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Diffstat (limited to 'source/blender/nodes/shader/node_shader_tree.c')
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c14
1 files changed, 5 insertions, 9 deletions
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index c90be35b648..07fe49889a0 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -68,28 +68,24 @@
static int shader_tree_poll(const bContext *C, bNodeTreeType *UNUSED(treetype))
{
Scene *scene = CTX_data_scene(C);
- WorkSpace *workspace = CTX_wm_workspace(C);
- ViewRender *view_render = BKE_viewrender_get(scene, workspace);
- const char *engine_id = view_render->engine_id;
+ const char *engine_id = scene->r.engine;
/* allow empty engine string too, this is from older versions that didn't have registerable engines yet */
return (engine_id[0] == '\0' ||
STREQ(engine_id, RE_engine_id_BLENDER_RENDER) ||
STREQ(engine_id, RE_engine_id_CYCLES) ||
- !BKE_viewrender_use_shading_nodes_custom(view_render));
+ !BKE_scene_use_shading_nodes_custom(scene));
}
static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(treetype), bNodeTree **r_ntree, ID **r_id, ID **r_from)
{
SpaceNode *snode = CTX_wm_space_node(C);
Scene *scene = CTX_data_scene(C);
- WorkSpace *workspace = CTX_wm_workspace(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
Object *ob = OBACT(view_layer);
- ViewRender *view_render = BKE_viewrender_get(scene, workspace);
if ((snode->shaderfrom == SNODE_SHADER_OBJECT) ||
- (BKE_viewrender_use_new_shading_nodes(view_render) == false))
+ (BKE_scene_use_new_shading_nodes(scene) == false))
{
if (ob) {
*r_from = &ob->id;
@@ -125,12 +121,12 @@ static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(tre
}
}
-static void foreach_nodeclass(ViewRender *view_render, void *calldata, bNodeClassCallback func)
+static void foreach_nodeclass(Scene *scene, void *calldata, bNodeClassCallback func)
{
func(calldata, NODE_CLASS_INPUT, N_("Input"));
func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
- if (BKE_viewrender_use_new_shading_nodes(view_render)) {
+ if (BKE_scene_use_new_shading_nodes(scene)) {
func(calldata, NODE_CLASS_SHADER, N_("Shader"));
func(calldata, NODE_CLASS_TEXTURE, N_("Texture"));
}