Fix #34121: OSL + persistent images option was not freeing shader memory properly,
causing memory to increase continuously during animation render.
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@@ -966,6 +966,14 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
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dscene->attributes_map.clear();
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dscene->attributes_float.clear();
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dscene->attributes_float3.clear();
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OSLGlobals *og = (OSLGlobals*)device->osl_memory();
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if(og) {
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og->object_name_map.clear();
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og->attribute_map.clear();
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og->object_names.clear();
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}
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}
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void MeshManager::tag_update(Scene *scene)
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