Fix #33984: cycles shadow pass problem with CUDA.
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@@ -54,7 +54,7 @@ static PyObject *create_func(PyObject *self, PyObject *args)
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PyObject *pyengine, *pyuserpref, *pydata, *pyscene, *pyregion, *pyv3d, *pyrv3d;
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int preview_osl;
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if(!PyArg_ParseTuple(args, "OOOOOOOp", &pyengine, &pyuserpref, &pydata, &pyscene, &pyregion, &pyv3d, &pyrv3d, &preview_osl))
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if(!PyArg_ParseTuple(args, "OOOOOOOi", &pyengine, &pyuserpref, &pydata, &pyscene, &pyregion, &pyv3d, &pyrv3d, &preview_osl))
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return NULL;
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/* RNA */
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@@ -76,7 +76,7 @@ __device float3 direct_emissive_eval(KernelGlobals *kg, float rando,
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__device bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex,
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float randt, float rando, float randu, float randv, Ray *ray, BsdfEval *eval,
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int *lamp)
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bool *is_lamp)
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{
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LightSample ls;
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@@ -92,12 +92,6 @@ __device bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex,
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light_sample(kg, randt, randu, randv, sd->time, sd->P, &ls);
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}
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/* return lamp index for MIS */
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if(ls.shader & SHADER_USE_MIS)
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*lamp = ls.lamp;
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else
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*lamp= ~0;
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if(ls.pdf == 0.0f)
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return false;
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@@ -146,6 +140,9 @@ __device bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex,
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ray->t = 0.0f;
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}
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/* return if it's a lamp for shadow pass */
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*is_lamp = (ls.prim == ~0);
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return true;
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}
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@@ -399,19 +399,18 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
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Ray light_ray;
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BsdfEval L_light;
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int lamp;
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bool is_lamp;
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#ifdef __OBJECT_MOTION__
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light_ray.time = sd.time;
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#endif
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if(direct_emission(kg, &sd, -1, light_t, light_o, light_u, light_v, &light_ray, &L_light, &lamp)) {
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if(direct_emission(kg, &sd, -1, light_t, light_o, light_u, light_v, &light_ray, &L_light, &is_lamp)) {
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
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/* accumulate */
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bool is_lamp = (lamp != ~0);
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path_radiance_accum_light(&L, throughput, &L_light, shadow, state.bounce, is_lamp);
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}
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}
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@@ -612,20 +611,19 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
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Ray light_ray;
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BsdfEval L_light;
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int lamp;
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bool is_lamp;
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#ifdef __OBJECT_MOTION__
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light_ray.time = sd.time;
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#endif
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/* sample random light */
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if(direct_emission(kg, &sd, -1, light_t, light_o, light_u, light_v, &light_ray, &L_light, &lamp)) {
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if(direct_emission(kg, &sd, -1, light_t, light_o, light_u, light_v, &light_ray, &L_light, &is_lamp)) {
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
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/* accumulate */
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bool is_lamp = (lamp != ~0);
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path_radiance_accum_light(L, throughput, &L_light, shadow, state.bounce, is_lamp);
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}
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}
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@@ -819,7 +817,7 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
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if(sd.flag & SD_BSDF_HAS_EVAL) {
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Ray light_ray;
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BsdfEval L_light;
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int lamp;
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bool is_lamp;
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#ifdef __OBJECT_MOTION__
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light_ray.time = sd.time;
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@@ -837,13 +835,12 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
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float light_u = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_LIGHT_U);
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float light_v = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_LIGHT_V);
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if(direct_emission(kg, &sd, i, 0.0f, 0.0f, light_u, light_v, &light_ray, &L_light, &lamp)) {
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if(direct_emission(kg, &sd, i, 0.0f, 0.0f, light_u, light_v, &light_ray, &L_light, &is_lamp)) {
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
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/* accumulate */
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bool is_lamp = (lamp != ~0);
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path_radiance_accum_light(&L, throughput*num_samples_inv, &L_light, shadow, state.bounce, is_lamp);
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}
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}
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@@ -867,13 +864,12 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
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if(kernel_data.integrator.num_all_lights)
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light_t = 0.5f*light_t;
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if(direct_emission(kg, &sd, -1, light_t, 0.0f, light_u, light_v, &light_ray, &L_light, &lamp)) {
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if(direct_emission(kg, &sd, -1, light_t, 0.0f, light_u, light_v, &light_ray, &L_light, &is_lamp)) {
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
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/* accumulate */
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bool is_lamp = (lamp != ~0);
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path_radiance_accum_light(&L, throughput*num_samples_inv, &L_light, shadow, state.bounce, is_lamp);
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}
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}
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