Use explicit scene_layer variable name for public API
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@@ -432,7 +432,7 @@ static void CLAY_engine_init(void *vedata)
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/* SSAO setup */
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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SceneLayer *scene_layer = draw_ctx->sl;
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SceneLayer *scene_layer = draw_ctx->scene_layer;
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IDProperty *props = BKE_scene_layer_engine_evaluated_get(
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scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_CLAY);
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int ssao_samples = BKE_collection_engine_property_value_get_int(props, "ssao_samples");
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@@ -142,7 +142,7 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
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EEVEE_EffectsInfo *effects;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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SceneLayer *scene_layer = draw_ctx->sl;
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SceneLayer *scene_layer = draw_ctx->scene_layer;
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Scene *scene = draw_ctx->scene;
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View3D *v3d = draw_ctx->v3d;
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RegionView3D *rv3d = draw_ctx->rv3d;
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@@ -640,7 +640,7 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
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{
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/* Global AO Switch*/
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const DRWContextState *draw_ctx = DRW_context_state_get();
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SceneLayer *scene_layer = draw_ctx->sl;
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SceneLayer *scene_layer = draw_ctx->scene_layer;
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IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
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stl->effects->use_ao = BKE_collection_engine_property_value_get_bool(props, "gtao_enable");
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stl->effects->use_bent_normals = BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals");
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@@ -401,7 +401,7 @@ typedef struct DRWContextState {
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struct View3D *v3d; /* 'CTX_wm_view3d(C)' */
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struct Scene *scene; /* 'CTX_data_scene(C)' */
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struct SceneLayer *sl; /* 'CTX_data_scene_layer(C)' */
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struct SceneLayer *scene_layer; /* 'CTX_data_scene_layer(C)' */
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/* Use 'scene->obedit' for edit-mode */
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struct Object *obact; /* 'OBACT_NEW' */
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@@ -2460,7 +2460,7 @@ void **DRW_scene_layer_engine_data_get(DrawEngineType *engine_type, void (*callb
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{
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SceneLayerEngineData *sled;
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for (sled = DST.draw_ctx.sl->drawdata.first; sled; sled = sled->next) {
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for (sled = DST.draw_ctx.scene_layer->drawdata.first; sled; sled = sled->next) {
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if (sled->engine_type == engine_type) {
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return &sled->storage;
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}
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@@ -2469,7 +2469,7 @@ void **DRW_scene_layer_engine_data_get(DrawEngineType *engine_type, void (*callb
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sled = MEM_callocN(sizeof(SceneLayerEngineData), "SceneLayerEngineData");
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sled->engine_type = engine_type;
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sled->free = callback;
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BLI_addtail(&DST.draw_ctx.sl->drawdata, sled);
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BLI_addtail(&DST.draw_ctx.scene_layer->drawdata, sled);
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return &sled->storage;
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}
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@@ -3474,8 +3474,8 @@ void DRW_context_state_init(const bContext *C, DRWContextState *r_draw_ctx)
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r_draw_ctx->v3d = CTX_wm_view3d(C);
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r_draw_ctx->scene = CTX_data_scene(C);
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r_draw_ctx->sl = CTX_data_scene_layer(C);
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r_draw_ctx->obact = r_draw_ctx->sl->basact ? r_draw_ctx->sl->basact->object : NULL;
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r_draw_ctx->scene_layer = CTX_data_scene_layer(C);
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r_draw_ctx->obact = r_draw_ctx->scene_layer->basact ? r_draw_ctx->scene_layer->basact->object : NULL;
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/* grr, cant avoid! */
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r_draw_ctx->evil_C = C;
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@@ -647,7 +647,7 @@ void DRW_draw_cursor(void)
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View3D *v3d = draw_ctx->v3d;
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RegionView3D *rv3d = draw_ctx->rv3d;
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Scene *scene = draw_ctx->scene;
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SceneLayer *sl = draw_ctx->sl;
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SceneLayer *sl = draw_ctx->scene_layer;
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_FALSE);
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@@ -1661,7 +1661,7 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
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OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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SceneLayer *sl = draw_ctx->sl;
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SceneLayer *sl = draw_ctx->scene_layer;
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View3D *v3d = draw_ctx->v3d;
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int theme_id = TH_UNDEFINED;
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