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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@@ -40,7 +40,7 @@ public:
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virtual bool Probe(Footage *f, const QAtomicInt* cancelled) override;
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virtual bool Open() override;
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virtual FramePtr RetrieveVideo(const rational &timecode, const int& divider) override;
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virtual FramePtr RetrieveVideo(const rational &timecode, const int& divider, bool use_proxies) override;
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virtual void Close() override;
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virtual bool SupportsVideo() override;
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