Fix crashing running read full sample layers operator.
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@@ -1904,13 +1904,14 @@ void NODE_OT_read_renderlayers(wmOperatorType *ot)
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static int node_read_fullsamplelayers_exec(bContext *C, wmOperator *UNUSED(op))
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{
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Main *bmain= CTX_data_main(C);
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SpaceNode *snode= CTX_wm_space_node(C);
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Scene *curscene= CTX_data_scene(C);
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Render *re= RE_NewRender(curscene->id.name);
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// WM_cursor_wait(1);
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RE_MergeFullSample(re, curscene, snode->nodetree);
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RE_MergeFullSample(re, bmain, curscene, snode->nodetree);
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snode_notify(C, snode);
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// WM_cursor_wait(0);
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@@ -220,7 +220,7 @@ void RE_WriteRenderResult(RenderResult *rr, char *filename, int compress);
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struct RenderResult *RE_MultilayerConvert(void *exrhandle, int rectx, int recty);
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/* do a full sample buffer compo */
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void RE_MergeFullSample(struct Render *re, struct Scene *sce, struct bNodeTree *ntree);
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void RE_MergeFullSample(struct Render *re, struct Main *bmain, struct Scene *sce, struct bNodeTree *ntree);
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/* ancient stars function... go away! */
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void RE_make_stars(struct Render *re, struct Scene *scenev3d, void (*initfunc)(void),
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@@ -2313,10 +2313,12 @@ static void do_merge_fullsample(Render *re, bNodeTree *ntree)
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BLI_rw_mutex_unlock(&re->resultmutex);
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}
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void RE_MergeFullSample(Render *re, Scene *sce, bNodeTree *ntree)
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void RE_MergeFullSample(Render *re, Main *bmain, Scene *sce, bNodeTree *ntree)
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{
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Scene *scene;
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bNode *node;
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re->main= bmain;
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/* first call RE_ReadRenderResult on every renderlayer scene. this creates Render structs */
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