nodes: rework so that jobs can be completely deferred
Big optimization requiring a lot of refactoring.
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@@ -292,7 +292,7 @@ void Renderer::BlitColorManaged(const ColorTransformJob &color_job, Texture *des
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}
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ShaderJob job;
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job.Insert(QStringLiteral("ove_maintex"), NodeValue(NodeValue::kTexture, QVariant::fromValue(color_job.GetInputTexture())));
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job.Insert(QStringLiteral("ove_maintex"), color_job.GetInputTexture());
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job.Insert(QStringLiteral("ove_mvpmat"), NodeValue(NodeValue::kMatrix, color_job.GetTransformMatrix()));
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job.Insert(QStringLiteral("ove_cropmatrix"), NodeValue(NodeValue::kMatrix, color_job.GetCropMatrix().inverted()));
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job.Insert(QStringLiteral("ove_maintex_alpha"), NodeValue(NodeValue::kInt, int(color_job.GetInputAlphaAssociation())));
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