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Fix compiler warnings introduced by ComPtr refactoring
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@ -1501,7 +1501,7 @@ bool D3D11VARenderer::setupVideoTexture()
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MostDetailedMip = 0;
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srvDesc.Texture2D.MostDetailedMip = 0;
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srvDesc.Texture2D.MipLevels = 1;
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srvDesc.Texture2D.MipLevels = 1;
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int srvIndex = 0;
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size_t srvIndex = 0;
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for (DXGI_FORMAT srvFormat : getVideoTextureSRVFormats()) {
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for (DXGI_FORMAT srvFormat : getVideoTextureSRVFormats()) {
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SDL_assert(srvIndex < m_VideoTextureResourceViews[0].size());
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SDL_assert(srvIndex < m_VideoTextureResourceViews[0].size());
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@ -1531,15 +1531,15 @@ bool D3D11VARenderer::setupTexturePoolViews(AVD3D11VAFramesContext* frameContext
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srvDesc.Texture2DArray.ArraySize = 1;
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srvDesc.Texture2DArray.ArraySize = 1;
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// Create luminance and chrominance SRVs for each texture in the pool
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// Create luminance and chrominance SRVs for each texture in the pool
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for (int i = 0; i < m_VideoTextureResourceViews.size(); i++) {
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for (size_t i = 0; i < m_VideoTextureResourceViews.size(); i++) {
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HRESULT hr;
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HRESULT hr;
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// Our rendering logic depends on the texture index working to map into our SRV array
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// Our rendering logic depends on the texture index working to map into our SRV array
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SDL_assert(i == frameContext->texture_infos[i].index);
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SDL_assert(i == (size_t)frameContext->texture_infos[i].index);
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srvDesc.Texture2DArray.FirstArraySlice = frameContext->texture_infos[i].index;
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srvDesc.Texture2DArray.FirstArraySlice = frameContext->texture_infos[i].index;
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int srvIndex = 0;
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size_t srvIndex = 0;
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for (DXGI_FORMAT srvFormat : getVideoTextureSRVFormats()) {
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for (DXGI_FORMAT srvFormat : getVideoTextureSRVFormats()) {
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SDL_assert(srvIndex < m_VideoTextureResourceViews[i].size());
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SDL_assert(srvIndex < m_VideoTextureResourceViews[i].size());
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