Apply the color transform for all shaders

Test: SurfaceFlinger_test
      --gtest_filter=LayerRenderTypeTransactionTests/LayerRenderTypeTransactionTest.SetColorTransform*
Bug: 175352126
Change-Id: I1c44cdb6b89d0ba7ebe6a4c731298e17f97a9ea1
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.h b/libs/renderengine/skia/SkiaGLRenderEngine.h
index 3d8c693..5384ec8 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.h
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.h
@@ -91,6 +91,11 @@
     void drawBlurRegion(SkCanvas* canvas, const BlurRegion& blurRegion, const SkRect& layerRect,
                         sk_sp<SkSurface> blurredSurface);
     SkMatrix getBlurShaderTransform(const SkCanvas* canvas, const SkRect& layerRect);
+    // If mUseColorManagement is correct and layer needsLinearEffect, it returns a linear runtime
+    // shader. Otherwise it returns the input shader.
+    sk_sp<SkShader> createRuntimeEffectShader(sk_sp<SkShader> shader, const LayerSettings* layer,
+                                              const DisplaySettings& display,
+                                              bool undoPremultipliedAlpha);
 
     EGLDisplay mEGLDisplay;
     EGLContext mEGLContext;