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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
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131 B
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3 lines
131 B
Text
version https://git-lfs.github.com/spec/v1
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