Phase 1 clean-up and separation of concerns
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@@ -46,7 +46,7 @@ void OpenGLVideoIOBridge::RecordFramePacing(VideoIOCompletionResult completionRe
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else if (completionResult == VideoIOCompletionResult::Flushed)
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++mFlushedFrameCount;
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mRuntimeHost.TrySetFramePacingStats(
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mRuntimeHost.GetHealthTelemetry().TryRecordFramePacingStats(
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mCompletionIntervalMilliseconds,
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mSmoothedCompletionIntervalMilliseconds,
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mMaxCompletionIntervalMilliseconds,
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@@ -58,7 +58,7 @@ void OpenGLVideoIOBridge::RecordFramePacing(VideoIOCompletionResult completionRe
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void OpenGLVideoIOBridge::VideoFrameArrived(const VideoIOFrame& inputFrame)
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{
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const VideoIOState& state = mVideoIO.State();
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mRuntimeHost.TrySetSignalStatus(!inputFrame.hasNoInputSource, state.inputFrameSize.width, state.inputFrameSize.height, state.inputDisplayModeName);
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mRuntimeHost.GetHealthTelemetry().TryReportSignalStatus(!inputFrame.hasNoInputSource, state.inputFrameSize.width, state.inputFrameSize.height, state.inputDisplayModeName);
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if (inputFrame.hasNoInputSource || inputFrame.bytes == nullptr)
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return; // don't transfer texture when there's no input
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