Code cleanup: remove shader context.
This was needed when we accessed OSL closure memory after shader evaluation, which could get overwritten by another shader evaluation. But all closures are immediatley converted to ShaderClosure now, so no longer needed.
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@@ -304,7 +304,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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&isect,
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ray);
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float rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF);
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shader_eval_surface(kg, sd, state, rbsdf, state->flag, SHADER_CONTEXT_INDIRECT);
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shader_eval_surface(kg, sd, state, rbsdf, state->flag);
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#ifdef __BRANCHED_PATH__
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shader_merge_closures(sd);
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#endif /* __BRANCHED_PATH__ */
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@@ -627,7 +627,7 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
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/* setup shading */
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shader_setup_from_ray(kg, &sd, &isect, &ray);
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float rbsdf = path_state_rng_1D_for_decision(kg, &state, PRNG_BSDF);
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shader_eval_surface(kg, &sd, &state, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
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shader_eval_surface(kg, &sd, &state, rbsdf, state.flag);
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#ifdef __SHADOW_TRICKS__
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if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
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