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:
@@ -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_);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user