This PoC will do color management on the areas that are cached inside the window manager. This
renders the display in the display space that the user selected for the
During GPU debug sessions I knew that parts of the screen were cached inside textures and blit to the screen. This patch uses these textures and draws them to the screen using OCIO. For now it is assumed that these textures are always sRGB.
We are planning to change the CM in the draw manager. When done this PoC would get more value as the GPUTextures bitdepth will be increased to R11G11B10.
This PoC isn't complete and only proofs where some of the limitations.
* Tools, menu's and side-areas will still be displayed as if in sRGB in the 3D Viewport and UV/Image editor.
* Unclear: Are there cases that would be limited by this implementation