Searched refs:mUseColorManagement (Results 1 – 6 of 6) sorted by relevance
313 mUseColorManagement(args.useColorManagement) { in SkiaGLRenderEngine()632 mUseColorManagement ? layer->sourceDataspace : ui::Dataspace::V0_SRGB_LINEAR; in createRuntimeEffectShader()634 mUseColorManagement ? display.outputDataspace : ui::Dataspace::V0_SRGB_LINEAR; in createRuntimeEffectShader()771 mUseColorManagement ? display.outputDataspace : ui::Dataspace::V0_SRGB_LINEAR; in drawLayers()986 (mUseColorManagement && in drawLayers()1001 const ui::Dataspace layerDataspace = (!mUseColorManagement || requiresLinearEffect) in drawLayers()
125 const bool mUseColorManagement; variable
392 mUseColorManagement(args.useColorManagement), in GLESRenderEngine()413 if (mUseColorManagement) { in GLESRenderEngine()520 mUseColorManagement, mPrecacheToneMapperShaderOnly); in primeCache()1447 if (mUseColorManagement) { in drawMesh()1550 if (mUseColorManagement && outputDebugPPMs) { in drawMesh()
241 const bool mUseColorManagement = false; variable
229 const bool mUseColorManagement = false; variable
346 mUseColorManagement(args.useColorManagement) { in GLESRenderEngine()366 if (mUseColorManagement) { in GLESRenderEngine()1368 if (mUseColorManagement) { in drawMesh()1471 if (mUseColorManagement && outputDebugPPMs) { in drawMesh()