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
@@ -196,7 +196,7 @@ void WaveformScope::UploadTextureFromBuffer()
managed_tex_.Destroy();
texture_.Create(context(), buffer_);
managed_tex_.Create(context(), buffer_->width(), buffer_->height(), buffer_->format());
managed_tex_.Create(context(), buffer_->video_params());
} else {
texture_.Upload(buffer_);
}