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Big thread contention speedup -- testing the m_groups_to_compile_count
atomic on every execution was hurting perf for simple shaders called very frequently (as happens for volume shading). Moving it to happen only when shaders are compiled, not every execution, and even then guarding it with the m_greedyjit (which is usually off) improves perf substantially for a certain kind of scene we're trying to speed up.
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