renderer/decoder: simplified audio PCM transcode
Turned the two-step PCM transcode into one step and simplified/removed much of the unnecessary infrastructure that supported it. This makes the code cleaner and generally improves the code paths.
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@@ -108,11 +108,6 @@ bool RenderWorker::IsStarted()
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return started_;
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}
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void RenderWorker::ReportUnavailableFootage(StreamPtr stream, Decoder::RetrieveState state, const rational& stream_time)
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{
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emit FootageUnavailable(stream, state, path_.range(), stream_time);
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}
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void RenderWorker::InputProcessingEvent(NodeInput* input, const TimeRange& input_time, NodeValueTable *table)
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{
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// Exception for Footage types where we actually retrieve some Footage data from a decoder
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@@ -124,13 +119,8 @@ void RenderWorker::InputProcessingEvent(NodeInput* input, const TimeRange& input
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if (decoder) {
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Decoder::RetrieveState state = decoder->GetRetrieveState(input_time.out());
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FrameToValue(decoder, stream, input_time, table);
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if (state == Decoder::kReady) {
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FrameToValue(decoder, stream, input_time, table);
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} else {
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ReportUnavailableFootage(stream, state, input_time.out());
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}
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}
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}
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}
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