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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@@ -83,7 +83,7 @@ void ViewerDisplayWidget::SetImage(const QString &fn)
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load_buffer_.set_video_params(VideoRenderingParams(input->spec().width, input->spec().height, image_format));
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load_buffer_.allocate();
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texture_.Create(context(), input->spec().width, input->spec().height, image_format);
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texture_.Create(context(), VideoRenderingParams(input->spec().width, input->spec().height, image_format));
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}
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input->read_image(input->spec().format, load_buffer_.data(), OIIO::AutoStride, load_buffer_.linesize_bytes());
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@@ -132,7 +132,7 @@ void ViewerDisplayWidget::SetImageFromLoadBuffer(Frame *in_buffer)
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|| texture_.width() != in_buffer->width()
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|| texture_.height() != in_buffer->height()
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|| texture_.format() != in_buffer->format()) {
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texture_.Create(context(), in_buffer->width(), in_buffer->height(), in_buffer->format(), in_buffer->data(), load_buffer_.linesize_pixels());
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texture_.Create(context(), in_buffer->video_params(), in_buffer->data(), load_buffer_.linesize_pixels());
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} else {
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texture_.Upload(in_buffer);
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}
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