Restored Compositor 're-render single layer' functionality (buttons on renderlayer comp nodes).
This works with operator properties - if you pass the name of a scene and renderlayer to the screen.render operator, it will render that layer as a single layer re-render.
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@@ -46,6 +46,7 @@ struct RenderEngineType;
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struct RenderResult;
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struct ReportList;
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struct Scene;
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struct SceneRenderLayer;
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* this include is what is exposed of render to outside world */
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@@ -169,7 +170,7 @@ struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name)
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float *RE_RenderLayerGetPass(struct RenderLayer *rl, int passtype);
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/* obligatory initialize call, disprect is optional */
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void RE_InitState (struct Render *re, struct Render *source, struct RenderData *rd, int winx, int winy, rcti *disprect);
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void RE_InitState (struct Render *re, struct Render *source, struct RenderData *rd, struct SceneRenderLayer *srl, int winx, int winy, rcti *disprect);
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/* use this to change disprect of active render */
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void RE_SetDispRect (struct Render *re, rcti *disprect);
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@@ -200,7 +201,7 @@ void RE_init_threadcount(Render *re);
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void RE_TileProcessor(struct Render *re, int firsttile, int threaded);
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/* only RE_NewRender() needed, main Blender render calls */
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void RE_BlenderFrame(struct Render *re, struct Scene *scene, int frame);
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void RE_BlenderFrame(struct Render *re, struct Scene *scene, struct SceneRenderLayer *srl, int frame);
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void RE_BlenderAnim(struct Render *re, struct Scene *scene, int sfra, int efra, int tfra, struct ReportList *reports);
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void RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);
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