Fix #34121: OSL + persistent images option was not freeing shader memory properly,
causing memory to increase continuously during animation render.
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@@ -110,6 +110,8 @@ public:
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static ShaderManager *create(Scene *scene, int shadingsystem);
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virtual ~ShaderManager();
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virtual void reset(Scene *scene) = 0;
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virtual bool use_osl() { return false; }
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/* device update */
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