Code cleanup: reorder BKE_scene_use_new_shading_nodes checks last
[blender.git] / source / blender / editors / render / render_preview.c
index 467776854428b2ee03735c7963e9700d45055ee1..e3b4051b8e0b97a1b0b942a6329bfae6d6160418 100644 (file)
@@ -299,10 +299,10 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
 
                sce->r.cfra = scene->r.cfra;
 
 
                sce->r.cfra = scene->r.cfra;
 
-               if (id_type == ID_TE && ELEM(sp->pr_method, PR_ICON_RENDER, PR_NODE_RENDER)) {
-                       /* Force blender internal for texture icons and nodes render,
+               if (id_type == ID_TE && sp->pr_method == PR_ICON_RENDER) {
+                       /* force blender internal for texture icons render,
                         * seems commonly used render engines does not support
                         * seems commonly used render engines does not support
-                        * such kind of rendering.
+                        * such kind of rendering
                         */
                        BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
                }
                         */
                        BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
                }
@@ -1137,6 +1137,11 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
        wmJob *wm_job;
        ShaderPreview *sp;
        Scene *scene = CTX_data_scene(C);
        wmJob *wm_job;
        ShaderPreview *sp;
        Scene *scene = CTX_data_scene(C);
+       const bool use_new_shading = BKE_scene_use_new_shading_nodes(scene);
+
+       /* node previews not supported for cycles */
+       if ((method == PR_NODE_RENDER) && use_new_shading)
+               return;
 
        wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Shader Preview",
                            WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW);
 
        wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Shader Preview",
                            WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW);
@@ -1154,7 +1159,7 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
 
        /* hardcoded preview .blend for cycles/internal, this should be solved
         * once with custom preview .blend path for external engines */
 
        /* hardcoded preview .blend for cycles/internal, this should be solved
         * once with custom preview .blend path for external engines */
-       if (BKE_scene_use_new_shading_nodes(scene) && method != PR_NODE_RENDER)
+       if (use_new_shading)
                sp->pr_main = G_pr_main_cycles;
        else
                sp->pr_main = G_pr_main;
                sp->pr_main = G_pr_main_cycles;
        else
                sp->pr_main = G_pr_main;