore/Include/BsPass.h
  5. 2 2
      Source/BansheeCore/Include/BsRenderStateManager.h
  6. 3 3
      Source/BansheeCore/Include/BsRenderTarget.h
  7. 10 10
      Source/BansheeCore/Include/BsRenderTexture.h
  8. 4 4
      Source/BansheeCore/Include/BsShader.h
  9. 2 3
      Source/BansheeCore/Include/BsTextureManager.h
  10. 4 4
      Source/BansheeCore/Source/BsGpuPipelineState.cpp
  11. 12 12
      Source/BansheeCore/Source/BsPass.cpp
  12. 2 2
      Source/BansheeCore/Source/BsRenderStateManager.cpp
  13. 5 5
      Source/BansheeCore/Source/BsRenderTexture.cpp
  14. 4 4
      Source/BansheeCore/Source/BsShader.cpp
  15. 1 1
      Source/BansheeCore/Source/BsTextureManager.cpp
  16. 1 1
      Source/BansheeD3D11RenderAPI/Include/BsD3D11RenderTexture.h
  17. 1 1
      Source/BansheeD3D11RenderAPI/Include/BsD3D11TextureManager.h
  18. 1 1
      Source/BansheeD3D11RenderAPI/Source/BsD3D11RenderTexture.cpp
  19. 1 1
      Source/BansheeD3D11RenderAPI/Source/BsD3D11TextureManager.cpp
  20. 8 8
      Source/BansheeEditor/Include/BsSceneGrid.h
  21. 3 3
      Source/BansheeEditor/Include/BsSelectionRenderer.h
  22. 3 3
      Source/BansheeEditor/Source/BsGizmoManager.cpp
  23. 1 1
      Source/BansheeEditor/Source/BsHandleDrawManager.cpp
  24. 1 1
      Source/BansheeEditor/Source/BsScenePicking.cpp
  25. 3 3
      Source/BansheeEngine/Include/BsRendererUtility.h
  26. 2 2
      Source/BansheeEngine/Include/BsSpriteMaterial.h
  27. 1 1
      Source/BansheeGLRenderAPI/Include/BsGLRenderTexture.h
  28. 1 1
      Source/BansheeGLRenderAPI/Include/BsGLTextureManager.h
  29. 1 1
      Source/BansheeGLRenderAPI/Source/BsGLRenderTexture.cpp
  30. 1 1
      Source/BansheeGLRenderAPI/Source/BsGLTextureManager.cpp
  31. 1 1
      Source/BansheeVulkanRenderAPI/Include/BsVulkanGpuPipelineState.h
  32. 1 1
      Source/BansheeVulkanRenderAPI/Include/BsVulkanRenderStateManager.h
  33. 1 1
      Source/BansheeVulkanRenderAPI/Include/BsVulkanRenderTexture.h
  34. 1 1
      Source/BansheeVulkanRenderAPI/Include/BsVulkanTextureManager.h
  35. 1 1
      Source/BansheeVulkanRenderAPI/Source/BsVulkanGpuPipelineState.cpp
  36. 1 1
      Source/BansheeVulkanRenderAPI/Source/BsVulkanRenderStateManager.cpp
  37. 1 1
      Source/BansheeVulkanRenderAPI/Source/BsVulkanRenderTexture.cpp
  38. 1 1
      Source/BansheeVulkanRenderAPI/Source/BsVulkanTextureManager.cpp
  39. 3 3
      Source/RenderBeast/Include/BsLightRendering.h
  40. 10 10
      Source/RenderBeast/Include/BsPostProcessing.h
  41. 1 1
      Source/RenderBeast/Include/BsRendererCamera.h
  42. 1 1
      Source/RenderBeast/Source/BsObjectRendering.cpp
  43. 2 2
      Source/RenderBeast/Source/BsRenderTargets.cpp
  44. 1 1
      Source/RenderBeast/Source/BsRenderTexturePool.cpp

+ 17 - 17
Source/BansheeCore/Include/BsGpuParam.h

@@ -332,23 +332,23 @@ namespace bs
 
 	namespace ct
 	{
-		typedef TGpuDataParam<float, true> GpuParamFloatCore;
-		typedef TGpuDataParam<Vector2, true> GpuParamVec2Core;
-		typedef TGpuDataParam<Vector3, true> GpuParamVec3Core;
-		typedef TGpuDataParam<Vector4, true> GpuParamVec4Core;
-		typedef TGpuDataParam<int, true> GpuParamIntCore;
-		typedef TGpuDataParam<Vector2I, true> GpuParamVec2ICore;
-		typedef TGpuDataParam<Vector3I, true> GpuParamVec3ICore;
-		typedef TGpuDataParam<Vector4I, true> GpuParamVec4ICore;
-		typedef TGpuDataParam<Matrix3, true> GpuParamMat3Core;
-		typedef TGpuDataParam<Matrix4, true> GpuParamMat4Core;
-		typedef TGpuDataParam<Color, true> GpuParamColorCore;
-
-		typedef TGpuParamStruct<true> GpuParamStructCore;
-		typedef TGpuParamTexture<true> GpuParamTextureCore;
-		typedef TGpuParamBuffer<true> GpuParamBufferCore;
-		typedef TGpuParamSampState<true> GpuParamSampStateCore;
-		typedef TGpuParamLoadStoreTexture<true> GpuParamLoadStoreTextureCore;
+		typedef TGpuDataParam<float, true> GpuParamFloat;
+		typedef TGpuDataParam<Vector2, true> GpuParamVec2;
+		typedef TGpuDataParam<Vector3, true> GpuParamVec3;
+		typedef TGpuDataParam<Vector4, true> GpuParamVec4;
+		typedef TGpuDataParam<int, true> GpuParamInt;
+		typedef TGpuDataParam<Vector2I, true> GpuParamVec2I;
+		typedef TGpuDataParam<Vector3I, true> GpuParamVec3I;
+		typedef TGpuDataParam<Vector4I, true> GpuParamVec4I;
+		typedef TGpuDataParam<Matrix3, true> GpuParamMat3;
+		typedef TGpuDataParam<Matrix4, true> GpuParamMat4;
+		typedef TGpuDataParam<Color, true> GpuParamColor;
+
+		typedef TGpuParamStruct<true> GpuParamStruct;
+		typedef TGpuParamTexture<true> GpuParamTexture;
+		typedef TGpuParamBuffer<true> GpuParamBuffer;
+		typedef TGpuParamSampState<true> GpuParamSampState;
+		typedef TGpuParamLoadStoreTexture<true> GpuParamLoadStoreTexture;
 	}
 
