Use max mastering luminance and max content luminance from HdrMetadata.

Previously we hard coded 1000.0 nits as the max mastering luminance and max
content luminance. However, this causes bad experience especially when the max
content luminance is lower than 1000.0 nits.

BUG: b/141647818
Test: manual
Change-Id: I630469a4e3e95b2ca8c776dc1284208397b385ad
diff --git a/libs/renderengine/gl/Program.cpp b/libs/renderengine/gl/Program.cpp
index fe9d909..4eb5eb6 100644
--- a/libs/renderengine/gl/Program.cpp
+++ b/libs/renderengine/gl/Program.cpp
@@ -65,6 +65,8 @@
         mSamplerLoc = glGetUniformLocation(programId, "sampler");
         mColorLoc = glGetUniformLocation(programId, "color");
         mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance");
+        mMaxMasteringLuminanceLoc = glGetUniformLocation(programId, "maxMasteringLuminance");
+        mMaxContentLuminanceLoc = glGetUniformLocation(programId, "maxContentLuminance");
         mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix");
         mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix");
         mCornerRadiusLoc = glGetUniformLocation(programId, "cornerRadius");
@@ -138,6 +140,12 @@
     if (mDisplayMaxLuminanceLoc >= 0) {
         glUniform1f(mDisplayMaxLuminanceLoc, desc.displayMaxLuminance);
     }
+    if (mMaxMasteringLuminanceLoc >= 0) {
+        glUniform1f(mMaxMasteringLuminanceLoc, desc.maxMasteringLuminance);
+    }
+    if (mMaxContentLuminanceLoc >= 0) {
+        glUniform1f(mMaxContentLuminanceLoc, desc.maxContentLuminance);
+    }
     if (mCornerRadiusLoc >= 0) {
         glUniform1f(mCornerRadiusLoc, desc.cornerRadius);
     }