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	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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			C
		
	
	
	
	
	
			
		
		
	
	
			47 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#ifndef RENDER_COLOR_H
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#define RENDER_COLOR_H
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#include <stdint.h>
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#include <wlr/util/addon.h>
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enum wlr_color_transform_type {
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	COLOR_TRANSFORM_SRGB,
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	COLOR_TRANSFORM_LUT_3D,
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};
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struct wlr_color_transform {
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	int ref_count;
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	struct wlr_addon_set addons; // per-renderer helper state
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	enum wlr_color_transform_type type;
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};
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/**
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 * The formula is approximated via a 3D look-up table. A 3D LUT is a
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 * three-dimensional array where each element is an RGB triplet. The flat lut_3d
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 * array has a length of dim_len³.
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 *
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 * Color channel values in the range [0.0, 1.0] are mapped linearly to
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 * 3D LUT indices such that 0.0 maps exactly to the first element and 1.0 maps
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 * exactly to the last element in each dimension.
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 *
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 * The offset of the RGB triplet given red, green and blue indices r_index,
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 * g_index and b_index is:
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 *
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 *     offset = 3 * (r_index + dim_len * g_index + dim_len * dim_len * b_index)
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 */
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struct wlr_color_transform_lut3d {
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	struct wlr_color_transform base;
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	float *lut_3d;
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	size_t dim_len;
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};
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/**
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 * Gets a wlr_color_transform_lut3d from a generic wlr_color_transform.
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 * Asserts that the base type is COLOR_TRANSFORM_LUT_3D
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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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#endif
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