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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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| .. | ||
| shaders | ||
| meson.build | ||
| pass.c | ||
| pixel_format.c | ||
| renderer.c | ||
| texture.c | ||
| util.c | ||
| vulkan.c | ||