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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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commit
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4 changed files with 54 additions and 23 deletions
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@ -15,7 +15,15 @@ struct wlr_color_transform *wlr_color_transform_init_srgb(void) {
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}
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static void color_transform_destroy(struct wlr_color_transform *tr) {
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free(tr->lut3d.lut_3d);
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switch (tr->type) {
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case COLOR_TRANSFORM_SRGB:
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break;
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case COLOR_TRANSFORM_LUT_3D:;
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struct wlr_color_transform_lut3d *lut3d =
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wlr_color_transform_lut3d_from_base(tr);
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free(lut3d->lut_3d);
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break;
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}
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wlr_addon_set_finish(&tr->addons);
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free(tr);
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}
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@ -35,3 +43,10 @@ void wlr_color_transform_unref(struct wlr_color_transform *tr) {
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color_transform_destroy(tr);
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}
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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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assert(tr->type == COLOR_TRANSFORM_LUT_3D);
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struct wlr_color_transform_lut3d *lut3d = wl_container_of(tr, lut3d, base);
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return lut3d;
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}
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