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
+3 -1
View File
@@ -38,7 +38,9 @@ OpenGLWorker::OpenGLWorker(VideoRenderFrameCache *frame_cache, QObject *parent)
void OpenGLWorker::FrameToValue(DecoderPtr decoder, StreamPtr stream, const TimeRange &range, NodeValueTable *table)
{
FramePtr frame = decoder->RetrieveVideo(range.in(), video_params().divider());
FramePtr frame = decoder->RetrieveVideo(range.in(),
video_params().divider(),
video_params().mode() == RenderMode::kOffline);
if (frame) {
emit RequestFrameToValue(frame, stream, table);