Only use the gainmap shader if we might need it
Skip using the gainmap shader when drawing to a bitmap with a known SDR colorspace as it'll be a no-op in rendering results since W=1.0, but it'll be very expensive in runtime due to CPU evaluation of the SKSL shader. Before: createScaledBitmapWithGainmap_median (ns): 179,455,037 After: createScaledBitmapWithGainmap_median (ns): 15,643,742 Bug: 311085927 Test: benchmark in CL Change-Id: I3f2506a2bd86bbe29c6e0837d31e4a231a7c182a
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