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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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@@ -3511,7 +3511,7 @@ VisualServerScene *VisualServerScene::singleton = NULL;
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VisualServerScene::VisualServerScene() {
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#ifndef NO_THREADS
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probe_bake_sem = Semaphore::create();
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probe_bake_sem = SemaphoreOld::create();
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probe_bake_mutex = Mutex::create();
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probe_bake_thread = Thread::create(_gi_probe_bake_threads, this);
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probe_bake_thread_exit = false;
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