Fix Vulkan multithreaded compute list and GPU particle processing
(cherry picked from commit 5d18e2ee00
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@ -7731,6 +7731,8 @@ void RenderingDeviceVulkan::draw_list_end(BitField<BarrierMask> p_post_barrier)
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/***********************/
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RenderingDevice::ComputeListID RenderingDeviceVulkan::compute_list_begin(bool p_allow_draw_overlap) {
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_THREAD_SAFE_METHOD_
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ERR_FAIL_COND_V_MSG(!p_allow_draw_overlap && draw_list != nullptr, INVALID_ID, "Only one draw list can be active at the same time.");
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ERR_FAIL_COND_V_MSG(compute_list != nullptr, INVALID_ID, "Only one draw/compute list can be active at the same time.");
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