renderer: moved all shader code into one solidified function

Makes texture-based optimizations easier when they're all in one place.
This commit is contained in:
itsmattkc
2020-06-10 01:54:02 +10:00
parent 29537fea3c
commit 71ec148e76
35 changed files with 274 additions and 191 deletions
+5 -4
View File
@@ -30,8 +30,8 @@ OLIVE_NAMESPACE_ENTER
class NodeValue
{
public:
NodeValue() = default;
NodeValue(const NodeParam::DataType& type, const QVariant& data, const QString& tag = QString());
NodeValue();
NodeValue(const NodeParam::DataType& type, const QVariant& data, const Node* from, const QString& tag = QString());
const NodeParam::DataType& type() const;
const QVariant& data() const;
@@ -42,6 +42,7 @@ public:
private:
NodeParam::DataType type_;
QVariant data_;
const Node* from_;
QString tag_;
};
@@ -56,9 +57,9 @@ public:
QVariant Take(const NodeParam::DataType& type, const QString& tag = QString());
NodeValue TakeWithMeta(const NodeParam::DataType& type, const QString& tag = QString());
void Push(const NodeValue& value);
void Push(const NodeParam::DataType& type, const QVariant& data, const QString& tag = QString());
void Push(const NodeParam::DataType& type, const QVariant& data, const Node *from, const QString& tag = QString());
void Prepend(const NodeValue& value);
void Prepend(const NodeParam::DataType& type, const QVariant& data, const QString& tag = QString());
void Prepend(const NodeParam::DataType& type, const QVariant& data, const Node *from, const QString& tag = QString());
const NodeValue& At(int index) const;
NodeValue TakeAt(int index);
int Count() const;