DRW: Cleanup: Make DRW_shgroup_uniform_mat4 uniform expect float (*)[4]
Same thing for mat3.
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@@ -587,7 +587,7 @@ static DRWShadingGroup *CLAY_shgroup_deferred_shading_create(DRWPass *pass, CLAY
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DRW_shgroup_uniform_block(grp, "material_block", sldata->mat_ubo);
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DRW_shgroup_uniform_block(grp, "matcaps_block", sldata->matcaps_ubo);
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/* TODO put in ubo */
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DRW_shgroup_uniform_mat4(grp, "WinMatrix", (float *)g_data->winmat);
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DRW_shgroup_uniform_mat4(grp, "WinMatrix", g_data->winmat);
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DRW_shgroup_uniform_vec2(grp, "invscreenres", DRW_viewport_invert_size_get(), 1);
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DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)g_data->viewvecs, 3);
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DRW_shgroup_uniform_vec4(grp, "ssao_params", g_data->ssao_params, 1);
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@@ -185,8 +185,8 @@ void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat
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DRWShadingGroup *grp = DRW_shgroup_create(e_data.motion_blur_sh, psl->motion_blur);
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DRW_shgroup_uniform_int(grp, "samples", &effects->motion_blur_samples, 1);
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DRW_shgroup_uniform_mat4(grp, "currInvViewProjMatrix", (float *)effects->current_ndc_to_world);
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DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", (float *)effects->past_world_to_ndc);
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DRW_shgroup_uniform_mat4(grp, "currInvViewProjMatrix", effects->current_ndc_to_world);
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DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", effects->past_world_to_ndc);
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DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_call_add(grp, quad, NULL);
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@@ -478,7 +478,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved
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BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_mat4(grp, "volumeObjectMatrix", (float *)ob->imat);
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DRW_shgroup_uniform_mat4(grp, "volumeObjectMatrix", ob->imat);
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DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texcoloc, 1);
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DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texcosize, 1);
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@@ -377,8 +377,8 @@ void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const
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void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float *value);
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void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value);
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void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3]);
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void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4]);
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/* Store value instead of referencing it. */
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void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value);
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@@ -201,14 +201,14 @@ void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const
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drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize);
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}
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void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float *value)
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void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3])
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{
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drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 9, 1);
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drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 9, 1);
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}
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void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value)
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void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4])
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{
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drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 16, 1);
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drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 16, 1);
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}
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/* Stores the int instead of a pointer. */
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@@ -637,10 +637,10 @@ static DRWShadingGroup *drw_shgroup_material_inputs(DRWShadingGroup *grp, struct
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/* Should already be in the material ubo. */
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break;
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case GPU_MAT3:
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DRW_shgroup_uniform_mat3(grp, input->shadername, (float *)input->dynamicvec);
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DRW_shgroup_uniform_mat3(grp, input->shadername, (float (*)[3])input->dynamicvec);
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break;
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case GPU_MAT4:
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DRW_shgroup_uniform_mat4(grp, input->shadername, (float *)input->dynamicvec);
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DRW_shgroup_uniform_mat4(grp, input->shadername, (float (*)[4])input->dynamicvec);
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break;
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default:
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break;
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