 	/** @} */

+ 4 - 4
Source/BansheeCore/Include/BsGpuPipelineState.h

@@ -34,7 +34,7 @@ namespace bs
 	 */
 
 	/** Descriptor structure used for initializing a GPU pipeline state. */
-	struct PIPELINE_STATE_CORE_DESC
+	struct PIPELINE_STATE_DESC
 	{
 		SPtr<BlendStateCore> blendState;
 		SPtr<RasterizerStateCore> rasterizerState;
@@ -78,7 +78,7 @@ namespace bs
 		typedef SPtr<ct::DepthStencilStateCore> DepthStencilStateType;
 		typedef SPtr<ct::GpuProgramCore> GpuProgramType;
 		typedef ct::GpuPipelineParamInfoCore GpuPipelineParamInfoType;
-		typedef ct::PIPELINE_STATE_CORE_DESC StateDescType;
+		typedef ct::PIPELINE_STATE_DESC StateDescType;
 	};
 
 	/** 
@@ -225,14 +225,14 @@ namespace bs
 	class BS_CORE_EXPORT GraphicsPipelineStateCore : public CoreObjectCore, public TGraphicsPipelineState<true>
 	{
 	public:
-		GraphicsPipelineStateCore(const PIPELINE_STATE_CORE_DESC& desc, GpuDeviceFlags deviceMask);
+		GraphicsPipelineStateCore(const PIPELINE_STATE_DESC& desc, GpuDeviceFlags deviceMask);
 		virtual ~GraphicsPipelineStateCore() { }
 
 		/** @copydoc CoreObjectCore::initialize() */
 		void initialize() override;
 
 		/** @copydoc RenderStateCoreManager::createGraphicsPipelineState */
-		static SPtr<GraphicsPipelineStateCore> create(const PIPELINE_STATE_CORE_DESC& desc, 
+		static SPtr<GraphicsPipelineStateCore> create(const PIPELINE_STATE_DESC& desc, 
 			GpuDeviceFlags deviceMask = GDF_DEFAULT);
 
 	protected:

+ 17 - 17
Source/BansheeCore/Include/BsMaterialParam.h

@@ -237,23 +237,23 @@ namespace bs
 
 	namespace ct
 	{
-		typedef TMaterialDataParam<float, true> MaterialParamFloatCore;
-		typedef TMaterialDataParam<Vector2, true> MaterialParamVec2Core;
-		typedef TMaterialDataParam<Vector3, true> MaterialParamVec3Core;
-		typedef TMaterialDataParam<Vector4, true> MaterialParamVec4Core;
-		typedef TMaterialDataParam<int, true> MaterialParamIntCore;
-		typedef TMaterialDataParam<Vector2I, true> MaterialParamVec2ICore;
-		typedef TMaterialDataParam<Vector3I, true> MaterialParamVec3ICore;
-		typedef TMaterialDataParam<Vector4I, true> MaterialParamVec4ICore;
-		typedef TMaterialDataParam<Matrix3, true> MaterialParamMat3Core;
-		typedef TMaterialDataParam<Matrix4, true> MaterialParamMat4Core;
-		typedef TMaterialDataParam<Color, true> MaterialParamColorCore;
-
-		typedef TMaterialParamStruct<true> MaterialParamStructCore;
-		typedef TMaterialParamTexture<true> MaterialParamTextureCore;
-		typedef TMaterialParamLoadStoreTexture<true> MaterialParamLoadStoreTextureCore;
-		typedef TMaterialParamBuffer<true> MaterialParamBufferCore;
-		typedef TMaterialParamSampState<true> MaterialParamSampStateCore;
+		typedef TMaterialDataParam<float, true> MaterialParamFloat;
+		typedef TMaterialDataParam<Vector2, true> MaterialParamVec2;
+		typedef TMaterialDataParam<Vector3, true> MaterialParamVec3;
+		typedef TMaterialDataParam<Vector4, true> MaterialParamVec4;
+		typedef TMaterialDataParam<int, true> MaterialParamInt;
+		typedef TMaterialDataParam<Vector2I, true> MaterialParamVec2I;
+		typedef TMaterialDataParam<Vector3I, true> MaterialParamVec3I;
+		typedef TMaterialDataParam<Vector4I, true> MaterialParamVec4I;
+		typedef TMaterialDataParam<Matrix3, true> MaterialParamMat3;
+		typedef TMaterialDataParam<Matrix4, true> MaterialParamMat4;
+		typedef TMaterialDataParam<Color, true> MaterialParamColor;
+
+		typedef TMaterialParamStruct<true> MaterialParamStruct;
+		typedef TMaterialParamTexture<true> MaterialParamTexture;
+		typedef TMaterialParamLoadStoreTexture<true> MaterialParamLoadStoreTexture;
+		typedef TMaterialParamBuffer<true> MaterialParamBuffer;
+		typedef TMaterialParamSampState<true> MaterialParamSampState;
 	}
 
 	/** @} */

+ 6 - 6
Source/BansheeCore/Include/BsPass.h

@@ -38,7 +38,7 @@ namespace bs
 	 */
 
 	/** Descriptor structure used for initializing a core thread variant of a shader pass. */
-	struct PASS_DESC_CORE
+	struct PASS_DESC
 	{
 		SPtr<BlendStateCore> blendState;
 		SPtr<RasterizerStateCore> rasterizerState;
@@ -86,7 +86,7 @@ namespace bs
 		typedef SPtr<ct::GpuProgramCore> GpuProgramType;
 		typedef SPtr<ct::GraphicsPipelineStateCore> GraphicsPipelineStateType;
 		typedef SPtr<ct::ComputePipelineStateCore> ComputePipelineStateType;
-		typedef ct::PASS_DESC_CORE PassDescType;
+		typedef ct::PASS_DESC PassDescType;
 	};
 
 	/**
@@ -217,7 +217,7 @@ namespace bs
 		virtual ~PassCore() { }
 
 		/**	Creates a new empty pass. */
-		static SPtr<PassCore> create(const PASS_DESC_CORE& desc);
+		static SPtr<PassCore> create(const PASS_DESC& desc);
 
 	protected:
 		friend class Pass;
@@ -227,9 +227,9 @@ namespace bs
 		void initialize() override;
 
 		PassCore() { }
-		PassCore(const PASS_DESC_CORE& desc);
-		PassCore(const PASS_DESC_CORE& desc, const SPtr<GraphicsPipelineStateCore>& pipelineState);
-		PassCore(const PASS_DESC_CORE& desc, const SPtr<ComputePipelineStateCore>& pipelineState);
+		PassCore(const PASS_DESC& desc);
+		PassCore(const PASS_DESC& desc, const SPtr<GraphicsPipelineStateCore>& pipelineState);
+		PassCore(const PASS_DESC& desc, const SPtr<ComputePipelineStateCore>& pipelineState);
 
 		/** @copydoc CoreObjectCore::syncToCore */
 		void syncToCore(const CoreSyncData& data) override;

+ 2 - 2
Source/BansheeCore/Include/BsRenderStateManager.h

@@ -167,7 +167,7 @@ namespace bs
 		 * @copydoc RenderStateManager::createGraphicsPipelineState 
 		 * @param[in]	deviceMask		Mask that determines on which GPU devices should the object be created on.
 		 */
-		SPtr<GraphicsPipelineStateCore> createGraphicsPipelineState(const PIPELINE_STATE_CORE_DESC& desc, 
+		SPtr<GraphicsPipelineStateCore> createGraphicsPipelineState(const PIPELINE_STATE_DESC& desc, 
 			GpuDeviceFlags deviceMask = GDF_DEFAULT) const;
 
