From 6addaf73931b72b674fc2074de4ab9c9f1f49f1e Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 28 Feb 2018 11:37:39 +1100 Subject: Cleanup: use 'uint' for GPU_select --- source/blender/gpu/intern/gpu_select.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'source/blender/gpu/intern/gpu_select.c') diff --git a/source/blender/gpu/intern/gpu_select.c b/source/blender/gpu/intern/gpu_select.c index e2837d96b0f..ff377ac703a 100644 --- a/source/blender/gpu/intern/gpu_select.c +++ b/source/blender/gpu/intern/gpu_select.c @@ -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: -- cgit v1.2.3