Get OCIO node groundwork working
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@@ -27,6 +27,7 @@
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#include "node/block/clip/clip.h"
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#include "node/block/transition/transition.h"
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#include "node/color/displaytransform/displaytransform.h"
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#include "node/project/project.h"
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#include "rendermanager.h"
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@@ -464,7 +465,7 @@ SampleBufferPtr RenderProcessor::ProcessAudioFootage(const FootageJob &stream, c
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return super::ProcessAudioFootage(stream, input_time);
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}
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TexturePtr RenderProcessor::ProcessShader(const Node *node, const TimeRange &range, const ShaderJob &job)
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TexturePtr RenderProcessor::ProcessShader(const Node *node, const TimeRange &range, ShaderJob &job)
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{
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Q_UNUSED(range)
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@@ -475,6 +476,10 @@ TexturePtr RenderProcessor::ProcessShader(const Node *node, const TimeRange &ran
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QVariant shader = shader_cache_->value(full_shader_id);
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if (shader.isNull()) {
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if (job.UseOCIO()) {
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render_ctx_->ShaderJobInsertTextures(job.ColorProcessor(), &job, job.ShaderDesc());
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}
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// Since we have shader code, compile it now
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shader = render_ctx_->CreateNativeShader(node->GetShaderCode(job.GetShaderID()));
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