 		/** 
@@ -195,7 +195,7 @@ namespace bs
 		SPtr<BlendStateCore> _createBlendState(const BLEND_STATE_DESC& desc) const;
 
 		/**	Creates an uninitialized GraphicsPipelineState. Requires manual initialization after creation. */
-		virtual SPtr<GraphicsPipelineStateCore> _createGraphicsPipelineState(const PIPELINE_STATE_CORE_DESC& desc, 
+		virtual SPtr<GraphicsPipelineStateCore> _createGraphicsPipelineState(const PIPELINE_STATE_DESC& desc, 
 			GpuDeviceFlags deviceMask = GDF_DEFAULT) const;
 
 		/**	Creates an uninitialized ComputePipelineState. Requires manual initialization after creation. */

+ 3 - 3
Source/BansheeCore/Include/BsRenderTarget.h

@@ -37,13 +37,13 @@ namespace bs
 	namespace ct
 	{
 	/**
-	 * @see		RENDER_SURFACE_DESC
+	 * @see		bs::RENDER_SURFACE_DESC
 	 *
 	 * @note	References core textures instead of texture handles.
 	 */
-	struct BS_CORE_EXPORT RENDER_SURFACE_DESC_CORE
+	struct BS_CORE_EXPORT RENDER_SURFACE_DESC
 	{
-		RENDER_SURFACE_DESC_CORE() { }
+		RENDER_SURFACE_DESC() { }
 
 		SPtr<TextureCore> texture;
 

+ 10 - 10
Source/BansheeCore/Include/BsRenderTexture.h

@@ -19,14 +19,14 @@ namespace bs
 		RENDER_SURFACE_DESC depthStencilSurface;
 	};
 
-	namespace ct { struct RENDER_TEXTURE_DESC_CORE; }
+	namespace ct { struct RENDER_TEXTURE_DESC; }
 
 	/**	Contains various properties that describe a render texture. */
 	class BS_CORE_EXPORT RenderTextureProperties : public RenderTargetProperties
 	{
 	public:
 		RenderTextureProperties(const RENDER_TEXTURE_DESC& desc, bool requiresFlipping);
-		RenderTextureProperties(const ct::RENDER_TEXTURE_DESC_CORE& desc, bool requiresFlipping);
+		RenderTextureProperties(const ct::RENDER_TEXTURE_DESC& desc, bool requiresFlipping);
 		virtual ~RenderTextureProperties() { }
 
 	private:
@@ -105,14 +105,14 @@ namespace bs
 	 */
 
 	/**
-	 * @see		RENDER_TEXTURE_DESC
+	 * @see		bs::RENDER_TEXTURE_DESC
 	 *
 	 * @note	References core textures instead of texture handles.
 	 */
-	struct BS_CORE_EXPORT RENDER_TEXTURE_DESC_CORE
+	struct BS_CORE_EXPORT RENDER_TEXTURE_DESC
 	{
-		RENDER_SURFACE_DESC_CORE colorSurfaces[BS_MAX_MULTIPLE_RENDER_TARGETS];
-		RENDER_SURFACE_DESC_CORE depthStencilSurface;
+		RENDER_SURFACE_DESC colorSurfaces[BS_MAX_MULTIPLE_RENDER_TARGETS];
+		RENDER_SURFACE_DESC depthStencilSurface;
 	};
 
 	/**
@@ -123,14 +123,14 @@ namespace bs
 	class BS_CORE_EXPORT RenderTextureCore : public RenderTargetCore
 	{
 	public:
-		RenderTextureCore(const RENDER_TEXTURE_DESC_CORE& desc, UINT32 deviceIdx);
+		RenderTextureCore(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx);
 		virtual ~RenderTextureCore();
 
 		/** @copydoc CoreObjectCore::initialize */
 		void initialize() override;
 
-		/** @copydoc TextureCoreManager::createRenderTexture(const RENDER_TEXTURE_DESC_CORE&, UINT32) */
-		static SPtr<RenderTextureCore> create(const RENDER_TEXTURE_DESC_CORE& desc, UINT32 deviceIdx = 0);
+		/** @copydoc TextureCoreManager::createRenderTexture(const RENDER_TEXTURE_DESC&, UINT32) */
+		static SPtr<RenderTextureCore> create(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx = 0);
 
 		/**
 		 * Returns a color surface texture you may bind as an input to an GPU program.
@@ -163,7 +163,7 @@ namespace bs
 		SPtr<TextureView> mColorSurfaces[BS_MAX_MULTIPLE_RENDER_TARGETS];
 		SPtr<TextureView> mDepthStencilSurface;
 
-		RENDER_TEXTURE_DESC_CORE mDesc;
+		RENDER_TEXTURE_DESC mDesc;
 	};
 
 	/** @} */

+ 4 - 4
Source/BansheeCore/Include/BsShader.h

@@ -357,7 +357,7 @@ namespace bs
 	 *  @{
 	 */
 
-	typedef TSHADER_DESC<true> SHADER_DESC_CORE;
+	typedef TSHADER_DESC<true> SHADER_DESC;
 
 	/** @} */
 	}
@@ -440,7 +440,7 @@ namespace bs
 		SPtr<ct::CoreObjectCore> createCore() const override;
 
 		/** Converts a sim thread version of the shader descriptor to a core thread version. */
-		ct::SHADER_DESC_CORE convertDesc(const SHADER_DESC& desc) const;
+		ct::SHADER_DESC convertDesc(const SHADER_DESC& desc) const;
 
 	private:
 		/************************************************************************/
@@ -487,12 +487,12 @@ namespace bs
 	{
 	public:
 		/** @copydoc Shader::create */
-		static SPtr<ShaderCore> create(const String& name, const SHADER_DESC_CORE& desc, const Vector<SPtr<TechniqueCore>>& techniques);
+		static SPtr<ShaderCore> create(const String& name, const SHADER_DESC& desc, const Vector<SPtr<TechniqueCore>>& techniques);
 
 	protected:
 		friend class Shader;
 
-		ShaderCore(const String& name, const SHADER_DESC_CORE& desc, const Vector<SPtr<TechniqueCore>>& techniques, UINT32 id);
+		ShaderCore(const String& name, const SHADER_DESC& desc, const Vector<SPtr<TechniqueCore>>& techniques, UINT32 id);
 
 		static std::atomic<UINT32> mNextShaderId;
 	};

+ 2 - 3
Source/BansheeCore/Include/BsTextureManager.h

@@ -107,8 +107,7 @@ namespace bs
 		 * @copydoc TextureManager::createRenderTexture(const RENDER_TEXTURE_DESC&) 
 		 * @param[in]	deviceIdx		Index of the GPU device to create the object on.
 		 */
-		SPtr<RenderTextureCore> createRenderTexture(const RENDER_TEXTURE_DESC_CORE& desc, 
-													UINT32 deviceIdx = 0);
+		SPtr<RenderTextureCore> createRenderTexture(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx = 0);
 
 	protected:
 		friend class Texture;
@@ -123,7 +122,7 @@ namespace bs
 			const SPtr<PixelData>& initialData = nullptr, GpuDeviceFlags deviceMask = GDF_DEFAULT) = 0;
 
