frame/texture: use dividers when allocating buffers

Allows render pipeline to know the "real" and "simulated" resolution of a
divided buffer.
This commit is contained in:
itsmattkc
2020-05-04 01:08:46 +10:00
parent e4e797c901
commit 2b1640ac04
15 changed files with 74 additions and 70 deletions
+1 -1
View File
@@ -57,7 +57,7 @@ void Decoder::set_stream(StreamPtr fs)
stream_ = fs;
}
FramePtr Decoder::RetrieveVideo(const rational &/*timecode*/, const int &/*divider*/)
FramePtr Decoder::RetrieveVideo(const rational &/*timecode*/, const int &/*divider*/, bool /*use_proxies*/)
{
return nullptr;
}