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.
This commit is contained in:
itsmattkc
2020-06-12 00:54:15 +10:00
parent 663cf4a020
commit dd7af0e6bd
44 changed files with 1051 additions and 697 deletions
+2 -12
View File
@@ -32,16 +32,6 @@ NodeValueTable& NodeValueDatabase::operator[](const NodeInput *input)
return tables_[input->id()];
}
const NodeValueTable NodeValueDatabase::operator[](const QString &input_id) const
{
return tables_[input_id];
}
const NodeValueTable NodeValueDatabase::operator[](const NodeInput *input) const
{
return tables_[input->id()];
}
void NodeValueDatabase::Insert(const QString &key, const NodeValueTable &value)
{
tables_.insert(key, value);
@@ -143,7 +133,7 @@ void NodeValueTable::Prepend(const NodeParam::DataType &type, const QVariant &da
Prepend(NodeValue(type, data, from, tag));
}
const NodeValue &NodeValueTable::At(int index) const
const NodeValue &NodeValueTable::at(int index) const
{
return values_.at(index);
}
@@ -209,7 +199,7 @@ NodeValueTable NodeValueTable::Merge(QList<NodeValueTable> tables)
int row_index = t.Count() - 1 - row;
merged_table.Prepend(t.At(row_index));
merged_table.Prepend(t.at(row_index));
}
return merged_table;