 		/** @copydoc createRenderTexture */
-		virtual SPtr<RenderTextureCore> createRenderTextureInternal(const RENDER_TEXTURE_DESC_CORE& desc, 
+		virtual SPtr<RenderTextureCore> createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc, 
 			UINT32 deviceIdx = 0) = 0;
     };
 		}

+ 4 - 4
Source/BansheeCore/Source/BsGpuPipelineState.cpp

@@ -12,7 +12,7 @@
 namespace bs
 {
 	/** Converts a sim thread pipeline state descriptor to a core thread one. */
-	void convertPassDesc(const PIPELINE_STATE_DESC& input, ct::PIPELINE_STATE_CORE_DESC& output)
+	void convertPassDesc(const PIPELINE_STATE_DESC& input, ct::PIPELINE_STATE_DESC& output)
 	{
 		output.blendState = input.blendState != nullptr ? input.blendState->getCore() : nullptr;
 		output.rasterizerState = input.rasterizerState != nullptr ? input.rasterizerState->getCore() : nullptr;
@@ -80,7 +80,7 @@ namespace bs
 
 	SPtr<ct::CoreObjectCore> GraphicsPipelineState::createCore() const
 	{
-		ct::PIPELINE_STATE_CORE_DESC desc;
+		ct::PIPELINE_STATE_DESC desc;
 		convertPassDesc(mData, desc);
 
 		return ct::RenderStateCoreManager::instance()._createGraphicsPipelineState(desc);
@@ -130,7 +130,7 @@ namespace bs
 
 	namespace ct
 	{
-	GraphicsPipelineStateCore::GraphicsPipelineStateCore(const PIPELINE_STATE_CORE_DESC& desc, GpuDeviceFlags deviceMask)
+	GraphicsPipelineStateCore::GraphicsPipelineStateCore(const PIPELINE_STATE_DESC& desc, GpuDeviceFlags deviceMask)
 		:TGraphicsPipelineState(desc), mDeviceMask(deviceMask)
 	{ }
 
@@ -157,7 +157,7 @@ namespace bs
 		CoreObjectCore::initialize();
 	}
 
-	SPtr<GraphicsPipelineStateCore> GraphicsPipelineStateCore::create(const PIPELINE_STATE_CORE_DESC& desc, GpuDeviceFlags deviceMask)
+	SPtr<GraphicsPipelineStateCore> GraphicsPipelineStateCore::create(const PIPELINE_STATE_DESC& desc, GpuDeviceFlags deviceMask)
 	{
 		return RenderStateCoreManager::instance().createGraphicsPipelineState(desc, deviceMask);
 	}

+ 12 - 12
Source/BansheeCore/Source/BsPass.cpp

@@ -14,7 +14,7 @@
 namespace bs
 {
 	/** Converts a sim thread pass descriptor to a core thread one. */
-	void convertPassDesc(const PASS_DESC& input, ct::PASS_DESC_CORE& output)
+	void convertPassDesc(const PASS_DESC& input, ct::PASS_DESC& output)
 	{
 		output.blendState = input.blendState != nullptr ? input.blendState->getCore() : nullptr;
 		output.rasterizerState = input.rasterizerState != nullptr ? input.rasterizerState->getCore() : nullptr;
@@ -42,7 +42,7 @@ namespace bs
 	}
 
 	/** Converts a sim thread pass descriptor to a core thread pipeline state descriptor. */
-	void convertPassDesc(const ct::PASS_DESC_CORE& input, ct::PIPELINE_STATE_CORE_DESC& output)
+	void convertPassDesc(const ct::PASS_DESC& input, ct::PIPELINE_STATE_DESC& output)
 	{
 		output.blendState = input.blendState;
 		output.rasterizerState = input.rasterizerState;
@@ -106,7 +106,7 @@ namespace bs
 
 	SPtr<ct::CoreObjectCore> Pass::createCore() const
 	{
-		ct::PASS_DESC_CORE desc;
+		ct::PASS_DESC desc;
 		convertPassDesc(mData, desc);
 
 		ct::PassCore* pass;
@@ -150,10 +150,10 @@ namespace bs
 
 	CoreSyncData Pass::syncToCore(FrameAlloc* allocator)
 	{
-		UINT32 size = sizeof(ct::PASS_DESC_CORE);
+		UINT32 size = sizeof(ct::PASS_DESC);
 
 		UINT8* data = allocator->alloc(size);
-		ct::PASS_DESC_CORE* passDesc = new (data) ct::PASS_DESC_CORE();
+		ct::PASS_DESC* passDesc = new (data) ct::PASS_DESC();
 		convertPassDesc(mData, *passDesc);
 
 		return CoreSyncData(data, size);
@@ -220,18 +220,18 @@ namespace bs
 
 	namespace ct
 	{
-	PassCore::PassCore(const PASS_DESC_CORE& desc)
+	PassCore::PassCore(const PASS_DESC& desc)
 		:TPass(desc)
 	{ }
 
-	PassCore::PassCore(const PASS_DESC_CORE& desc, const SPtr<GraphicsPipelineStateCore>& pipelineState)
+	PassCore::PassCore(const PASS_DESC& desc, const SPtr<GraphicsPipelineStateCore>& pipelineState)
 		:TPass(desc)
 	{
 		mGraphicsPipelineState = pipelineState;
 	}
 
 
-	PassCore::PassCore(const PASS_DESC_CORE& desc, const SPtr<ComputePipelineStateCore>& pipelineState)
+	PassCore::PassCore(const PASS_DESC& desc, const SPtr<ComputePipelineStateCore>& pipelineState)
 		:TPass(desc)
 	{
 		mComputePipelineState = pipelineState;
@@ -248,7 +248,7 @@ namespace bs
 		{
 			if (mGraphicsPipelineState == nullptr)
 			{
-				PIPELINE_STATE_CORE_DESC desc;
+				PIPELINE_STATE_DESC desc;
 				convertPassDesc(mData, desc);
 
 				mGraphicsPipelineState = GraphicsPipelineStateCore::create(desc);
@@ -261,13 +261,13 @@ namespace bs
 	void PassCore::syncToCore(const CoreSyncData& data)
 	{
 		UINT8* dataPtr = data.getBuffer();
-		PASS_DESC_CORE* desc = (PASS_DESC_CORE*)dataPtr;
+		PASS_DESC* desc = (PASS_DESC*)dataPtr;
 
 		mData = *desc;
-		desc->~PASS_DESC_CORE();
+		desc->~PASS_DESC();
 	}
 
-	SPtr<PassCore> PassCore::create(const PASS_DESC_CORE& desc)
+	SPtr<PassCore> PassCore::create(const PASS_DESC& desc)
 	{
 		PassCore* newPass = new (bs_alloc<PassCore>()) PassCore(desc);
 		SPtr<PassCore> newPassPtr = bs_shared_ptr<PassCore>(newPass);

