nodes: optimize job infrastructure
Rework traversing so that jobs are only resolved when they are used. This should provide moderate optimize to the traversing process.
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@@ -90,7 +90,7 @@ void FlipDistortNode::Value(const NodeValueRow &value, const NodeGlobals &global
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if (!job.GetValue(kTextureInput).data().isNull()) {
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// Only run shader if at least one of flip or flop are selected
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if (job.GetValue(kHorizontalInput).data().toBool() || job.GetValue(kVerticalInput).data().toBool()) {
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table->Push(NodeValue::kShaderJob, QVariant::fromValue(job), this);
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table->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
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} else {
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// If we're not flipping or flopping just push the texture
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table->Push(job.GetValue(kTextureInput));
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