nodes: minor overhaul to functionality
The nodes now have more control over how their accelerated shaders/sample functions are run, as well as how items are popped off the value tables. This allows for various optimizations that we didn't have access to before.
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@@ -57,7 +57,7 @@ void MediaInput::Retranslate()
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NodeValueTable MediaInput::Value(NodeValueDatabase &value) const
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{
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NodeValueTable table;
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NodeValueTable table = value.Merge();
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if (connected_footage_) {
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rational media_duration = Timecode::timestamp_to_time(connected_footage_->duration(),
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@@ -66,12 +66,6 @@ NodeValueTable MediaInput::Value(NodeValueDatabase &value) const
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table.Push(NodeInput::kRational, QVariant::fromValue(media_duration), this, "length");
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}
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// Push buffer to the top of the stack
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NodeValue buffer = value[footage_input_].GetWithMeta(NodeParam::kBuffer);
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if (buffer.type() != NodeParam::kNone) {
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table.Push(buffer);
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}
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return table;
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}
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