Cleanup: use const arguments
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@@ -461,7 +461,7 @@ void EEVEE_lights_cache_shcaster_material_add(EEVEE_ViewLayerData *sldata,
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struct GPUMaterial *gpumat,
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struct GPUBatch *geom,
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struct Object *ob,
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float *alpha_threshold)
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const float *alpha_threshold)
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{
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/* TODO / PERF : reuse the same shading group for objects with the same material */
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DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, psl->shadow_pass);
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@@ -1405,10 +1405,10 @@ static void material_transparent(Material *ma,
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const bool do_cull = (ma->blend_flag & MA_BL_CULL_BACKFACE) != 0;
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const bool use_ssrefract = (((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
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((stl->effects->enabled_effects & EFFECT_REFRACT) != 0));
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float *color_p = &ma->r;
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float *metal_p = &ma->metallic;
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float *spec_p = &ma->spec;
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float *rough_p = &ma->roughness;
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const float *color_p = &ma->r;
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const float *metal_p = &ma->metallic;
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const float *spec_p = &ma->spec;
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const float *rough_p = &ma->roughness;
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if (ma->use_nodes && ma->nodetree) {
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static float error_col[3] = {1.0f, 0.0f, 1.0f};
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@@ -921,7 +921,7 @@ void EEVEE_lights_cache_shcaster_material_add(EEVEE_ViewLayerData *sldata,
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struct GPUMaterial *gpumat,
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struct GPUBatch *geom,
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struct Object *ob,
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float *alpha_threshold);
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const float *alpha_threshold);
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void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
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void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
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@@ -244,7 +244,7 @@ static void PAINT_TEXTURE_cache_init(void *vedata)
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/* Uniforms need a pointer to it's value so be sure it's accessible at
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* any given time (i.e. use static vars) */
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static float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
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static const float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
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DRW_shgroup_uniform_vec4(shgrp, "color", color, 1);
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if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
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@@ -319,7 +319,7 @@ static void PAINT_TEXTURE_cache_init(void *vedata)
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DRW_STATE_BLEND_ALPHA;
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DRWPass *pass = DRW_pass_create("Face Mask Pass", state);
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DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->face_select_overlay, pass);
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static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
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static const float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
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DRW_shgroup_uniform_vec4(shgrp, "color", col, 1);
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if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
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@@ -256,7 +256,7 @@ static void PAINT_VERTEX_cache_init(void *vedata)
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}
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{
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static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
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static const float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
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DRWPass *pass = DRW_pass_create("Face Mask Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
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DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA);
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@@ -3216,7 +3216,7 @@ static PBool p_chart_lscm_solve(PHandle *handle, PChart *chart)
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LinearSolver *context = chart->u.lscm.context;
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PVert *v, *pin1 = chart->u.lscm.pin1, *pin2 = chart->u.lscm.pin2;
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PFace *f;
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float *alpha = chart->u.lscm.abf_alpha;
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const float *alpha = chart->u.lscm.abf_alpha;
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float area_pinned_up, area_pinned_down;
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bool flip_faces;
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int row;
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