85 const int viewport[4] = {
148 for (
int i = 0;
i <
result.size();
i++) {
152 hit_result.
id = ids[
i];
153 hit_result.
depth = 0xFFFF;
BLI_INLINE int BLI_rcti_size_y(const struct rcti *rct)
BLI_INLINE int BLI_rcti_size_x(const struct rcti *rct)
void GPU_debug_group_end()
void GPU_debug_group_begin(const char *name)
void GPU_clear_depth(float depth)
@ GPU_SELECT_NEAREST_SECOND_PASS
@ GPU_SELECT_NEAREST_FIRST_PASS
void GPU_scissor_test(bool enable)
void GPU_depth_mask(bool depth)
void GPU_depth_test(GPUDepthTest test)
void GPU_color_mask(bool r, bool g, bool b, bool a)
void GPU_viewport_size_get_i(int coords[4])
void GPU_scissor(int x, int y, int width, int height)
GPUDepthTest GPU_depth_test_get()
void GPU_viewport(int x, int y, int width, int height)
void GPU_write_mask(GPUWriteMask mask)
GPUWriteMask GPU_write_mask_get()
void GPU_scissor_get(int coords[4])
constexpr int64_t size() const
static GPUBackend * get()
virtual QueryPool * querypool_alloc()=0
bool gpu_select_query_load_id(uint id)
static GPUSelectQueryState g_query_state
uint gpu_select_query_end()
void gpu_select_query_begin(GPUSelectBuffer *buffer, const rcti *input, const GPUSelectMode mode, int oldhits)
Vector< uint, QUERY_MIN_LEN > * ids