surfaceflinger: add BT2020_PQ support to RenderEngine

Add Key::Y410_BT2020_ON which performs Y410/BT2020 YUV -> RGB
conversion.

Add Key::{INPUT,OUTPUT}_TF_ST2084 which performs ST2084 EOTF and
OETF conversions.

Add Key::TONE_MAP_ON which performs tone-mapping.

Flip proper bits on when the source buffer has BT2020_PQ as its
dataspace.  That means,

  1. convert YUV to RGB
  2. apply ST 2084 EOTF
  3. apply tone-mapping
  4. convert to DisplayP3
  5. apply relative rendering intent (i.e., clamp)
  6. finally apply sRGB OETF

We still use hardcoded parameters rather than the ones from HDR
metadata.  It is also likely that we will need to switch to a LUT
for better perf.

Test: manual
Change-Id: I53556a2acfc34ef55e88c5b139000be94072dd3e
diff --git a/services/surfaceflinger/RenderEngine/RenderEngine.h b/services/surfaceflinger/RenderEngine/RenderEngine.h
index 737b1dd..67c0d1c 100644
--- a/services/surfaceflinger/RenderEngine/RenderEngine.h
+++ b/services/surfaceflinger/RenderEngine/RenderEngine.h
@@ -138,6 +138,7 @@
                                     const half4& color) = 0;
     virtual void setColorMode(android_color_mode mode) = 0;
     virtual void setSourceDataSpace(android_dataspace source) = 0;
+    virtual void setSourceY410BT2020(bool enable) = 0;
     virtual void setWideColor(bool hasWideColor) = 0;
     virtual bool usesWideColor() = 0;
     virtual void setupLayerTexturing(const Texture& texture) = 0;