nodes: rework so that jobs can be completely deferred
Big optimization requiring a lot of refactoring.
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@@ -64,16 +64,19 @@ void MaskDistortNode::Retranslate()
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void MaskDistortNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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{
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NodeValue job(NodeValue::kTexture, GetGenerateJob(value), this);
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TexturePtr texture = value[kBaseInput].toTexture();
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VideoParams job_params = texture ? texture->params() : globals.vparams();
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NodeValue job(NodeValue::kTexture, Texture::Job(job_params, GetGenerateJob(value, job_params)), this);
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if (value[kInvertInput].toBool()) {
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ShaderJob invert;
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invert.SetShaderID(QStringLiteral("invert"));
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invert.Insert(QStringLiteral("tex_in"), job);
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job.set_value(invert);
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job.set_value(Texture::Job(job_params, invert));
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}
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if (value[kBaseInput].toTexture()) {
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if (texture) {
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// Push as merge node
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ShaderJob merge;
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@@ -92,14 +95,14 @@ void MaskDistortNode::Value(const NodeValueRow &value, const NodeGlobals &global
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feather.Insert(BlurFilterNode::kRepeatEdgePixelsInput, NodeValue(NodeValue::kBoolean, true, this));
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feather.Insert(BlurFilterNode::kRadiusInput, NodeValue(NodeValue::kFloat, value[kFeatherInput].toDouble(), this));
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feather.SetIterations(2, BlurFilterNode::kTextureInput);
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feather.Insert(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, globals.resolution(), this));
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feather.Insert(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, texture ? texture->virtual_resolution() : globals.square_resolution(), this));
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merge.Insert(QStringLiteral("tex_b"), NodeValue(NodeValue::kTexture, feather, this));
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merge.Insert(QStringLiteral("tex_b"), NodeValue(NodeValue::kTexture, Texture::Job(job_params, feather), this));
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} else {
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merge.Insert(QStringLiteral("tex_b"), job);
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}
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table->Push(NodeValue::kTexture, merge, this);
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table->Push(NodeValue::kTexture, Texture::Job(job_params, merge), this);
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} else {
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table->Push(job);
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}
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