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Refactor CommandQueueMT
* RingBuffer had no reason to be in this context * A single buffer is used that can grow as much as the game needs. This should make thread loading entirely reliable.
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@@ -358,7 +358,7 @@ void RenderingServerDefault::_thread_loop() {
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draw_thread_up.set();
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while (!exit.is_set()) {
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// flush commands one by one, until exit is requested
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command_queue.wait_and_flush_one();
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command_queue.wait_and_flush();
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}
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command_queue.flush_all(); // flush all
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