Fix deadlock possibility in threaded load of materials
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@ -157,9 +157,13 @@ void CanvasItemMaterial::flush_changes() {
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}
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void CanvasItemMaterial::_queue_shader_change() {
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if (!_is_initialized()) {
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return;
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}
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MutexLock lock(material_mutex);
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if (_is_initialized() && !element.in_list()) {
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if (!element.in_list()) {
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dirty_materials.add(&element);
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}
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}
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@ -1878,9 +1878,13 @@ void BaseMaterial3D::flush_changes() {
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}
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void BaseMaterial3D::_queue_shader_change() {
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if (!_is_initialized()) {
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return;
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}
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MutexLock lock(material_mutex);
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if (_is_initialized() && !element.in_list()) {
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if (!element.in_list()) {
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dirty_materials.add(&element);
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}
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}
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@ -1164,9 +1164,13 @@ void ParticleProcessMaterial::flush_changes() {
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}
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void ParticleProcessMaterial::_queue_shader_change() {
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if (!_is_initialized()) {
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return;
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}
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MutexLock lock(material_mutex);
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if (_is_initialized() && !element.in_list()) {
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if (!element.in_list()) {
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dirty_materials.add(&element);
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}
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}
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