Cycles: fix issues rendering second render layer passes, and avoid unnecessary
clear of buffer.
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@@ -36,15 +36,6 @@ __device_inline void kernel_write_pass_float4(__global float *buffer, int sample
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*buf = (sample == 0)? value: *buf + value;
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}
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__device_inline void kernel_clear_passes(__global float *buffer, int sample, int pass_stride)
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{
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#ifdef __PASSES__
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if(sample == 0 && pass_stride != 4)
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for(int i = 4; i < pass_stride; i++)
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buffer[i] = 0.0f;
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#endif
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}
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__device void kernel_write_data_passes(KernelGlobals *kg, __global float *buffer, PathRadiance *L,
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ShaderData *sd, int sample, int path_flag, float3 throughput)
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{
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