Commit: c14b0f3f7a623d2d437e478a1a4e5413a939bebe
Author: Brecht Van Lommel
Date:   Wed May 18 01:50:35 2016 +0200
Branches: compositor-2016
https://developer.blender.org/rBc14b0f3f7a623d2d437e478a1a4e5413a939bebe

Fix issue in with multiple importance sampling in recent code refactor.

===================================================================

M       intern/cycles/render/light.cpp
M       intern/cycles/render/mesh_displace.cpp

===================================================================

diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 4564b93..91a9f22 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -233,7 +233,9 @@ void LightManager::device_update_distribution(Device 
*device, DeviceScene *dscen
                /* count triangles */
                if(have_emission) {
                        for(size_t i = 0; i < mesh->triangles.size(); i++) {
-                               Shader *shader = 
scene->shaders[mesh->shader[i]];
+                               int shader_index = mesh->shader[i];
+                               Shader *shader = (shader_index < 
mesh->used_shaders.size()) ?
+                                       mesh->used_shaders[shader_index] : 
scene->default_surface;
 
                                if(shader->use_mis && 
shader->has_surface_emission)
                                        num_triangles++;
@@ -303,7 +305,9 @@ void LightManager::device_update_distribution(Device 
*device, DeviceScene *dscen
                        }
 
                        for(size_t i = 0; i < mesh->triangles.size(); i++) {
-                               Shader *shader = 
scene->shaders[mesh->shader[i]];
+                               int shader_index = mesh->shader[i];
+                               Shader *shader = (shader_index < 
mesh->used_shaders.size()) ?
+                                       mesh->used_shaders[shader_index] : 
scene->default_surface;
 
                                if(shader->use_mis && 
shader->has_surface_emission) {
                                        distribution[offset].x = totarea;
diff --git a/intern/cycles/render/mesh_displace.cpp 
b/intern/cycles/render/mesh_displace.cpp
index df8be4c..d19bf20 100644
--- a/intern/cycles/render/mesh_displace.cpp
+++ b/intern/cycles/render/mesh_displace.cpp
@@ -62,7 +62,9 @@ bool MeshManager::displace(Device *device, DeviceScene 
*dscene, Scene *scene, Me
 
        for(size_t i = 0; i < mesh->triangles.size(); i++) {
                Mesh::Triangle t = mesh->triangles[i];
-               Shader *shader = scene->shaders[mesh->shader[i]];
+               int shader_index = mesh->shader[i];
+               Shader *shader = (shader_index < mesh->used_shaders.size()) ?
+                       mesh->used_shaders[shader_index] : 
scene->default_surface;
 
                if(!shader->has_displacement)
                        continue;
@@ -146,7 +148,9 @@ bool MeshManager::displace(Device *device, DeviceScene 
*dscene, Scene *scene, Me
        Attribute *attr_mP = 
mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
        for(size_t i = 0; i < mesh->triangles.size(); i++) {
                Mesh::Triangle t = mesh->triangles[i];
-               Shader *shader = scene->shaders[mesh->shader[i]];
+               int shader_index = mesh->shader[i];
+               Shader *shader = (shader_index < mesh->used_shaders.size()) ?
+                       mesh->used_shaders[shader_index] : 
scene->default_surface;
 
                if(!shader->has_displacement)
                        continue;

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