Fix job system buffer allocation data

This commit is contained in:
Wojtek Figat
2023-11-29 19:12:58 +01:00
parent cebd28c3a7
commit 7f87e9794b
2 changed files with 1 additions and 2 deletions

View File

@@ -166,7 +166,6 @@ SceneObject* SceneObjectsFactory::Spawn(Context& context, const ISerializable::D
return nullptr; return nullptr;
} }
const StringAnsiView typeName(typeNameMember->value.GetStringAnsiView()); const StringAnsiView typeName(typeNameMember->value.GetStringAnsiView());
const ScriptingTypeHandle type = Scripting::FindScriptingType(typeName); const ScriptingTypeHandle type = Scripting::FindScriptingType(typeName);
if (type) if (type)
{ {

View File

@@ -105,7 +105,7 @@ namespace
CriticalSection WaitMutex; CriticalSection WaitMutex;
CriticalSection JobsLocker; CriticalSection JobsLocker;
#if JOB_SYSTEM_USE_MUTEX #if JOB_SYSTEM_USE_MUTEX
RingBuffer<JobData, InlinedAllocation<256>> Jobs; RingBuffer<JobData> Jobs;
#else #else
ConcurrentQueue<JobData> Jobs; ConcurrentQueue<JobData> Jobs;
#endif #endif