forked from bartvdbraak/blender
Possible fix for #35198: uninitialized memory access with background multiple
importance sampling + OSL.
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7753d1c49c
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@ -21,7 +21,7 @@ CCL_NAMESPACE_BEGIN
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/* Direction Emission */
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__device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando,
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LightSample *ls, float u, float v, float3 I, float t, float time)
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LightSample *ls, float u, float v, float3 I, differential3 dI, float t, float time)
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{
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/* setup shading at emitter */
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ShaderData sd;
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@ -38,6 +38,7 @@ __device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando,
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#endif
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ray.dP.dx = make_float3(0.0f, 0.0f, 0.0f);
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ray.dP.dy = make_float3(0.0f, 0.0f, 0.0f);
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ray.dD = dI;
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#ifdef __CAMERA_MOTION__
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ray.time = time;
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#endif
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@ -93,8 +94,13 @@ __device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, int li
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if(ls.pdf == 0.0f)
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return false;
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/* todo: implement */
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differential3 dD;
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dD.dx = make_float3(0.0f, 0.0f, 0.0f);
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dD.dy = make_float3(0.0f, 0.0f, 0.0f);
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/* evaluate closure */
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float3 light_eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D, ls.t, sd->time);
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float3 light_eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D, dD, ls.t, sd->time);
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if(is_zero(light_eval))
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return false;
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@ -183,7 +189,7 @@ __device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int p
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/* todo: missing texture coordinates */
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float u = 0.0f;
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float v = 0.0f;
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float3 L = direct_emissive_eval(kg, 0.0f, &ls, u, v, -ray->D, ls.t, ray->time);
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float3 L = direct_emissive_eval(kg, 0.0f, &ls, u, v, -ray->D, ray->dD, ls.t, ray->time);
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if(!(path_flag & PATH_RAY_MIS_SKIP)) {
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/* multiple importance sampling, get regular light pdf,
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@ -280,6 +280,8 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
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light_ray.D = ray.D;
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light_ray.t = ray_t;
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light_ray.time = ray.time;
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light_ray.dD = ray.dD;
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light_ray.dP = ray.dP;
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/* intersect with lamp */
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float light_t = path_rng(kg, rng, sample, rng_offset + PRNG_LIGHT);
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@ -536,6 +538,8 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
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light_ray.D = ray.D;
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light_ray.t = ray_t;
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light_ray.time = ray.time;
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light_ray.dD = ray.dD;
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light_ray.dP = ray.dP;
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/* intersect with lamp */
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float light_t = path_rng(kg, rng, sample, rng_offset + PRNG_LIGHT);
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