Merge branch 'master' into blender2.8
[blender.git] / source / blender / gpu / intern / gpu_select.c
index 3240688d24b90a05183c3a7c5327cf732ab07c02..42d152cc7de47c42f54a9b5c565ce3bae104d479 100644 (file)
@@ -73,7 +73,7 @@ static GPUSelectState g_select_state = {0};
 /**
  * initialize and provide buffer for results
  */
-void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, const rcti *input, char mode, int oldhits)
+void GPU_select_begin(uint *buffer, uint bufsize, const rcti *input, char mode, int oldhits)
 {
        if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
                /* In the case hits was '-1', don't start the second pass since it's not going to give useful results.
@@ -108,12 +108,12 @@ void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, const rcti *in
                case ALGO_GL_QUERY:
                {
                        g_select_state.use_cache = false;
-                       gpu_select_query_begin((unsigned int (*)[4])buffer, bufsize / 4, input, mode, oldhits);
+                       gpu_select_query_begin((uint (*)[4])buffer, bufsize / 4, input, mode, oldhits);
                        break;
                }
                default:  /* ALGO_GL_PICK */
                {
-                       gpu_select_pick_begin((unsigned int (*)[4])buffer, bufsize / 4, input, mode);
+                       gpu_select_pick_begin((uint (*)[4])buffer, bufsize / 4, input, mode);
                        break;
                }
        }
@@ -126,7 +126,7 @@ void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, const rcti *in
  *
  * \warning We rely on the order of object rendering on passes to be the same for this to work.
  */
-bool GPU_select_load_id(unsigned int id)
+bool GPU_select_load_id(uint id)
 {
        /* if no selection mode active, ignore */
        if (!g_select_state.select_is_active)
@@ -177,9 +177,9 @@ void GPU_select_finalize(void)
  * Return number of hits and hits in buffer.
  * if \a dopass is true, we will do a second pass with occlusion queries to get the closest hit.
  */
-unsigned int GPU_select_end(void)
+uint GPU_select_end(void)
 {
-       unsigned int hits = 0;
+       uint hits = 0;
 
        switch (g_select_state.algorithm) {
                case ALGO_GL_LEGACY: