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authorYong He <yonghe@outlook.com>2022-01-04 11:24:11 -0800
committerGitHub <noreply@github.com>2022-01-04 11:24:11 -0800
commit43b6f5c36cbe2529d93df0e44e319a330487ed0d (patch)
treebb9399d71a505c007327080285ce2583d12bc576 /tools/platform
parent9d6c7763334908c78027199a0cb1ca3b9841ebab (diff)
gfx: Fix root shader object implementation in debug layer. (#2059)
* gfx: Fix root shader object implementation in debug layer. * Fix. Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
Diffstat (limited to 'tools/platform')
-rw-r--r--tools/platform/gui.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/tools/platform/gui.cpp b/tools/platform/gui.cpp
index 31671c424..5b72bd087 100644
--- a/tools/platform/gui.cpp
+++ b/tools/platform/gui.cpp
@@ -292,8 +292,8 @@ void GUI::endFrame(ITransientResourceHeap* transientHeap, IFramebuffer* framebuf
indexBuffer, sizeof(ImDrawIdx) == 2 ? Format::R16_UINT : Format::R32_UINT);
renderEncoder->setPrimitiveTopology(PrimitiveTopology::TriangleList);
- UInt vertexOffset = 0;
- UInt indexOffset = 0;
+ uint32_t vertexOffset = 0;
+ uint32_t indexOffset = 0;
ImVec2 pos = draw_data->DisplayPos;
for(int ii = 0; ii < commandListCount; ++ii)
{