SF: Skip render-to-texture for color transforms

In cases where SurfaceFlinger is applying a color matrix (usually for
accessibility features), we previously would perform a render-to-
texture for the initial composition, and then apply the matrix during
a copy to the framebuffer. This changes that behavior to just apply the
matrix during composition without a render-to-texture pass.

This may result in a perceived change of the image in cases with alpha
blending, since the blending is performed at a different stage of the
pipeline and the system effectively performs non-linear blends.
However, neither this nor the prior render-to-texture pass is strictly
correct in that regard, and this approach is less error-prone and
likely faster.

Change-Id: I2110ff0374f61d76df7b087dde8a1ed98990440c
diff --git a/services/surfaceflinger/RenderEngine/Description.h b/services/surfaceflinger/RenderEngine/Description.h
index 43b835f..8a3447c 100644
--- a/services/surfaceflinger/RenderEngine/Description.h
+++ b/services/surfaceflinger/RenderEngine/Description.h
@@ -66,6 +66,7 @@
     void setColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
     void setProjectionMatrix(const mat4& mtx);
     void setColorMatrix(const mat4& mtx);
+    const mat4& getColorMatrix() const;
 
 private:
     bool mUniformsDirty;