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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@@ -38,7 +38,9 @@ OpenGLWorker::OpenGLWorker(VideoRenderFrameCache *frame_cache, QObject *parent)
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void OpenGLWorker::FrameToValue(DecoderPtr decoder, StreamPtr stream, const TimeRange &range, NodeValueTable *table)
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{
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FramePtr frame = decoder->RetrieveVideo(range.in(), video_params().divider());
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FramePtr frame = decoder->RetrieveVideo(range.in(),
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video_params().divider(),
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video_params().mode() == RenderMode::kOffline);
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if (frame) {
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emit RequestFrameToValue(frame, stream, table);
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