GPU_matrix: use Blender's naming conventions
Thanks to @sergey for review
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@@ -280,7 +280,7 @@ static void ui_update_window_matrix(const wmWindow *window, const ARegion *regio
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/* window matrix and aspect */
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if (region && region->visible) {
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/* Get projection matrix which includes View2D translation and zoom. */
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gpuGetProjectionMatrix(block->winmat);
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GPU_matrix_projection_get(block->winmat);
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block->aspect = 2.0f / fabsf(region->winx * block->winmat[0][0]);
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}
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else {
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@@ -1448,9 +1448,9 @@ void UI_block_draw(const bContext *C, uiBlock *block)
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ui_but_to_pixelrect(&rect, ar, block, NULL);
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/* pixel space for AA widgets */
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gpuPushProjectionMatrix();
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gpuPushMatrix();
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gpuLoadIdentity();
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GPU_matrix_push_projection();
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GPU_matrix_push();
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GPU_matrix_identity_set();
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wmOrtho2_region_pixelspace(ar);
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@@ -1485,8 +1485,8 @@ void UI_block_draw(const bContext *C, uiBlock *block)
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BLF_batch_draw_end();
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/* restore matrix */
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gpuPopProjectionMatrix();
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gpuPopMatrix();
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GPU_matrix_pop_projection();
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GPU_matrix_pop();
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}
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static void ui_block_message_subscribe(ARegion *ar, struct wmMsgBus *mbus, uiBlock *block)
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