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Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
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@@ -3448,8 +3448,6 @@ bool RenderingDeviceVulkan::_uniform_add_binding(Vector<Vector<VkDescriptorSetLa
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RID RenderingDeviceVulkan::shader_create(const Vector<ShaderStageData> &p_stages) {
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_THREAD_SAFE_METHOD_
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//descriptor layouts
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Vector<Vector<VkDescriptorSetLayoutBinding> > set_bindings;
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Vector<Vector<UniformInfo> > uniform_info;
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@@ -3694,6 +3692,8 @@ RID RenderingDeviceVulkan::shader_create(const Vector<ShaderStageData> &p_stages
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//all good, let's create modules
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_THREAD_SAFE_METHOD_
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Shader shader;
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shader.vertex_input_locations = vertex_input_locations;
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