Fix T41362: CPU and GPU rendering gives different results
We can't really make CPU and GPU results look the same in all possible circumstances, but here we can make them look close enough to each other by making it so sobol pattern for bounce number is the smae for both CPU and GPU. This makes CPU and GPU render results look the same with low number of samples, high number of samples was never an issue.
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@@ -223,10 +223,9 @@ enum PathTraceDimension {
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PRNG_PHASE_V = 9,
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PRNG_PHASE = 10,
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PRNG_SCATTER_DISTANCE = 11,
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PRNG_BOUNCE_NUM = 12,
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#else
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PRNG_BOUNCE_NUM = 8,
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#endif
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PRNG_BOUNCE_NUM = 12,
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};
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enum SamplingPattern {
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