Delete non-colormanagement code

Color management is mandatory now.

Bug: 295966830
Test: builds
Change-Id: I761cbd3967d1800cc74538f93f1b9c3ffe11ee6a
diff --git a/libs/renderengine/gl/ProgramCache.cpp b/libs/renderengine/gl/ProgramCache.cpp
index 812dda0..96ccf5c 100644
--- a/libs/renderengine/gl/ProgramCache.cpp
+++ b/libs/renderengine/gl/ProgramCache.cpp
@@ -77,8 +77,7 @@
     return f;
 }
 
-void ProgramCache::primeCache(
-        EGLContext context, bool useColorManagement, bool toneMapperShaderOnly) {
+void ProgramCache::primeCache(EGLContext context, bool toneMapperShaderOnly) {
     auto& cache = mCaches[context];
     uint32_t shaderCount = 0;
 
@@ -126,27 +125,24 @@
     }
 
     // Prime for sRGB->P3 conversion
-    if (useColorManagement) {
-        Key shaderKey;
-        shaderKey.set(Key::BLEND_MASK | Key::OUTPUT_TRANSFORM_MATRIX_MASK | Key::INPUT_TF_MASK |
-                              Key::OUTPUT_TF_MASK,
-                      Key::BLEND_PREMULT | Key::OUTPUT_TRANSFORM_MATRIX_ON | Key::INPUT_TF_SRGB |
-                              Key::OUTPUT_TF_SRGB);
-        for (int i = 0; i < 16; i++) {
-            shaderKey.set(Key::OPACITY_MASK,
-                          (i & 1) ? Key::OPACITY_OPAQUE : Key::OPACITY_TRANSLUCENT);
-            shaderKey.set(Key::ALPHA_MASK, (i & 2) ? Key::ALPHA_LT_ONE : Key::ALPHA_EQ_ONE);
+    Key shaderKey;
+    shaderKey.set(Key::BLEND_MASK | Key::OUTPUT_TRANSFORM_MATRIX_MASK | Key::INPUT_TF_MASK |
+                          Key::OUTPUT_TF_MASK,
+                  Key::BLEND_PREMULT | Key::OUTPUT_TRANSFORM_MATRIX_ON | Key::INPUT_TF_SRGB |
+                          Key::OUTPUT_TF_SRGB);
+    for (int i = 0; i < 16; i++) {
+        shaderKey.set(Key::OPACITY_MASK, (i & 1) ? Key::OPACITY_OPAQUE : Key::OPACITY_TRANSLUCENT);
+        shaderKey.set(Key::ALPHA_MASK, (i & 2) ? Key::ALPHA_LT_ONE : Key::ALPHA_EQ_ONE);
 
-            // Cache rounded corners
-            shaderKey.set(Key::ROUNDED_CORNERS_MASK,
-                          (i & 4) ? Key::ROUNDED_CORNERS_ON : Key::ROUNDED_CORNERS_OFF);
+        // Cache rounded corners
+        shaderKey.set(Key::ROUNDED_CORNERS_MASK,
+                      (i & 4) ? Key::ROUNDED_CORNERS_ON : Key::ROUNDED_CORNERS_OFF);
 
-            // Cache texture off option for window transition
-            shaderKey.set(Key::TEXTURE_MASK, (i & 8) ? Key::TEXTURE_EXT : Key::TEXTURE_OFF);
-            if (cache.count(shaderKey) == 0) {
-                cache.emplace(shaderKey, generateProgram(shaderKey));
-                shaderCount++;
-            }
+        // Cache texture off option for window transition
+        shaderKey.set(Key::TEXTURE_MASK, (i & 8) ? Key::TEXTURE_EXT : Key::TEXTURE_OFF);
+        if (cache.count(shaderKey) == 0) {
+            cache.emplace(shaderKey, generateProgram(shaderKey));
+            shaderCount++;
         }
     }