+ 2 - 2
Source/BansheeCore/Source/BsRenderStateManager.cpp

@@ -215,7 +215,7 @@ namespace bs
 		return state;
 	}
 
-	SPtr<GraphicsPipelineStateCore> RenderStateCoreManager::createGraphicsPipelineState(const PIPELINE_STATE_CORE_DESC& desc, 
+	SPtr<GraphicsPipelineStateCore> RenderStateCoreManager::createGraphicsPipelineState(const PIPELINE_STATE_DESC& desc, 
 		GpuDeviceFlags deviceMask) const
 	{
 		SPtr<GraphicsPipelineStateCore> state = _createGraphicsPipelineState(desc, deviceMask);
@@ -307,7 +307,7 @@ namespace bs
 		return state;
 	}
 
-	SPtr<GraphicsPipelineStateCore> RenderStateCoreManager::_createGraphicsPipelineState(const PIPELINE_STATE_CORE_DESC& desc,
+	SPtr<GraphicsPipelineStateCore> RenderStateCoreManager::_createGraphicsPipelineState(const PIPELINE_STATE_DESC& desc,
 		GpuDeviceFlags deviceMask) const
 	{
 		SPtr<GraphicsPipelineStateCore> pipelineState =

+ 5 - 5
Source/BansheeCore/Source/BsRenderTexture.cpp

@@ -26,7 +26,7 @@ namespace bs
 		}
 	}
 
-	RenderTextureProperties::RenderTextureProperties(const ct::RENDER_TEXTURE_DESC_CORE& desc, bool requiresFlipping)
+	RenderTextureProperties::RenderTextureProperties(const ct::RENDER_TEXTURE_DESC& desc, bool requiresFlipping)
 	{
 		for (UINT32 i = 0; i < BS_MAX_MULTIPLE_RENDER_TARGETS; i++)
 		{
@@ -90,11 +90,11 @@ namespace bs
 
 	SPtr<ct::CoreObjectCore> RenderTexture::createCore() const
 	{
-		ct::RENDER_TEXTURE_DESC_CORE coreDesc;
+		ct::RENDER_TEXTURE_DESC coreDesc;
 
 		for (UINT32 i = 0; i < BS_MAX_MULTIPLE_RENDER_TARGETS; i++)
 		{
-			ct::RENDER_SURFACE_DESC_CORE surfaceDesc;
+			ct::RENDER_SURFACE_DESC surfaceDesc;
 			if (mDesc.colorSurfaces[i].texture.isLoaded())
 				surfaceDesc.texture = mDesc.colorSurfaces[i].texture->getCore();
 
@@ -133,7 +133,7 @@ namespace bs
 
 	namespace ct
 	{
-	RenderTextureCore::RenderTextureCore(const RENDER_TEXTURE_DESC_CORE& desc, UINT32 deviceIdx)
+	RenderTextureCore::RenderTextureCore(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx)
 		:mDesc(desc)
 	{ }
 
@@ -181,7 +181,7 @@ namespace bs
 		throwIfBuffersDontMatch();
 	}
 
-	SPtr<RenderTextureCore> RenderTextureCore::create(const RENDER_TEXTURE_DESC_CORE& desc, UINT32 deviceIdx)
+	SPtr<RenderTextureCore> RenderTextureCore::create(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx)
 	{
 		return TextureCoreManager::instance().createRenderTexture(desc, deviceIdx);
 	}

+ 4 - 4
Source/BansheeCore/Source/BsShader.cpp

@@ -349,9 +349,9 @@ namespace bs
 		return shaderCorePtr;
 	}
 
-	ct::SHADER_DESC_CORE Shader::convertDesc(const SHADER_DESC& desc) const
+	ct::SHADER_DESC Shader::convertDesc(const SHADER_DESC& desc) const
 	{
-		ct::SHADER_DESC_CORE output;
+		ct::SHADER_DESC output;
 		output.dataParams = desc.dataParams;
 		output.textureParams = desc.textureParams;
 		output.samplerParams = desc.samplerParams;
@@ -497,14 +497,14 @@ namespace bs
 	{
 	std::atomic<UINT32> ShaderCore::mNextShaderId;
 
-	ShaderCore::ShaderCore(const String& name, const SHADER_DESC_CORE& desc, const Vector<SPtr<TechniqueCore>>& techniques, 
+	ShaderCore::ShaderCore(const String& name, const SHADER_DESC& desc, const Vector<SPtr<TechniqueCore>>& techniques, 
 		UINT32 id)
 		:TShader(name, desc, techniques, id)
 	{
 
 	}
 
-	SPtr<ShaderCore> ShaderCore::create(const String& name, const SHADER_DESC_CORE& desc, 
+	SPtr<ShaderCore> ShaderCore::create(const String& name, const SHADER_DESC& desc, 
 		const Vector<SPtr<TechniqueCore>>& techniques)
 	{
 		UINT32 id = mNextShaderId.fetch_add(1, std::memory_order_relaxed);

+ 1 - 1
Source/BansheeCore/Source/BsTextureManager.cpp

@@ -147,7 +147,7 @@ namespace bs
 		return newRT;
 	}
 
-	SPtr<RenderTextureCore> TextureCoreManager::createRenderTexture(const RENDER_TEXTURE_DESC_CORE& desc, 
+	SPtr<RenderTextureCore> TextureCoreManager::createRenderTexture(const RENDER_TEXTURE_DESC& desc, 
 																	UINT32 deviceIdx)
 	{
 		SPtr<RenderTextureCore> newRT = createRenderTextureInternal(desc, deviceIdx);

+ 1 - 1
Source/BansheeD3D11RenderAPI/Include/BsD3D11RenderTexture.h

@@ -43,7 +43,7 @@ namespace bs
 	class D3D11RenderTexture : public RenderTextureCore
 	{
 	public:
-		D3D11RenderTexture(const RENDER_TEXTURE_DESC_CORE& desc, UINT32 deviceIdx);
+		D3D11RenderTexture(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx);
 		virtual ~D3D11RenderTexture() { }
 
 		/** @copydoc RenderTextureCore::getCustomAttribute */

+ 1 - 1
Source/BansheeD3D11RenderAPI/Include/BsD3D11TextureManager.h

@@ -34,7 +34,7 @@ namespace bs
 			const SPtr<PixelData>& initialData = nullptr, GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
 
 		/** @copydoc TextureCoreManager::createRenderTextureInternal */
-		SPtr<RenderTextureCore> createRenderTextureInternal(const RENDER_TEXTURE_DESC_CORE& desc, 
+		SPtr<RenderTextureCore> createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc, 
 			UINT32 deviceIdx = 0) override;
 	};
 	}

