Fix for OSL memory leak. The context creation for OSL is now done in the shader_setup_* functions, since it should specific to the sample being worked on. The the context release then happens in the kernel_shader functions after shader evaluation is done. Care has to be taken to ensure the shader_release function is also called in cases where the path integration is cancelled early, this was the main cause for unreleased contexts and subsequent new allocations.
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@@ -209,6 +209,8 @@ __device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ra
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if(ray->t != FLT_MAX)
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ray->D = normalize_len(Pend - ray->P, &ray->t);
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shader_release(kg, &sd);
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bounce++;
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}
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}
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@@ -294,8 +296,10 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
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L_transparent += average(holdout_weight*throughput);
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}
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if(sd.flag & SD_HOLDOUT_MASK)
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if(sd.flag & SD_HOLDOUT_MASK) {
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shader_release(kg, &sd);
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break;
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}
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}
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#endif
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@@ -313,8 +317,10 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
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float probability = path_state_terminate_probability(kg, &state, throughput);
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float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
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if(terminate >= probability)
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if(terminate >= probability) {
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shader_release(kg, &sd);
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break;
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}
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throughput /= probability;
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@@ -380,8 +386,10 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
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#endif
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/* no BSDF? we can stop here */
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if(!(sd.flag & SD_BSDF))
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if(!(sd.flag & SD_BSDF)) {
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shader_release(kg, &sd);
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break;
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}
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/* sample BSDF */
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float bsdf_pdf;
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@@ -486,8 +494,10 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
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float probability = path_state_terminate_probability(kg, &state, throughput);
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float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
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if(terminate >= probability)
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if(terminate >= probability) {
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shader_release(kg, &sd);
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break;
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}
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throughput /= probability;
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@@ -554,8 +564,10 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
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#endif
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/* no BSDF? we can stop here */
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if(!(sd.flag & SD_BSDF))
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if(!(sd.flag & SD_BSDF)) {
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shader_release(kg, &sd);
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break;
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}
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/* sample BSDF */
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float bsdf_pdf;
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@@ -661,8 +673,10 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
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L_transparent += average(holdout_weight*throughput);
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}
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if(sd.flag & SD_HOLDOUT_MASK)
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if(sd.flag & SD_HOLDOUT_MASK) {
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shader_release(kg, &sd);
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break;
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}
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}
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#endif
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@@ -682,8 +696,10 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
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float probability = path_state_terminate_probability(kg, &state, throughput);
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float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
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if(terminate >= probability)
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if(terminate >= probability) {
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shader_release(kg, &sd);
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break;
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}
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throughput /= probability;
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}
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