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render/color: replace COLOR_TRANSFORM_LUT_3D with COLOR_TRANSFORM_LCMS2
Converting the LCMS2 transform to a 3D LUT early causes issues: - It's a lossy process, the consumer will not be able to pick a 3D LUT size on their own. - It requires unnecessary conversions and allocations: an intermediate 3D LUT is allocated, but the renderer already allocates one. - It makes it harder to support arbitrary color transforms in the renderer, because each type needs to be handled differently. Instead, expose a function to evaluate a color transform, and use that to build the 3D LUT in the renderer.
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6 changed files with 109 additions and 111 deletions
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@ -516,6 +516,7 @@ struct wlr_vk_color_transform {
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struct wl_list link; // wlr_vk_renderer, list of all color transforms
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struct {
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size_t dim;
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VkImage image;
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VkImageView image_view;
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VkDeviceMemory memory;
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