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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@@ -112,12 +112,17 @@ void VideoRenderBackend::CloseInternal()
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cache_frame_load_buffer_.clear();
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}
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void VideoRenderBackend::ViewerNodeChangedEvent(ViewerOutput *node)
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void VideoRenderBackend::ConnectViewer(ViewerOutput *node)
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{
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if (node != nullptr) {
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// FIXME: Hardcoded format, mode, and divider
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SetParameters(VideoRenderingParams(node->video_params(), olive::PIX_FMT_RGBA16F, olive::kOffline, 2));
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}
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connect(node, SIGNAL(VideoChangedBetween(const rational&, const rational&)), this, SLOT(InvalidateCache(const rational&, const rational&)));
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// FIXME: Hardcoded format, mode, and divider
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SetParameters(VideoRenderingParams(node->video_params(), olive::PIX_FMT_RGBA16F, olive::kOffline, 2));
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}
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void VideoRenderBackend::DisconnectViewer(ViewerOutput *node)
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{
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disconnect(node, SIGNAL(VideoChangedBetween(const rational&, const rational&)), this, SLOT(InvalidateCache(const rational&, const rational&)));
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}
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const VideoRenderingParams &VideoRenderBackend::params() const
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