Cleanup: use const arrays
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@ -514,7 +514,7 @@ static void studiolight_create_matcap_gputexture(StudioLightImage *sli)
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ImBuf *ibuf = sli->ibuf;
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float *gpu_matcap_3components = MEM_callocN(sizeof(float[3]) * ibuf->x * ibuf->y, __func__);
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float(*offset4)[4] = (float(*)[4])ibuf->rect_float;
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const float(*offset4)[4] = (const float(*)[4])ibuf->rect_float;
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float(*offset3)[3] = (float(*)[3])gpu_matcap_3components;
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for (int i = 0; i < ibuf->x * ibuf->y; i++, offset4++, offset3++) {
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copy_v3_v3(*offset3, *offset4);
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@ -120,7 +120,7 @@ void UI_draw_roundbox_4fv_ex(const rctf *rect,
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};
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GPUBatch *batch = ui_batch_roundbox_widget_get();
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GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
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GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float(*)[4]) & widget_params);
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GPU_batch_uniform_4fv_array(batch, "parameters", 11, (const float(*)[4]) & widget_params);
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GPU_blend(GPU_BLEND_ALPHA);
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GPU_batch_draw(batch);
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GPU_blend(GPU_BLEND_NONE);
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@ -2376,7 +2376,7 @@ void ui_draw_dropshadow(
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GPUBatch *batch = ui_batch_roundbox_shadow_get();
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GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_SHADOW);
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GPU_batch_uniform_4fv_array(batch, "parameters", 4, (float(*)[4]) & widget_params);
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GPU_batch_uniform_4fv_array(batch, "parameters", 4, (const float(*)[4]) & widget_params);
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GPU_batch_uniform_1f(batch, "alpha", 1.0f - visibility);
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GPU_batch_draw(batch);
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@ -1180,7 +1180,7 @@ void UI_widgetbase_draw_cache_flush(void)
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/* draw single */
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GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
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GPU_batch_uniform_4fv_array(
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batch, "parameters", MAX_WIDGET_PARAMETERS, (float(*)[4])g_widget_base_batch.params);
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batch, "parameters", MAX_WIDGET_PARAMETERS, (const float(*)[4])g_widget_base_batch.params);
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GPU_batch_uniform_3fv(batch, "checkerColorAndSize", checker_params);
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GPU_batch_draw(batch);
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}
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@ -966,7 +966,7 @@ static void knifetool_draw_angle_snapping(const KnifeTool_OpData *kcd)
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float planes[4][4];
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planes_from_projmat(
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(float(*)[4])kcd->projmat, planes[2], planes[0], planes[3], planes[1], NULL, NULL);
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(const float(*)[4])kcd->projmat, planes[2], planes[0], planes[3], planes[1], NULL, NULL);
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/* ray-cast all planes */
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{
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@ -550,7 +550,7 @@ static void applyObjectConstraintSize(TransInfo *t,
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}
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static void constraints_rotation_impl(TransInfo *t,
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float axismtx[3][3],
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const float axismtx[3][3],
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float r_vec[3],
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float *r_angle)
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{
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@ -621,7 +621,7 @@ static void applyObjectConstraintRot(
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{
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if (t->con.mode & CON_APPLY) {
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float tmp_axismtx[3][3];
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float(*axismtx)[3];
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const float(*axismtx)[3];
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/* on setup call, use first object */
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if (td == NULL) {
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@ -606,7 +606,7 @@ void immUniform4fv(const char *name, const float data[4])
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/* Note array index is not supported for name (i.e: "array[0]"). */
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void immUniformArray4fv(const char *name, const float *data, int count)
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{
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GPU_shader_uniform_4fv_array(imm->shader, name, count, (float(*)[4])data);
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GPU_shader_uniform_4fv_array(imm->shader, name, count, (const float(*)[4])data);
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}
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void immUniformMatrix4fv(const char *name, const float data[4][4])
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@ -336,8 +336,8 @@ static PyObject *pygpu_offscreen_draw_view3d(BPyGPUOffScreen *self, PyObject *ar
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region,
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GPU_offscreen_width(self->ofs),
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GPU_offscreen_height(self->ofs),
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(float(*)[4])py_mat_view->matrix,
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(float(*)[4])py_mat_projection->matrix,
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(const float(*)[4])py_mat_view->matrix,
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(const float(*)[4])py_mat_projection->matrix,
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true,
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true,
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"",
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