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.
This commit is contained in:
Alexander Orzechowski 2024-08-24 14:33:22 -04:00
parent fa2abbeefb
commit 3187479c07
4 changed files with 54 additions and 23 deletions

View file

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