Created by: vTurbine
This splits renderer into subsystems and adds parallel scene traversal for each of them:
Note: shadow casting lights are batched by 3 and re-use contexts from cascades calculation. In case if more contexts needed, one can increase R__NUM_AUX_CONTEXTS
.
Some of locks can be avoided if gameplay code will be untangled.
Next steps are:
- parallel command lists recording (green events on the picture)
- faster scene/lights occlusion + some opts.