Add Chromium-only Blender WebEngine parity work
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231
blender-5.2.0/source/blender/gpu/GPU_matrix.hh
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231
blender-5.2.0/source/blender/gpu/GPU_matrix.hh
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/* SPDX-FileCopyrightText: 2012 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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namespace blender {
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namespace gpu {
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class Shader;
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} // namespace gpu
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/**
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* To Identity transform & empty stack.
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*/
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void GPU_matrix_reset();
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/* ModelView Matrix (2D or 3D) */
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/**
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* Push a new matrix unto the stack (copying the previous matrix).
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*
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* \note A function `GPU_matrix_push_identity` could be added
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* instead of calling #GPU_matrix_identity_set after pushing.
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*/
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void GPU_matrix_push();
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void GPU_matrix_pop();
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/**
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* Set the model-view to an identity matrix.
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*/
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void GPU_matrix_identity_set();
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/**
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* Scale the model-view matrix.
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*/
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void GPU_matrix_scale_1f(float factor);
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/* 3D ModelView Matrix */
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void GPU_matrix_set(const float m[4][4]);
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void GPU_matrix_mul(const float m[4][4]);
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void GPU_matrix_translate_3f(float x, float y, float z);
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void GPU_matrix_translate_3fv(const float vec[3]);
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void GPU_matrix_scale_3f(float x, float y, float z);
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void GPU_matrix_scale_3fv(const float vec[3]);
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/**
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* Axis of rotation should be a unit vector.
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*/
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void GPU_matrix_rotate_3f(float deg, float x, float y, float z);
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/**
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* Axis of rotation should be a unit vector.
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*/
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void GPU_matrix_rotate_3fv(float deg, const float axis[3]);
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void GPU_matrix_rotate_axis(float deg, char axis); /* TODO: enum for axis? */
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void GPU_matrix_look_at(float eyeX,
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float eyeY,
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float eyeZ,
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float centerX,
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float centerY,
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float centerZ,
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float upX,
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float upY,
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float upZ);
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/* TODO: variant that takes eye[3], center[3], up[3] */
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/* 2D ModelView Matrix */
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void GPU_matrix_translate_2f(float x, float y);
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void GPU_matrix_translate_2fv(const float vec[2]);
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void GPU_matrix_scale_2f(float x, float y);
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void GPU_matrix_scale_2fv(const float vec[2]);
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void GPU_matrix_rotate_2d(float deg);
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/* Projection Matrix (2D or 3D). */
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void GPU_matrix_push_projection();
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void GPU_matrix_pop_projection();
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/* 3D Projection Matrix. */
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void GPU_matrix_identity_projection_set();
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void GPU_matrix_projection_set(const float m[4][4]);
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void GPU_matrix_ortho_set(float left, float right, float bottom, float top, float near, float far);
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void GPU_matrix_ortho_set_z(float near, float far);
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void GPU_matrix_frustum_set(
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float left, float right, float bottom, float top, float near, float far);
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void GPU_matrix_perspective_set(float fovy, float aspect, float near, float far);
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/* 3D Projection between Window and World Space */
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struct GPUMatrixUnproject_Precalc {
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float model_inverted[4][4];
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float view[4];
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bool is_persp;
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/**
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* Result of #projmat_dimensions_db.
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* Using double precision here is important as far clipping ranges
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* can cause divide-by-zero when using float, see: #66937.
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*/
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struct {
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double xmin, xmax;
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double ymin, ymax;
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double zmin, zmax;
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} dims;
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};
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bool GPU_matrix_unproject_precalc(GPUMatrixUnproject_Precalc *unproj_precalc,
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const float model[4][4],
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const float proj[4][4],
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const int view[4]);
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void GPU_matrix_project_3fv(const float world[3],
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const float model[4][4],
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const float proj[4][4],
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const int view[4],
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float r_win[3]);
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void GPU_matrix_project_2fv(const float world[3],
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const float model[4][4],
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const float proj[4][4],
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const int view[4],
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float r_win[2]);
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bool GPU_matrix_unproject_3fv(const float win[3],
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const float model_inverted[4][4],
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const float proj[4][4],
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const int view[4],
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float r_world[3]);
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/* 2D Projection Matrix. */
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void GPU_matrix_ortho_2d_set(float left, float right, float bottom, float top);
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/* Functions to get matrix values. */
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const float (*GPU_matrix_model_view_get(float m[4][4]))[4];
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const float (*GPU_matrix_projection_get(float m[4][4]))[4];
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const float (*GPU_matrix_model_view_projection_get(float m[4][4]))[4];
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const float (*GPU_matrix_normal_get(float m[3][3]))[3];
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const float (*GPU_matrix_normal_inverse_get(float m[3][3]))[3];
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/**
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* Set uniform values for currently bound shader.
