Update GainMap to assume it is rendering a linear surface
SkShaders return color values in the dst color space, so `sdr` and `hdr` children of the gainmap return linear values if the gainmap is rendered into a linear surface. The gainmap shader could be made more flexible by wrapping it in a call to SkShader::makeWithWorkingColorSpace(linear), but it is only used in one place so I opted for documenting the requirements of the shader and how either approach could work. Since the gainmap shader is the final effect of the composition in the current usecase, using the dst colorspace to handle conversion keeps things simplest. Flag: EXEMPT bug fix Bug: 426601394 Change-Id: I49596e6a161b509deaccbdc31dd2a342ef771862
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