Cleanup: use const args
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@@ -319,7 +319,7 @@ DRWShadingGroup *shgroup_dynlines_flat_color(DRWPass *pass)
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return grp;
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}
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DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, float color[4])
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DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const float color[4])
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{
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GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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@@ -335,7 +335,7 @@ DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, float colo
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return grp;
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}
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DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4], float *size)
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DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, const float color[4], const float *size)
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{
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GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
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@@ -347,7 +347,7 @@ DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4],
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return grp;
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}
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DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, float color[4])
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DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, const float color[4])
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{
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GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE);
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@@ -357,7 +357,7 @@ DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, float color[4]
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return grp;
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}
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DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, float color[4])
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DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float color[4])
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{
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GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT);
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@@ -368,7 +368,7 @@ DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, float color[4
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return grp;
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}
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DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct GPUBatch *geom, float *size)
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DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct GPUBatch *geom, const float *size)
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{
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GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
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@@ -128,11 +128,11 @@ void DRW_globals_free(void);
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void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, const RegionView3D *rv3d);
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struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass);
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struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, float color[4]);
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struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, float color[4], float *size);
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struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, float color[4]);
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struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, float color[4]);
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struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, float *size);
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struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4]);
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struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size);
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struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4]);
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struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4]);
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struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size);
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struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom);
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struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom);
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struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom);
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