Depsgraph: Remove old unused function which is no longer to be used
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@ -157,9 +157,6 @@ void BKE_scene_graph_update_for_newframe(struct EvaluationContext *eval_ctx,
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struct Main *bmain,
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struct Scene *sce);
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/* NOTE: DO NOT USE THOSE IN NEW CODE! */
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void BKE_scene_update_tagged(struct EvaluationContext *eval_ctx, struct Main *bmain, struct Scene *sce);
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struct SceneRenderLayer *BKE_scene_add_render_layer(struct Scene *sce, const char *name);
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bool BKE_scene_remove_render_layer(struct Main *main, struct Scene *scene, struct SceneRenderLayer *srl);
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@ -1660,27 +1660,6 @@ void BKE_scene_graph_update_for_newframe(EvaluationContext *eval_ctx,
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DEG_ids_clear_recalc(bmain);
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}
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static void scene_ensure_legacy_depsgraph(Main *bmain, Scene *scene)
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{
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if (scene->depsgraph_legacy == NULL) {
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scene->depsgraph_legacy = DEG_graph_new();
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DEG_graph_build_from_scene(scene->depsgraph_legacy, bmain, scene);
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/* TODO(sergey): When we first create dependency graph we consider
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* it is first time became visible. This is true for viewports, but
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* will fail when render engines will start having their own graphs.
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*/
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DEG_graph_on_visible_update(bmain, scene->depsgraph_legacy);
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}
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}
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void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *scene)
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{
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/* Make sure graph is allocated. This is not always guaranteed now. */
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scene_ensure_legacy_depsgraph(bmain, scene);
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/* Do actual graph evaluation. */
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BKE_scene_graph_update_tagged(eval_ctx, scene->depsgraph_legacy, bmain, scene);
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}
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/* return default layer, also used to patch old files */
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SceneRenderLayer *BKE_scene_add_render_layer(Scene *sce, const char *name)
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{
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