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Threaded optimizations to cull and render
-Reorganize thread work pool for rendering -Fixes to make secondary command buffers to work (disabled because they need more testing)
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@@ -360,7 +360,7 @@ void ShaderRD::_compile_version(Version *p_version) {
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p_version->variants = memnew_arr(RID, variant_defines.size());
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#if 1
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RendererCompositorRD::thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
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RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
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#else
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for (int i = 0; i < variant_defines.size(); i++) {
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_compile_variant(i, p_version);
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