Cycles: fix issues rendering second render layer passes, and avoid unnecessary
clear of buffer.
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@@ -203,6 +203,9 @@ void BlenderSession::render()
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b_rlay = *b_iter;
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/* add passes */
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vector<Pass> passes;
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Pass::add(PASS_COMBINED, passes);
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if(session_params.device.type == DEVICE_CPU) { /* todo */
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BL::RenderLayer::passes_iterator b_pass_iter;
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@@ -211,12 +214,13 @@ void BlenderSession::render()
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PassType pass_type = get_pass_type(b_pass);
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if(pass_type != PASS_NONE)
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Pass::add(pass_type, buffer_params.passes);
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Pass::add(pass_type, passes);
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}
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}
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scene->film->passes = buffer_params.passes;
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scene->film->need_update = true;
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buffer_params.passes = passes;
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scene->film->passes = passes;
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scene->film->tag_update(scene);
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/* update session */
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session->reset(buffer_params, session_params.samples);
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