+ 1 - 1
Source/BansheeD3D11RenderAPI/Source/BsD3D11RenderTexture.cpp

@@ -13,7 +13,7 @@ namespace bs
 
 	namespace ct
 	{
-	D3D11RenderTexture::D3D11RenderTexture(const RENDER_TEXTURE_DESC_CORE& desc, UINT32 deviceIdx)
+	D3D11RenderTexture::D3D11RenderTexture(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx)
 		:RenderTextureCore(desc, deviceIdx), mProperties(desc, false)
 	{ 
 		assert(deviceIdx == 0 && "Multiple GPUs not supported natively on DirectX 11.");

+ 1 - 1
Source/BansheeD3D11RenderAPI/Source/BsD3D11TextureManager.cpp

@@ -36,7 +36,7 @@ namespace bs
 		return texPtr;
 	}
 
-	SPtr<RenderTextureCore> D3D11TextureManager::createRenderTextureInternal(const RENDER_TEXTURE_DESC_CORE& desc,
+	SPtr<RenderTextureCore> D3D11TextureManager::createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc,
 																				 UINT32 deviceIdx)
 	{
 		SPtr<D3D11RenderTexture> texPtr = bs_shared_ptr_new<D3D11RenderTexture>(desc, deviceIdx);

+ 8 - 8
Source/BansheeEditor/Include/BsSceneGrid.h

@@ -115,14 +115,14 @@ namespace bs
 		bool mFadeGrid = true;
 		Vector3 mGridPlaneNormal = Vector3::ZERO;
 
-		MaterialParamMat4Core mViewProjParam;
-		MaterialParamVec4Core mWorldCameraPosParam;
-		MaterialParamColorCore mGridColorParam;
-		MaterialParamFloatCore mGridSpacingParam;
-		MaterialParamFloatCore mGridBorderWidthParam;
-		MaterialParamFloatCore mGridFadeOutStartParam;
-		MaterialParamFloatCore mGridFadeOutEndParam;
-		MaterialParamVec3Core mGridPlaneNormalParam;
+		MaterialParamMat4 mViewProjParam;
+		MaterialParamVec4 mWorldCameraPosParam;
+		MaterialParamColor mGridColorParam;
+		MaterialParamFloat mGridSpacingParam;
+		MaterialParamFloat mGridBorderWidthParam;
+		MaterialParamFloat mGridFadeOutStartParam;
+		MaterialParamFloat mGridFadeOutEndParam;
+		MaterialParamVec3 mGridPlaneNormalParam;
 
 		static const Color GRID_LINE_COLOR;
 		static const float LINE_WIDTH;

+ 3 - 3
Source/BansheeEditor/Include/BsSelectionRenderer.h

@@ -66,9 +66,9 @@ namespace bs
 		// Immutable
 		SPtr<MaterialCore> mMaterial;
 		SPtr<GpuParamsSetCore> mParams[4];
-		GpuParamMat4Core mMatWorldViewProj[4];
-		GpuParamColorCore mColor[4];
-		GpuParamBufferCore mBoneMatrices[4];
+		GpuParamMat4 mMatWorldViewProj[4];
+		GpuParamColor mColor[4];
+		GpuParamBuffer mBoneMatrices[4];
 
 		UINT32 mTechniqueIndices[4];
 

+ 3 - 3
Source/BansheeEditor/Source/BsGizmoManager.cpp

@@ -984,8 +984,8 @@ namespace bs
 			SPtr<GpuParamsCore> params0 = paramsSet->getGpuParams(0);
 			SPtr<GpuParamsCore> params1 = paramsSet->getGpuParams(1);
 
-			GpuParamTextureCore textureParam0;
-			GpuParamTextureCore textureParam1;
+			GpuParamTexture textureParam0;
+			GpuParamTexture textureParam1;
 
 			params0->getTextureParam(GPT_FRAGMENT_PROGRAM, "gMainTexture", textureParam0);
 			params1->getTextureParam(GPT_FRAGMENT_PROGRAM, "gMainTexture", textureParam1);
@@ -1160,7 +1160,7 @@ namespace bs
 				SPtr<GpuParamsSetCore> paramsSet = mPickingParamSets[1][iconData.paramsIdx];
 				SPtr<GpuParamsCore> params = paramsSet->getGpuParams();
 
-				GpuParamTextureCore textureParam;
+				GpuParamTexture textureParam;
 				params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gMainTexture", textureParam);
 
 				textureParam.set(iconData.texture);

+ 1 - 1
Source/BansheeEditor/Source/BsHandleDrawManager.cpp

@@ -274,7 +274,7 @@ namespace bs
 
 				if(entry.type == MeshType::Text)
 				{
-					GpuParamTextureCore texture;
+					GpuParamTexture texture;
 
 					paramsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gMainTexture", texture);
 					texture.set(entry.texture);

+ 1 - 1
Source/BansheeEditor/Source/BsScenePicking.cpp

@@ -277,7 +277,7 @@ namespace bs
 		SPtr<TextureCore> normalsTexture = TextureCore::create(normalTexDesc);
 		SPtr<TextureCore> depthTexture = rtt->getDepthStencilTexture();
 
-		RENDER_TEXTURE_DESC_CORE pickingMRT;
+		RENDER_TEXTURE_DESC pickingMRT;
 		pickingMRT.colorSurfaces[0].face = 0;
 		pickingMRT.colorSurfaces[0].texture = outputTexture;
 		pickingMRT.colorSurfaces[1].face = 0;

+ 3 - 3
Source/BansheeEngine/Include/BsRendererUtility.h

@@ -165,8 +165,8 @@ namespace bs { namespace ct
 		/** Updates the parameter buffers used by the material. */
 		void setParameters(const SPtr<TextureCore>& source);
 	private:
-		MaterialParamIntCore mNumSamples;
-		MaterialParamTextureCore mSource;
+		MaterialParamInt mNumSamples;
+		MaterialParamTexture mSource;
 	};
 
 	/** Shader that copies a source texture into a render target. */
@@ -180,7 +180,7 @@ namespace bs { namespace ct
 		/** Updates the parameter buffers used by the material. */
 		void setParameters(const SPtr<TextureCore>& source);
 	private:
-		MaterialParamTextureCore mSource;
+		MaterialParamTexture mSource;
 	};
 
 	/** @} */

+ 2 - 2
Source/BansheeEngine/Include/BsSpriteMaterial.h

@@ -111,8 +111,8 @@ namespace bs
 
 		SPtr<ct::GpuParamsSetCore> mParams;
 		UINT32 mParamBufferIdx;
-		mutable ct::MaterialParamTextureCore mTextureParam;
-		mutable ct::MaterialParamSampStateCore mSamplerParam;
+		mutable ct::MaterialParamTexture mTextureParam;
+		mutable ct::MaterialParamSampState mSamplerParam;
 	};
 
 	/** @} */

+ 1 - 1
Source/BansheeGLRenderAPI/Include/BsGLRenderTexture.h

@@ -25,7 +25,7 @@ namespace bs { namespace ct
     class BS_RSGL_EXPORT GLRenderTextureCore : public RenderTextureCore
     {
 	public:
-		GLRenderTextureCore(const RENDER_TEXTURE_DESC_CORE& desc, UINT32 deviceIdx);
+		GLRenderTextureCore(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx);
 		virtual ~GLRenderTextureCore();
 
