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# Objective Partially addresses #3548. `queue_shadows` and `queue_material_meshes` cannot parallelize because of the `ResMut<RenderMeshInstances>` parameter for `queue_material_meshes`. ## Solution Change the `material_bind_group` field to use atomics instead of needing full mutable access. Change the `ResMut` to a `Res`, which should allow both sets of systems to parallelize without issue. ## Performance Tested against `many_foxes`, this has a significant improvement over the entire render schedule. (Yellow is this PR, red is main) ![image](https://github.com/bevyengine/bevy/assets/3137680/6cc7f346-4f50-4f12-a383-682a9ce1daf6) The use of atomics does seem to have a negative effect on `queue_material_meshes` (roughly a 8.29% increase in time spent in the system). ![image](https://github.com/bevyengine/bevy/assets/3137680/7907079a-863d-4760-aa5b-df68c006ea36) `queue_shadows` seems to be ever so slightly slower (1.6% more time spent) in the system. ![image](https://github.com/bevyengine/bevy/assets/3137680/6d90af73-b922-45e4-bae5-df200e8b9784) `batch_and_prepare_render_phase` seems to be a mix, but overall seems to be slightly *faster* by about 5%. ![image](https://github.com/bevyengine/bevy/assets/3137680/fac638ff-8c90-436b-9362-c6209b18957c) |
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