fixed thread contention hazard
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@@ -161,6 +161,8 @@ void MainComponent::Render()
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wiLua::GetGlobal()->Render();
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wiProfiler::GetInstance().BeginRange("GPU Frame", wiProfiler::DOMAIN_GPU, GRAPHICSTHREAD_IMMEDIATE);
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wiRenderer::BindPersistentState(GRAPHICSTHREAD_IMMEDIATE);
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wiImage::BindPersistentState(GRAPHICSTHREAD_IMMEDIATE);
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getActiveComponent()->Render();
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wiProfiler::GetInstance().EndRange(GRAPHICSTHREAD_IMMEDIATE); // GPU Frame
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}
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