Get OCIO node groundwork working

This commit is contained in:
Thomas Wilshaw
2022-03-08 14:40:03 +00:00
parent 4d5ca96b68
commit 979095d2e0
14 changed files with 61 additions and 121 deletions
+6 -1
View File
@@ -27,6 +27,7 @@
#include "node/block/clip/clip.h"
#include "node/block/transition/transition.h"
#include "node/color/displaytransform/displaytransform.h"
#include "node/project/project.h"
#include "rendermanager.h"
@@ -464,7 +465,7 @@ SampleBufferPtr RenderProcessor::ProcessAudioFootage(const FootageJob &stream, c
return super::ProcessAudioFootage(stream, input_time);
}
TexturePtr RenderProcessor::ProcessShader(const Node *node, const TimeRange &range, const ShaderJob &job)
TexturePtr RenderProcessor::ProcessShader(const Node *node, const TimeRange &range, ShaderJob &job)
{
Q_UNUSED(range)
@@ -475,6 +476,10 @@ TexturePtr RenderProcessor::ProcessShader(const Node *node, const TimeRange &ran
QVariant shader = shader_cache_->value(full_shader_id);
if (shader.isNull()) {
if (job.UseOCIO()) {
render_ctx_->ShaderJobInsertTextures(job.ColorProcessor(), &job, job.ShaderDesc());
}
// Since we have shader code, compile it now
shader = render_ctx_->CreateNativeShader(node->GetShaderCode(job.GetShaderID()));