Cleanup: use const variables
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@ -86,8 +86,8 @@ bool GPU_debug_group_match(const char *ref)
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if (ctx == nullptr) {
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return false;
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}
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DebugStack &stack = ctx->debug_stack;
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for (StringRef &name : stack) {
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const DebugStack &stack = ctx->debug_stack;
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for (const StringRef &name : stack) {
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if (name == ref) {
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return true;
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}
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@ -248,7 +248,7 @@ eGPUWriteMask GPU_write_mask_get()
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uint GPU_stencil_mask_get()
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{
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GPUStateMutable &state = Context::get()->state_manager->mutable_state;
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const GPUStateMutable &state = Context::get()->state_manager->mutable_state;
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return state.stencil_write_mask;
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}
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@ -267,7 +267,7 @@ eGPUStencilTest GPU_stencil_test_get()
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/* NOTE: Already premultiplied by U.pixelsize. */
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float GPU_line_width_get()
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{
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GPUStateMutable &state = Context::get()->state_manager->mutable_state;
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const GPUStateMutable &state = Context::get()->state_manager->mutable_state;
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return state.line_width;
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}
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@ -292,7 +292,7 @@ void GPU_viewport_size_get_i(int coords[4])
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bool GPU_depth_mask_get()
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{
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GPUState &state = Context::get()->state_manager->state;
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const GPUState &state = Context::get()->state_manager->state;
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return (state.write_mask & GPU_WRITE_DEPTH) != 0;
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}
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