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render/color: Invert ownership model of color_transform types.
Color transform can have multiple types and these different types want to store different metadata. We previously stored this metadata directly on wlr_color_transform even for transforms that don't use it. Instead, let's take the prior art from wlr_scene where each scene node is built on a base node. Notice how wlr_color_transform_lut3d now has a `struct wlr_color_transform base`. This is advantageous in multiple ways: 1. We don't allocate memory for metadata that will never be used. 2. This is more type safe: Compositors can pass around a struct wlr_color_transform_lut3d if they know they only want to use a 3d_lut. 3. This is more scalable. As we add more transform types, we don't have to keep growing a monolithic struct.
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4 changed files with 54 additions and 23 deletions
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@ -4,6 +4,18 @@
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#include <stdint.h>
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#include <wlr/util/addon.h>
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enum wlr_color_transform_type {
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COLOR_TRANSFORM_SRGB,
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COLOR_TRANSFORM_LUT_3D,
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};
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struct wlr_color_transform {
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int ref_count;
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struct wlr_addon_set addons; // per-renderer helper state
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enum wlr_color_transform_type type;
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};
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/**
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* The formula is approximated via a 3D look-up table. A 3D LUT is a
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* three-dimensional array where each element is an RGB triplet. The flat lut_3d
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@ -19,21 +31,17 @@
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* offset = 3 * (r_index + dim_len * g_index + dim_len * dim_len * b_index)
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*/
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struct wlr_color_transform_lut3d {
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struct wlr_color_transform base;
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float *lut_3d;
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size_t dim_len;
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};
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enum wlr_color_transform_type {
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COLOR_TRANSFORM_SRGB,
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COLOR_TRANSFORM_LUT_3D,
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};
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struct wlr_color_transform {
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int ref_count;
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struct wlr_addon_set addons; // per-renderer helper state
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enum wlr_color_transform_type type;
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struct wlr_color_transform_lut3d lut3d;
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};
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/**
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* Gets a wlr_color_transform_lut3d from a generic wlr_color_transform.
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* Asserts that the base type is COLOR_TRANSFORM_LUT_3D
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*/
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struct wlr_color_transform_lut3d *wlr_color_transform_lut3d_from_base(
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struct wlr_color_transform *tr);
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#endif
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