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Walk the shadow passes and the culled model groups on worker threads in the Vulkan renderer
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@@ -82,6 +82,11 @@ struct texture_source : public ITexture {
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// the object of the renderer goes, with the bank of the textures
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virtual void
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destroy() = 0;
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// another thread of the renderer works on the texture (makes its object from the data, which it reads too): what it holds isn't for
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// the other threads to read until it's done
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virtual bool
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busy() const {
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return false; }
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// members
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bool has_alpha{ false }; // indicates the texture has alpha channel
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