 		/** @copydoc RenderTextureCore::getCustomAttribute */

+ 1 - 1
Source/BansheeGLRenderAPI/Include/BsGLTextureManager.h

@@ -44,7 +44,7 @@ namespace bs { namespace ct
 			const SPtr<PixelData>& initialData = nullptr, GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
 
 		/** @copydoc TextureCoreManager::createRenderTextureInternal */
-		SPtr<RenderTextureCore> createRenderTextureInternal(const RENDER_TEXTURE_DESC_CORE& desc, 
+		SPtr<RenderTextureCore> createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc, 
 			UINT32 deviceIdx = 0) override;
 
 		GLSupport& mGLSupport;

+ 1 - 1
Source/BansheeGLRenderAPI/Source/BsGLRenderTexture.cpp

@@ -20,7 +20,7 @@ namespace bs { namespace ct
 
 #define DEPTHFORMAT_COUNT (sizeof(depthFormats)/sizeof(GLenum))
 
-	GLRenderTextureCore::GLRenderTextureCore(const RENDER_TEXTURE_DESC_CORE& desc, UINT32 deviceIdx)
+	GLRenderTextureCore::GLRenderTextureCore(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx)
 		:RenderTextureCore(desc, deviceIdx), mProperties(desc, true), mFB(nullptr)
 	{
 		assert(deviceIdx == 0 && "Multiple GPUs not supported natively on OpenGL.");

+ 1 - 1
Source/BansheeGLRenderAPI/Source/BsGLTextureManager.cpp

@@ -49,7 +49,7 @@ namespace bs { namespace ct
 		return texPtr;
 	}
 
-	SPtr<RenderTextureCore> GLTextureCoreManager::createRenderTextureInternal(const RENDER_TEXTURE_DESC_CORE& desc, 
+	SPtr<RenderTextureCore> GLTextureCoreManager::createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc, 
 																			  UINT32 deviceIdx)
 	{
 		SPtr<GLRenderTextureCore> texPtr = bs_shared_ptr_new<GLRenderTextureCore>(desc, deviceIdx);

+ 1 - 1
Source/BansheeVulkanRenderAPI/Include/BsVulkanGpuPipelineState.h

@@ -79,7 +79,7 @@ namespace bs { namespace ct
 	protected:
 		friend class VulkanRenderStateCoreManager;
 
-		VulkanGraphicsPipelineStateCore(const PIPELINE_STATE_CORE_DESC& desc, GpuDeviceFlags deviceMask);
+		VulkanGraphicsPipelineStateCore(const PIPELINE_STATE_DESC& desc, GpuDeviceFlags deviceMask);
 
 		/**	@copydoc GraphicsPipelineStateCore::initialize */
 		void initialize() override;

+ 1 - 1
Source/BansheeVulkanRenderAPI/Include/BsVulkanRenderStateManager.h

@@ -20,7 +20,7 @@ namespace bs { namespace ct
 			GpuDeviceFlags deviceMask) const override;
 
 		/** @copydoc RenderStateCoreManager::_createGraphicsPipelineState */
-		SPtr<GraphicsPipelineStateCore> _createGraphicsPipelineState(const PIPELINE_STATE_CORE_DESC& desc,
+		SPtr<GraphicsPipelineStateCore> _createGraphicsPipelineState(const PIPELINE_STATE_DESC& desc,
 			GpuDeviceFlags deviceMask = GDF_DEFAULT) const override;
 
 		/** @copydoc RenderStateCoreManager::_createComputePipelineState */

+ 1 - 1
Source/BansheeVulkanRenderAPI/Include/BsVulkanRenderTexture.h

@@ -22,7 +22,7 @@ namespace bs { namespace ct
 	class VulkanRenderTextureCore : public RenderTextureCore
 	{
 	public:
-		VulkanRenderTextureCore(const RENDER_TEXTURE_DESC_CORE& desc, UINT32 deviceIdx);
+		VulkanRenderTextureCore(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx);
 		virtual ~VulkanRenderTextureCore();
 
 		/** @copydoc RenderTextureCore::getCustomAttribute */

+ 1 - 1
Source/BansheeVulkanRenderAPI/Include/BsVulkanTextureManager.h

@@ -42,7 +42,7 @@ namespace bs { namespace ct
 			const SPtr<PixelData>& initialData = nullptr, GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
 
 		/** @copydoc TextureCoreManager::createRenderTextureInternal */
-		SPtr<RenderTextureCore> createRenderTextureInternal(const RENDER_TEXTURE_DESC_CORE& desc, 
+		SPtr<RenderTextureCore> createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc, 
 			UINT32 deviceIdx = 0) override;
 
 		SPtr<VulkanTextureCore> mDummyReadTexture;

+ 1 - 1
Source/BansheeVulkanRenderAPI/Source/BsVulkanGpuPipelineState.cpp

@@ -67,7 +67,7 @@ namespace bs { namespace ct
 		return true;
 	}
 
-	VulkanGraphicsPipelineStateCore::VulkanGraphicsPipelineStateCore(const PIPELINE_STATE_CORE_DESC& desc,
+	VulkanGraphicsPipelineStateCore::VulkanGraphicsPipelineStateCore(const PIPELINE_STATE_DESC& desc,
 																	 GpuDeviceFlags deviceMask)
 		:GraphicsPipelineStateCore(desc, deviceMask), mScissorEnabled(false), mDeviceMask(deviceMask)
 	{

+ 1 - 1
Source/BansheeVulkanRenderAPI/Source/BsVulkanRenderStateManager.cpp

@@ -18,7 +18,7 @@ namespace bs { namespace ct
 	}
 
 	SPtr<GraphicsPipelineStateCore> VulkanRenderStateCoreManager::_createGraphicsPipelineState(
-		const PIPELINE_STATE_CORE_DESC& desc, GpuDeviceFlags deviceMask) const
+		const PIPELINE_STATE_DESC& desc, GpuDeviceFlags deviceMask) const
 	{
 		SPtr<VulkanGraphicsPipelineStateCore> pipelineState =
 			bs_shared_ptr<VulkanGraphicsPipelineStateCore>(new (bs_alloc<VulkanGraphicsPipelineStateCore>()) 

+ 1 - 1
Source/BansheeVulkanRenderAPI/Source/BsVulkanRenderTexture.cpp

@@ -9,7 +9,7 @@
 
 namespace bs { namespace ct
 {
-	VulkanRenderTextureCore::VulkanRenderTextureCore(const RENDER_TEXTURE_DESC_CORE& desc, UINT32 deviceIdx)
+	VulkanRenderTextureCore::VulkanRenderTextureCore(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx)
 		:RenderTextureCore(desc, deviceIdx), mProperties(desc, false), mDeviceIdx(deviceIdx), mFramebuffer(nullptr)
 	{
 		

