use different signals when the audio invalidates vs the video
Both audio and video renderers were working off the same invalidation signal (i.e. changing audio would also trigger a re-render of the video). This is obviously suboptimal and now they are separate.
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@@ -72,7 +72,7 @@ const QString &RenderBackend::GetError() const
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void RenderBackend::SetViewerNode(ViewerOutput *viewer_node)
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{
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if (viewer_node_ != nullptr) {
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disconnect(viewer_node_, SIGNAL(TextureChangedBetween(const rational&, const rational&)), this, SLOT(InvalidateCache(const rational&, const rational&)));
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DisconnectViewer(viewer_node_);
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Decompile();
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}
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@@ -80,10 +80,8 @@ void RenderBackend::SetViewerNode(ViewerOutput *viewer_node)
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viewer_node_ = viewer_node;
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if (viewer_node_ != nullptr) {
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connect(viewer_node_, SIGNAL(TextureChangedBetween(const rational&, const rational&)), this, SLOT(InvalidateCache(const rational&, const rational&)));
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ConnectViewer(viewer_node_);
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}
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ViewerNodeChangedEvent(viewer_node_);
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}
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void RenderBackend::SetCacheName(const QString &s)
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@@ -148,7 +146,12 @@ void RenderBackend::SetError(const QString &error)
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error_ = error;
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}
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void RenderBackend::ViewerNodeChangedEvent(ViewerOutput *node)
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void RenderBackend::ConnectViewer(ViewerOutput *node)
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{
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Q_UNUSED(node)
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}
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void RenderBackend::DisconnectViewer(ViewerOutput *node)
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{
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Q_UNUSED(node)
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}
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