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

@ -116,7 +116,14 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
.uv_off = { 0, 0 },
.uv_size = { 1, 1 },
};
size_t dim = pass->color_transform ? pass->color_transform->lut3d.dim_len : 1;
size_t dim = 1;
if (pass->color_transform && pass->color_transform->type == COLOR_TRANSFORM_LUT_3D) {
struct wlr_color_transform_lut3d *lut3d =
wlr_color_transform_lut3d_from_base(pass->color_transform);
dim = lut3d->dim_len;
}
struct wlr_vk_frag_output_pcr_data frag_pcr_data = {
.lut_3d_offset = 0.5f / dim,
.lut_3d_scale = (float)(dim - 1) / dim,
@ -894,7 +901,8 @@ static struct wlr_vk_color_transform *vk_color_transform_create(
}
if (transform->type == COLOR_TRANSFORM_LUT_3D) {
if (!create_3d_lut_image(renderer, &transform->lut3d,
if (!create_3d_lut_image(renderer,
wlr_color_transform_lut3d_from_base(transform),
&vk_transform->lut_3d.image,
&vk_transform->lut_3d.image_view,
&vk_transform->lut_3d.memory,