+ 1 - 1
Source/BansheeVulkanRenderAPI/Source/BsVulkanTextureManager.cpp

@@ -66,7 +66,7 @@ namespace bs { namespace ct
 		return texPtr;
 	}
 
-	SPtr<RenderTextureCore> VulkanTextureCoreManager::createRenderTextureInternal(const RENDER_TEXTURE_DESC_CORE& desc,
+	SPtr<RenderTextureCore> VulkanTextureCoreManager::createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc,
 																				  UINT32 deviceIdx)
 	{
 		SPtr<VulkanRenderTextureCore> texPtr = bs_shared_ptr_new<VulkanRenderTextureCore>(desc, deviceIdx);

+ 3 - 3
Source/RenderBeast/Include/BsLightRendering.h

@@ -42,9 +42,9 @@ namespace bs { namespace ct
 		SPtr<MaterialCore> mMaterial;
 		SPtr<GpuParamsSetCore> mParamsSet;
 
-		GpuParamTextureCore mGBufferA;
-		GpuParamTextureCore mGBufferB;
-		GpuParamTextureCore mGBufferDepth;
+		GpuParamTexture mGBufferA;
+		GpuParamTexture mGBufferB;
+		GpuParamTexture mGBufferDepth;
 		SPtr<GpuParamBlockBufferCore> mParamBuffer;
 	};
 

+ 10 - 10
Source/RenderBeast/Include/BsPostProcessing.h

@@ -52,7 +52,7 @@ namespace bs { namespace ct
 		SPtr<RenderTextureCore> getOutput() const { return mOutput; }
 	private:
 		SPtr<GpuParamBlockBufferCore> mParamBuffer;
-		GpuParamTextureCore mInputTexture;
+		GpuParamTexture mInputTexture;
 
 		POOLED_RENDER_TEXTURE_DESC mOutputDesc;
 		SPtr<RenderTextureCore> mOutput;
@@ -98,8 +98,8 @@ namespace bs { namespace ct
 		static const UINT32 HISTOGRAM_NUM_TEXELS = (THREAD_GROUP_SIZE_X * THREAD_GROUP_SIZE_Y) / 4;
 	private:
 		SPtr<GpuParamBlockBufferCore> mParamBuffer;
-		GpuParamTextureCore mSceneColor;
-		GpuParamLoadStoreTextureCore mOutputTex;
+		GpuParamTexture mSceneColor;
+		GpuParamLoadStoreTexture mOutputTex;
 
 		POOLED_RENDER_TEXTURE_DESC mOutputDesc;
 		SPtr<RenderTextureCore> mOutput;
@@ -133,8 +133,8 @@ namespace bs { namespace ct
 	private:
 		SPtr<GpuParamBlockBufferCore> mParamBuffer;
 
-		GpuParamTextureCore mHistogramTex;
-		GpuParamTextureCore mEyeAdaptationTex;
+		GpuParamTexture mHistogramTex;
+		GpuParamTexture mEyeAdaptationTex;
 
 		POOLED_RENDER_TEXTURE_DESC mOutputDesc;
 		SPtr<RenderTextureCore> mOutput;
@@ -158,7 +158,7 @@ namespace bs { namespace ct
 		void execute(PostProcessInfo& ppInfo, float frameDelta);
 	private:
 		SPtr<GpuParamBlockBufferCore> mParamBuffer;
-		GpuParamTextureCore mReducedHistogramTex;
+		GpuParamTexture mReducedHistogramTex;
 	};
 
 	BS_PARAM_BLOCK_BEGIN(CreateTonemapLUTParamDef)
@@ -203,7 +203,7 @@ namespace bs { namespace ct
 		SPtr<GpuParamBlockBufferCore> mParamBuffer;
 		SPtr<GpuParamBlockBufferCore> mWhiteBalanceParamBuffer;
 
-		GpuParamLoadStoreTextureCore mOutputTex;
+		GpuParamLoadStoreTexture mOutputTex;
 	};
 
 	BS_PARAM_BLOCK_BEGIN(TonemappingParamDef)
@@ -229,9 +229,9 @@ namespace bs { namespace ct
 	private:
 		SPtr<GpuParamBlockBufferCore> mParamBuffer;
 
-		GpuParamTextureCore mInputTex;
-		GpuParamTextureCore mColorLUT;
-		GpuParamTextureCore mEyeAdaptationTex;
+		GpuParamTexture mInputTex;
+		GpuParamTexture mColorLUT;
+		GpuParamTexture mEyeAdaptationTex;
 	};
 
 	/**

+ 1 - 1
Source/RenderBeast/Include/BsRendererCamera.h

@@ -44,7 +44,7 @@ namespace bs { namespace ct
 		/** Updates the skybox texture used by the material. */
 		void setParams(const SPtr<TextureCore>& texture);
 	private:
-		GpuParamTextureCore mSkyTextureParam;
+		GpuParamTexture mSkyTextureParam;
 	};
 
 	/** Contains information about a Camera, used by the Renderer. */

+ 1 - 1
Source/RenderBeast/Source/BsObjectRendering.cpp

@@ -63,7 +63,7 @@ namespace bs { namespace ct
 		
 		if (!boneMatricesParamName.empty())
 		{
-			MaterialParamBufferCore boneMatricesParam = element.material->getParamBuffer(boneMatricesParamName);
+			MaterialParamBuffer boneMatricesParam = element.material->getParamBuffer(boneMatricesParamName);
 			boneMatricesParam.set(element.boneMatrixBuffer);
 		}
 	}

+ 2 - 2
Source/RenderBeast/Source/BsRenderTargets.cpp

@@ -52,7 +52,7 @@ namespace bs { namespace ct
 
 		if (mGBufferRT == nullptr || mSceneColorRT == nullptr || rebuildTargets)
 		{
-			RENDER_TEXTURE_DESC_CORE gbufferDesc;
+			RENDER_TEXTURE_DESC gbufferDesc;
 			gbufferDesc.colorSurfaces[0].texture = mSceneColorTex->texture;
 			gbufferDesc.colorSurfaces[0].face = 0;
 			gbufferDesc.colorSurfaces[0].numFaces = 1;
@@ -74,7 +74,7 @@ namespace bs { namespace ct
 
 			mGBufferRT = RenderTextureCore::create(gbufferDesc);
 
-			RENDER_TEXTURE_DESC_CORE sceneColorDesc;
+			RENDER_TEXTURE_DESC sceneColorDesc;
 			sceneColorDesc.colorSurfaces[0].texture = mSceneColorTex->texture;
 			sceneColorDesc.colorSurfaces[0].face = 0;
 			sceneColorDesc.colorSurfaces[0].numFaces = 1;

+ 1 - 1
Source/RenderBeast/Source/BsRenderTexturePool.cpp

@@ -59,7 +59,7 @@ namespace bs { namespace ct
 		
 		if ((desc.flag & (TU_RENDERTARGET | TU_DEPTHSTENCIL)) != 0)
 		{
-			RENDER_TEXTURE_DESC_CORE rtDesc;
+			RENDER_TEXTURE_DESC rtDesc;
 
 			if ((desc.flag & TU_RENDERTARGET) != 0)
 			{