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Use dedicated threads for the shader object creation. Bypasses the deadlock possibility.
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@ -106,7 +106,7 @@ static Promise<VkShaderModule> *CompileShaderModuleAsync(VulkanContext *vulkan,
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if (singleThreaded) {
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return Promise<VkShaderModule>::AlreadyDone(compile());
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} else {
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return Promise<VkShaderModule>::Spawn(&g_threadManager, compile, TaskType::CPU_COMPUTE);
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return Promise<VkShaderModule>::Spawn(&g_threadManager, compile, TaskType::DEDICATED_THREAD);
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}
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}
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