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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@@ -102,7 +102,7 @@ void ColorDifferenceKeyNode::Value(const NodeValueRow &value, const NodeGlobals
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// If there's no texture, no need to run an operation
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if (!job.GetValue(kTextureInput).data().isNull()) {
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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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}
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}
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@@ -97,7 +97,7 @@ void DespillNode::Value(const NodeValueRow &value, const NodeGlobals &globals, N
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// If there's no texture, no need to run an operation
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if (!job.GetValue(kTextureInput).data().isNull()) {
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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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}
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}
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