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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@@ -53,10 +53,10 @@ public:
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static void thread_free(KernelGlobals *kg);
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/* eval */
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static void eval_surface(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx);
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static void eval_background(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx);
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static void eval_volume(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx);
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static void eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx);
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static void eval_surface(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag);
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static void eval_background(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag);
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static void eval_volume(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag);
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static void eval_displacement(KernelGlobals *kg, ShaderData *sd);
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/* attributes */
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static int find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id, AttributeDescriptor *desc);
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