Enable wide color gamut rendering

When wide color gamut rendering is requested, hwui will now
use an rgba16f scRGB-nl surface for rendering. This change
also fixes the way screenshots are handled in the platform
to behave properly with wide gamut rendering.

This change does not affect hardware layers. They also
need to use rgba16f scRGB-nl; this will be addressed in
another CL.

Bug: 29940137
Test: CtsUiRenderingTestCases, CtsGraphicsTestCases

Change-Id: I68fd96c451652136c566ec48fb0e97c2a7a257c5
diff --git a/libs/hwui/renderthread/CanvasContext.h b/libs/hwui/renderthread/CanvasContext.h
index 33eda96..76623f9 100644
--- a/libs/hwui/renderthread/CanvasContext.h
+++ b/libs/hwui/renderthread/CanvasContext.h
@@ -128,6 +128,7 @@
             uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
     void setLightCenter(const Vector3& lightCenter);
     void setOpaque(bool opaque);
+    void setWideGamut(bool wideGamut);
     bool makeCurrent();
     void prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
             int64_t syncQueued, RenderNode* target);
@@ -240,6 +241,7 @@
     nsecs_t mLastDropVsync = 0;
 
     bool mOpaque;
+    bool mWideColorGamut = false;
     BakedOpRenderer::LightInfo mLightInfo;
     FrameBuilder::LightGeometry mLightGeometry = { {0, 0, 0}, 0 };