diff --git a/app/streaming/video/ffmpeg-renderers/d3d11va.cpp b/app/streaming/video/ffmpeg-renderers/d3d11va.cpp index c21a6817..25722a66 100644 --- a/app/streaming/video/ffmpeg-renderers/d3d11va.cpp +++ b/app/streaming/video/ffmpeg-renderers/d3d11va.cpp @@ -1501,7 +1501,7 @@ bool D3D11VARenderer::setupVideoTexture() srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.MipLevels = 1; - int srvIndex = 0; + size_t srvIndex = 0; for (DXGI_FORMAT srvFormat : getVideoTextureSRVFormats()) { SDL_assert(srvIndex < m_VideoTextureResourceViews[0].size()); @@ -1531,15 +1531,15 @@ bool D3D11VARenderer::setupTexturePoolViews(AVD3D11VAFramesContext* frameContext srvDesc.Texture2DArray.ArraySize = 1; // Create luminance and chrominance SRVs for each texture in the pool - for (int i = 0; i < m_VideoTextureResourceViews.size(); i++) { + for (size_t i = 0; i < m_VideoTextureResourceViews.size(); i++) { HRESULT hr; // Our rendering logic depends on the texture index working to map into our SRV array - SDL_assert(i == frameContext->texture_infos[i].index); + SDL_assert(i == (size_t)frameContext->texture_infos[i].index); srvDesc.Texture2DArray.FirstArraySlice = frameContext->texture_infos[i].index; - int srvIndex = 0; + size_t srvIndex = 0; for (DXGI_FORMAT srvFormat : getVideoTextureSRVFormats()) { SDL_assert(srvIndex < m_VideoTextureResourceViews[i].size());