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