blender/tests/files/render/integrator/underwater_caustics.blend
Brecht Van Lommel bff326ea9b Fix #163471: Cycles GPU crash with shadow caustics and AO pass
The new separate MNEE kernel stores the manifold walk in the shadow path
state, which integrator_shade_surface later turns into a shadow ray.

When there is not enough space for new shadow paths, GPU scheduling will
launch kernels to resolve the shadow paths and free up space. However
these kernels can not release MNEE shadow paths, only
integrator_shade_surface does that. But that kernel also produces new
shadow paths, up to 2 when AO is enabled, so there may not be enough
space to launch that kernel.

To resolve that problem, limit the number of shadow paths generated by
the MNEE kernel so that there is enough room for
integrator_shade_surface to handle them and generate new shadow paths.

I've updated the MNEE test in underwater_caustics.blend to enable the AO
pass, but it will only actually reproduce when rendering at a high
resolution with many samples, which is not practical for a regression
test. For a small regression test there are many more path states than
MNEE hits to fill them up.

Pull Request: https://projects.blender.org/blender/blender/pulls/163486
2026-09-04 11:54:14 +02:00

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