Cycles: Fix crash with split branched path tracing
ShaderData memory was getting clobbered in the branched path code paths.
Was caused by 087331c495
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9c7b89241d
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470b4cb62f
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@ -33,9 +33,9 @@ ccl_device_inline void kernel_split_branched_path_indirect_loop_init(KernelGloba
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BRANCHED_STORE(isect);
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BRANCHED_STORE(ray_state);
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branched_state->sd = *kernel_split_sd(sd, ray_index);
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for(int i = 0; i < branched_state->sd.num_closure; i++) {
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branched_state->sd.closure[i] = kernel_split_sd(sd, ray_index)->closure[i];
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*kernel_split_sd(branched_state_sd, ray_index) = *kernel_split_sd(sd, ray_index);
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for(int i = 0; i < kernel_split_sd(branched_state_sd, ray_index)->num_closure; i++) {
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kernel_split_sd(branched_state_sd, ray_index)->closure[i] = kernel_split_sd(sd, ray_index)->closure[i];
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}
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#undef BRANCHED_STORE
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@ -60,9 +60,9 @@ ccl_device_inline void kernel_split_branched_path_indirect_loop_end(KernelGlobal
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BRANCHED_RESTORE(isect);
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BRANCHED_RESTORE(ray_state);
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*kernel_split_sd(sd, ray_index) = branched_state->sd;
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for(int i = 0; i < branched_state->sd.num_closure; i++) {
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kernel_split_sd(sd, ray_index)->closure[i] = branched_state->sd.closure[i];
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*kernel_split_sd(sd, ray_index) = *kernel_split_sd(branched_state_sd, ray_index);
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for(int i = 0; i < kernel_split_sd(branched_state_sd, ray_index)->num_closure; i++) {
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kernel_split_sd(sd, ray_index)->closure[i] = kernel_split_sd(branched_state_sd, ray_index)->closure[i];
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}
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#undef BRANCHED_RESTORE
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@ -83,10 +83,17 @@ ccl_device_inline bool kernel_split_branched_indirect_start_shared(KernelGlobals
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}
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#define SPLIT_DATA_ENTRY(type, name, num) \
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kernel_split_state.name[inactive_ray] = kernel_split_state.name[ray_index];
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if(num) { \
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kernel_split_state.name[inactive_ray] = kernel_split_state.name[ray_index]; \
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}
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SPLIT_DATA_ENTRIES_BRANCHED_SHARED
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#undef SPLIT_DATA_ENTRY
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*kernel_split_sd(sd, inactive_ray) = *kernel_split_sd(sd, ray_index);
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for(int i = 0; i < kernel_split_sd(sd, ray_index)->num_closure; i++) {
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kernel_split_sd(sd, inactive_ray)->closure[i] = kernel_split_sd(sd, ray_index)->closure[i];
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}
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kernel_split_state.branched_state[inactive_ray].shared_sample_count = 0;
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kernel_split_state.branched_state[inactive_ray].original_ray = ray_index;
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kernel_split_state.branched_state[inactive_ray].waiting_on_shared_samples = false;
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@ -145,7 +145,7 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
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if(kernel_split_branched_path_surface_indirect_light_iter(kg,
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ray_index,
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1.0f,
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&kernel_split_state.branched_state[ray_index].sd,
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kernel_split_sd(branched_state_sd, ray_index),
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true,
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true))
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{
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@ -190,7 +190,7 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
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if(kernel_split_branched_path_surface_indirect_light_iter(kg,
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ray_index,
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1.0f,
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&kernel_split_state.branched_state[ray_index].sd,
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kernel_split_sd(branched_state_sd, ray_index),
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true,
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true))
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{
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@ -34,7 +34,7 @@ ccl_device_inline uint64_t split_data_buffer_size(KernelGlobals *kg, size_t num_
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uint64_t closure_size = sizeof(ShaderClosure) * (kernel_data.integrator.max_closures-1);
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#ifdef __BRANCHED_PATH__
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size += align_up(closure_size * num_elements, 16);
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size += align_up(num_elements * (sizeof(ShaderData) + closure_size), 16);
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#endif
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size += align_up(num_elements * (sizeof(ShaderData) + closure_size), 16);
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@ -60,7 +60,8 @@ ccl_device_inline void split_data_init(KernelGlobals *kg,
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uint64_t closure_size = sizeof(ShaderClosure) * (kernel_data.integrator.max_closures-1);
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#ifdef __BRANCHED_PATH__
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p += align_up(closure_size * num_elements, 16);
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split_data->_branched_state_sd = (ShaderData*)p;
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p += align_up(num_elements * (sizeof(ShaderData) + closure_size), 16);
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#endif
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split_data->_sd = (ShaderData*)p;
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@ -76,13 +76,11 @@ typedef ccl_global struct SplitBranchedState {
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int shared_sample_count; /* number of branched samples shared with other threads */
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int original_ray; /* index of original ray when sharing branched samples */
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bool waiting_on_shared_samples;
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/* Must be last in to allow for dynamic size of closures */
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struct ShaderData sd;
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} SplitBranchedState;
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#define SPLIT_DATA_BRANCHED_ENTRIES \
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SPLIT_DATA_ENTRY( SplitBranchedState, branched_state, 1)
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SPLIT_DATA_ENTRY( SplitBranchedState, branched_state, 1) \
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SPLIT_DATA_ENTRY(ShaderData, _branched_state_sd, 0)
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#else
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#define SPLIT_DATA_BRANCHED_ENTRIES
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#endif /* __BRANCHED_PATH__ */
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@ -37,7 +37,7 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
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{
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SplitBranchedState *branched_state = &kernel_split_state.branched_state[ray_index];
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ShaderData *sd = &branched_state->sd;
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ShaderData *sd = kernel_split_sd(branched_state_sd, ray_index);
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
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