FIx #122085: Optimize iter_shader_to_rgba_depth_count
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@ -1039,6 +1039,11 @@ static void iter_shader_to_rgba_depth_count(bNode *node,
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depth_level++;
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max_depth = std::max(max_depth, depth_level);
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}
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if (node->runtime->tmp_flag >= depth_level) {
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/* We already iterated this branch at this or a greater depth. */
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return;
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}
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node->runtime->tmp_flag = std::max(node->runtime->tmp_flag, depth_level);
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LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
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