Make uniform matrix pointers const
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2cc0a08268
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@ -26,7 +26,7 @@ static inline C3D_IVec* C3D_IVUnifWritePtr(GPU_SHADER_TYPE type, int id)
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return &C3D_IVUnif[type][id];
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}
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static inline void C3D_FVUnifMtxNx4(GPU_SHADER_TYPE type, int id, C3D_Mtx* mtx, int num)
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static inline void C3D_FVUnifMtxNx4(GPU_SHADER_TYPE type, int id, const C3D_Mtx* mtx, int num)
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{
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int i;
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C3D_FVec* ptr = C3D_FVUnifWritePtr(type, id, num);
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@ -34,17 +34,17 @@ static inline void C3D_FVUnifMtxNx4(GPU_SHADER_TYPE type, int id, C3D_Mtx* mtx,
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ptr[i] = mtx->r[i]; // Struct copy.
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}
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static inline void C3D_FVUnifMtx4x4(GPU_SHADER_TYPE type, int id, C3D_Mtx* mtx)
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static inline void C3D_FVUnifMtx4x4(GPU_SHADER_TYPE type, int id, const C3D_Mtx* mtx)
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{
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C3D_FVUnifMtxNx4(type, id, mtx, 4);
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}
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static inline void C3D_FVUnifMtx3x4(GPU_SHADER_TYPE type, int id, C3D_Mtx* mtx)
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static inline void C3D_FVUnifMtx3x4(GPU_SHADER_TYPE type, int id, const C3D_Mtx* mtx)
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{
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C3D_FVUnifMtxNx4(type, id, mtx, 3);
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}
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static inline void C3D_FVUnifMtx2x4(GPU_SHADER_TYPE type, int id, C3D_Mtx* mtx)
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static inline void C3D_FVUnifMtx2x4(GPU_SHADER_TYPE type, int id, const C3D_Mtx* mtx)
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{
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C3D_FVUnifMtxNx4(type, id, mtx, 2);
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}
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