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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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@@ -107,7 +107,7 @@ void Physics2DServerWrapMT::init() {
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if (create_thread) {
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step_sem = Semaphore::create();
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step_sem = SemaphoreOld::create();
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//OS::get_singleton()->release_rendering_thread();
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if (create_thread) {
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thread = Thread::create(_thread_callback, this);
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