GPU: Fix some more remaining GL enums scattered outside of GL module
This fixes an assert inside the lasso selection drawing.
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@@ -1096,7 +1096,8 @@ static void widgetbase_outline(uiWidgetBase *wtb, uint pos)
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float triangle_strip[WIDGET_SIZE_MAX * 2 + 2][2]; /* + 2 because the last pair is wrapped */
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widget_verts_to_triangle_strip(wtb, wtb->totvert, triangle_strip);
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widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_STRIP, triangle_strip, NULL, wtb->totvert * 2 + 2);
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widget_draw_vertex_buffer(
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pos, 0, GPU_PRIM_TRI_STRIP, triangle_strip, NULL, wtb->totvert * 2 + 2);
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}
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static void widgetbase_set_uniform_alpha_discard(uiWidgetBase *wtb,
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@@ -2758,7 +2759,7 @@ static void widget_softshadow(const rcti *rect, int roundboxalign, const float r
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widget_verts_to_triangle_strip(&wtb, totvert, triangle_strip);
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widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_STRIP, triangle_strip, NULL, totvert * 2);
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widget_draw_vertex_buffer(pos, 0, GPU_PRIM_TRI_STRIP, triangle_strip, NULL, totvert * 2);
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}
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immUnbindProgram();
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@@ -750,7 +750,7 @@ void ED_mask_draw_region(
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IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
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GPU_shader_uniform_vector(
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state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
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immDrawPixelsTex(&state, 0.0f, 0.0f, width, height, GL_R16F, false, buffer, 1.0f, 1.0f, NULL);
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immDrawPixelsTex(&state, 0.0f, 0.0f, width, height, GPU_R16F, false, buffer, 1.0f, 1.0f, NULL);
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GPU_matrix_pop();
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@@ -523,7 +523,7 @@ static void sima_draw_zbuffloat_pixels(Scene *scene,
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GPU_shader_uniform_vector(
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state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
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immDrawPixelsTex(&state, x1, y1, rectx, recty, GL_R16F, false, rectf, zoomx, zoomy, NULL);
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immDrawPixelsTex(&state, x1, y1, rectx, recty, GPU_R16F, false, rectf, zoomx, zoomy, NULL);
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MEM_freeN(rectf);
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}
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@@ -361,7 +361,7 @@ static void draw_filled_lasso(wmGesture *gt)
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state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
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immDrawPixelsTex(
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&state, rect.xmin, rect.ymin, w, h, GL_R8, false, pixel_buf, 1.0f, 1.0f, NULL);
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&state, rect.xmin, rect.ymin, w, h, GPU_R8, false, pixel_buf, 1.0f, 1.0f, NULL);
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GPU_shader_unbind();
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