frame/texture: use dividers when allocating buffers
Allows render pipeline to know the "real" and "simulated" resolution of a divided buffer.
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@@ -57,7 +57,7 @@ void Decoder::set_stream(StreamPtr fs)
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stream_ = fs;
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}
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FramePtr Decoder::RetrieveVideo(const rational &/*timecode*/, const int &/*divider*/)
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FramePtr Decoder::RetrieveVideo(const rational &/*timecode*/, const int &/*divider*/, bool /*use_proxies*/)
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{
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return nullptr;
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}
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