nodes: rework so that jobs can be completely deferred
Big optimization requiring a lot of refactoring.
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@@ -358,7 +358,7 @@ void MathNodeBase::ValueInternal(Operation operation, Pairing pairing, const QSt
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}
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} else if (pairing == kPairTextureMatrix) {
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// Only allow matrix multiplication
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const QVector2D &sequence_res = globals.resolution();
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const QVector2D &sequence_res = globals.nonsquare_resolution();
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QVector2D texture_res(texture->params().width() * texture->pixel_aspect_ratio().toDouble(), texture->params().height());
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QMatrix4x4 adjusted_matrix = TransformDistortNode::AdjustMatrixByResolutions(number_val.toMatrix(),
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@@ -380,7 +380,7 @@ void MathNodeBase::ValueInternal(Operation operation, Pairing pairing, const QSt
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output->Push(texture_val);
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} else {
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// Push shader job
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output->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
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output->Push(NodeValue::kTexture, Texture::Job(globals.vparams(), job), this);
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}
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break;
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}
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