and preview running at the same time. It seems there's something in OSL/LLVM that's not thread safe, but I couldn't figure out what exactly. Now all renders share the same OSL ShadingSystem which should avoid the problem.
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@@ -127,6 +127,9 @@ static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd,
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/* clear trace data */
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tdata->tracedata.init = false;
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/* used by renderservices */
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sd->osl_globals = kg;
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}
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/* Surface */
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