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;