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.
This commit is contained in:
itsmattkc
2022-05-03 11:19:21 -07:00
parent 5351e634b0
commit 028d2fd60c
31 changed files with 78 additions and 166 deletions
@@ -102,7 +102,7 @@ void ColorDifferenceKeyNode::Value(const NodeValueRow &value, const NodeGlobals
// If there's no texture, no need to run an operation
if (!job.GetValue(kTextureInput).data().isNull()) {
table->Push(NodeValue::kShaderJob, QVariant::fromValue(job), this);
table->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
}
}
+1 -1
View File
@@ -97,7 +97,7 @@ void DespillNode::Value(const NodeValueRow &value, const NodeGlobals &globals, N
// If there's no texture, no need to run an operation
if (!job.GetValue(kTextureInput).data().isNull()) {
table->Push(NodeValue::kShaderJob, QVariant::fromValue(job), this);
table->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
}
}