Cleanup: get rid of last G.main's in bpy area.
Essentially 'validating' them as G_MAIN, and adding some asserts in dubious places, that handled IDs are actually in G_MAIN.
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@@ -36,6 +36,7 @@
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#include "WM_types.h"
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#include "BKE_global.h"
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#include "BKE_library.h"
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#include "ED_screen.h"
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@@ -169,7 +170,7 @@ static PyObject *pygpu_offscreen_draw_view3d(BPy_GPUOffScreen *self, PyObject *a
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MatrixObject *py_mat_modelview, *py_mat_projection;
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PyObject *py_scene, *py_region, *py_view3d;
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struct Main *bmain = G.main; /* XXX UGLY! */
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struct Main *bmain = G_MAIN; /* XXX UGLY! */
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Scene *scene;
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View3D *v3d;
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ARegion *ar;
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@@ -191,6 +192,8 @@ static PyObject *pygpu_offscreen_draw_view3d(BPy_GPUOffScreen *self, PyObject *a
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return NULL;
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}
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BLI_assert(BKE_id_is_in_gobal_main(&scene->id));
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fx = GPU_fx_compositor_create();
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fx_settings = v3d->fx_settings; /* full copy */
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