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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@@ -53,7 +53,7 @@ void OpacityEffect::Value(const NodeValueRow &value, const NodeGlobals &globals,
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if (!job.GetValue(kTextureInput).data().isNull()) {
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if (!qFuzzyCompare(job.GetValue(kValueInput).data().toDouble(), 1.0)) {
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job.SetAlphaChannelRequired(GenerateJob::kAlphaForceOn);
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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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// 1.0 float is a no-op, so just push the texture
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table->Push(job.GetValue(kTextureInput));
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