Fix T85144: Cycles crashes when editing render properties in viewport
rendering Issue was caused by the sample pattern LUT always being freed and not rebuilt when properties driving its dimensions were modified.
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@ -115,7 +115,15 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
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}
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});
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if (sampling_pattern_is_modified()) {
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const bool need_update_lut = ao_samples_is_modified() || diffuse_samples_is_modified() ||
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glossy_samples_is_modified() || max_bounce_is_modified() ||
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max_transmission_bounce_is_modified() ||
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mesh_light_samples_is_modified() || method_is_modified() ||
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sampling_pattern_is_modified() ||
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subsurface_samples_is_modified() ||
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transmission_samples_is_modified() || volume_samples_is_modified();
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if (need_update_lut) {
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dscene->sample_pattern_lut.tag_realloc();
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}
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@ -248,7 +256,7 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
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int dimensions = PRNG_BASE_NUM + max_samples * PRNG_BOUNCE_NUM;
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dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS);
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if (sampling_pattern_is_modified()) {
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if (need_update_lut) {
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if (sampling_pattern == SAMPLING_PATTERN_SOBOL) {
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uint *directions = dscene->sample_pattern_lut.alloc(SOBOL_BITS * dimensions);
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@ -272,6 +280,7 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
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}
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}
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dscene->sample_pattern_lut.clear_modified();
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clear_modified();
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}
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@ -292,6 +301,11 @@ void Integrator::tag_update(Scene *scene, uint32_t flag)
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tag_ao_bounces_modified();
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}
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if ((flag & LIGHT_SAMPLES_MODIFIED) && (method == BRANCHED_PATH)) {
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/* the number of light samples may affect the size of the sample_pattern_lut */
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tag_sampling_pattern_modified();
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}
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if (filter_glossy_is_modified()) {
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foreach (Shader *shader, scene->shaders) {
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if (shader->has_integrator_dependency) {
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@ -92,6 +92,7 @@ class Integrator : public Node {
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enum : uint32_t {
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AO_PASS_MODIFIED = (1 << 0),
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BACKGROUND_AO_MODIFIED = (1 << 1),
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LIGHT_SAMPLES_MODIFIED = (1 << 2),
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/* tag everything in the manager for an update */
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UPDATE_ALL = ~0u,
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@ -164,6 +164,10 @@ void Light::tag_update(Scene *scene)
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{
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if (is_modified()) {
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scene->light_manager->tag_update(scene, LightManager::LIGHT_MODIFIED);
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if (samples_is_modified()) {
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scene->integrator->tag_update(scene, Integrator::LIGHT_SAMPLES_MODIFIED);
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}
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}
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}
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