accleratedjob: simplified function calls
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@@ -82,16 +82,16 @@ ShaderCode DespillNode::GetShaderCode(const ShaderRequest &request) const {
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void DespillNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const {
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ShaderJob job;
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job.InsertValue(value);
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job.Insert(value);
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// Set luma coefficients
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double luma_coeffs[3] = {0.0f, 0.0f, 0.0f};
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project()->color_manager()->GetDefaultLumaCoefs(luma_coeffs);
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job.InsertValue(QStringLiteral("luma_coeffs"),
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job.Insert(QStringLiteral("luma_coeffs"),
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NodeValue(NodeValue::kVec3, QVector3D(luma_coeffs[0], luma_coeffs[1], luma_coeffs[2])));
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// If there's no texture, no need to run an operation
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if (job.GetValue(kTextureInput).toTexture()) {
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if (job.Get(kTextureInput).toTexture()) {
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table->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
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}
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}
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