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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+2
-12
@@ -32,16 +32,6 @@ NodeValueTable& NodeValueDatabase::operator[](const NodeInput *input)
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return tables_[input->id()];
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}
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const NodeValueTable NodeValueDatabase::operator[](const QString &input_id) const
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{
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return tables_[input_id];
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}
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const NodeValueTable NodeValueDatabase::operator[](const NodeInput *input) const
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{
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return tables_[input->id()];
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}
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void NodeValueDatabase::Insert(const QString &key, const NodeValueTable &value)
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{
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tables_.insert(key, value);
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@@ -143,7 +133,7 @@ void NodeValueTable::Prepend(const NodeParam::DataType &type, const QVariant &da
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Prepend(NodeValue(type, data, from, tag));
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}
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const NodeValue &NodeValueTable::At(int index) const
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const NodeValue &NodeValueTable::at(int index) const
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{
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return values_.at(index);
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}
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@@ -209,7 +199,7 @@ NodeValueTable NodeValueTable::Merge(QList<NodeValueTable> tables)
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int row_index = t.Count() - 1 - row;
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merged_table.Prepend(t.At(row_index));
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merged_table.Prepend(t.at(row_index));
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}
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return merged_table;
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