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*/
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void GPU_matrix_bind(gpu::Shader *shader);
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bool GPU_matrix_dirty_get(); /* since last bind */
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/**
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* Own working polygon offset.
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*/
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float GPU_polygon_offset_calc(const float (*winmat)[4], float viewdist, float dist);
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/**
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* \note \a viewdist is only for orthographic projections at the moment.
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*/
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void GPU_polygon_offset(float viewdist, float dist);
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/* Python API needs to be able to inspect the stack so errors raise exceptions
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* instead of crashing. */
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#ifdef USE_GPU_PY_MATRIX_API
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int GPU_matrix_stack_level_get_model_view();
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int GPU_matrix_stack_level_get_projection();
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/* static assert ensures this doesn't change! */
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# define GPU_PY_MATRIX_STACK_LEN 31
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#endif /* USE_GPU_PY_MATRIX_API */
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#ifndef SUPPRESS_GENERIC_MATRIX_API
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# if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
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# define _GPU_MAT3_CONST_CAST(x) \
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(_Generic((x), \
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void *: (const float (*)[3])(x), \
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float *: (const float (*)[3])(x), \
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float (*)[4]: (const float (*)[3])(x), \
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const void *: (const float (*)[3])(x), \
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const float *: (const float (*)[3])(x), \
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const float (*)[3]: (const float (*)[3])(x)))
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# define _GPU_MAT3_CAST(x) \
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(_Generic((x), \
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void *: (float (*)[3])(x), \
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float *: (float (*)[3])(x), \
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float (*)[3]: (float (*)[3])(x)))
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# define _GPU_MAT4_CONST_CAST(x) \
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(_Generic((x), \
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void *: (const float (*)[4])(x), \
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float *: (const float (*)[4])(x), \
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float (*)[4]: (const float (*)[4])(x), \
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const void *: (const float (*)[4])(x), \
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const float *: (const float (*)[4])(x), \
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const float (*)[4]: (const float (*)[4])(x)))
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# define _GPU_MAT4_CAST(x) \
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(_Generic((x), \
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void *: (float (*)[4])(x), \
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float *: (float (*)[4])(x), \
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float (*)[4]: (float (*)[4])(x)))
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# else
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# define _GPU_MAT3_CONST_CAST(x) (const float (*)[3])(x)
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# define _GPU_MAT3_CAST(x) (float (*)[3])(x)
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# define _GPU_MAT4_CONST_CAST(x) (const float (*)[4])(x)
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# define _GPU_MAT4_CAST(x) (float (*)[4])(x)
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# endif /* C11 */
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/* make matrix inputs generic, to avoid warnings */
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# define GPU_matrix_mul(x) GPU_matrix_mul(_GPU_MAT4_CONST_CAST(x))
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# define GPU_matrix_set(x) GPU_matrix_set(_GPU_MAT4_CONST_CAST(x))
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# define GPU_matrix_projection_set(x) GPU_matrix_projection_set(_GPU_MAT4_CONST_CAST(x))
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# define GPU_matrix_model_view_get(x) GPU_matrix_model_view_get(_GPU_MAT4_CAST(x))
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# define GPU_matrix_projection_get(x) GPU_matrix_projection_get(_GPU_MAT4_CAST(x))
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# define GPU_matrix_model_view_projection_get(x) \
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GPU_matrix_model_view_projection_get(_GPU_MAT4_CAST(x))
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# define GPU_matrix_normal_get(x) GPU_matrix_normal_get(_GPU_MAT3_CAST(x))
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# define GPU_matrix_normal_inverse_get(x) GPU_matrix_normal_inverse_get(_GPU_MAT3_CAST(x))
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#endif /* SUPPRESS_GENERIC_MATRIX_API */
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/* Not part of the GPU_matrix API,
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* however we need to check these limits in code that calls into these API's. */
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constexpr static int GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT = -100;
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constexpr static int GPU_MATRIX_ORTHO_CLIP_FAR_DEFAULT = 100;
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} // namespace blender
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