Use one context per OSL thread. Not sure if this actually works, but the simple renderer example in OSL does it this way.
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@@ -42,6 +42,7 @@ void OSLShader::thread_init(KernelGlobals *kg)
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memset(&tdata->globals, 0, sizeof(OSL::ShaderGlobals));
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tdata->thread_info = ss->create_thread_info();
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tdata->ctx = ss->get_context(tdata->thread_info);
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tls_set(kg->osl.thread_data, tdata);
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@@ -54,6 +55,7 @@ void OSLShader::thread_free(KernelGlobals *kg)
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OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
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ss->release_context(tdata->ctx);
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ss->destroy_thread_info(tdata->thread_info);
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delete tdata;
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@@ -204,7 +206,7 @@ void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int
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OSL::ShadingSystem *ss = kg->osl.ss;
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OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::ShadingContext *ctx = ss->get_context(tdata->thread_info);
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OSL::ShadingContext *ctx = tdata->ctx;
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/* setup shader globals from shader data */
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sd->osl_ctx = ctx;
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@@ -262,7 +264,7 @@ float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, int path_fl
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OSL::ShadingSystem *ss = kg->osl.ss;
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OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::ShadingContext *ctx = ss->get_context(tdata->thread_info);
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OSL::ShadingContext *ctx = tdata->ctx;
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/* setup shader globals from shader data */
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sd->osl_ctx = ctx;
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@@ -339,7 +341,7 @@ void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int
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OSL::ShadingSystem *ss = kg->osl.ss;
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OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::ShadingContext *ctx = ss->get_context(tdata->thread_info);
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OSL::ShadingContext *ctx = tdata->ctx;
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/* setup shader globals from shader data */
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sd->osl_ctx = ctx;
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@@ -363,7 +365,7 @@ void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd)
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OSL::ShadingSystem *ss = kg->osl.ss;
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OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::ShadingContext *ctx = ss->get_context(tdata->thread_info);
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OSL::ShadingContext *ctx = tdata->ctx;
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/* setup shader globals from shader data */
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sd->osl_ctx = ctx;
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@@ -379,13 +381,6 @@ void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd)
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sd->P = TO_FLOAT3(globals->P);
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}
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void OSLShader::release(KernelGlobals *kg, const ShaderData *sd)
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{
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OSL::ShadingSystem *ss = kg->osl.ss;
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ss->release_context((OSL::ShadingContext *)sd->osl_ctx);
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}
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/* BSDF Closure */
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int OSLShader::bsdf_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3& eval, float3& omega_in, differential3& domega_in, float& pdf)
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