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.
This commit is contained in:
itsmattkc
2019-11-17 13:44:50 +09:00
parent b1f4bf3dbb
commit 9d154e1909
8 changed files with 48 additions and 20 deletions
+8 -5
View File
@@ -72,7 +72,7 @@ const QString &RenderBackend::GetError() const
void RenderBackend::SetViewerNode(ViewerOutput *viewer_node)
{
if (viewer_node_ != nullptr) {
disconnect(viewer_node_, SIGNAL(TextureChangedBetween(const rational&, const rational&)), this, SLOT(InvalidateCache(const rational&, const rational&)));
DisconnectViewer(viewer_node_);
Decompile();
}
@@ -80,10 +80,8 @@ void RenderBackend::SetViewerNode(ViewerOutput *viewer_node)
viewer_node_ = viewer_node;
if (viewer_node_ != nullptr) {
connect(viewer_node_, SIGNAL(TextureChangedBetween(const rational&, const rational&)), this, SLOT(InvalidateCache(const rational&, const rational&)));
ConnectViewer(viewer_node_);
}
ViewerNodeChangedEvent(viewer_node_);
}
void RenderBackend::SetCacheName(const QString &s)
@@ -148,7 +146,12 @@ void RenderBackend::SetError(const QString &error)
error_ = error;
}
void RenderBackend::ViewerNodeChangedEvent(ViewerOutput *node)
void RenderBackend::ConnectViewer(ViewerOutput *node)
{
Q_UNUSED(node)
}
void RenderBackend::DisconnectViewer(ViewerOutput *node)
{
Q_UNUSED(node)
}