[SurfaceFlinger] Apply legacy saturation matrix globally for Display P3.

We disallow legacy saturation matrix since this commit. For those do
have such a matrix, instead of applying it between sRGB->P3 conversion,
we apply it on P3. This means P3 and HDR tone mapped to P3 are also
saturated.

Bug: 110840428
Test: See red/orange scene through Camera ViewFinder, take a picture,
      check the picture in Photos App, the red/orange should have
      similar saturation.
Change-Id: I335b39888a76c7e411d9e03d9ad71448cbd7c05f
Merged-In: I335b39888a76c7e411d9e03d9ad71448cbd7c05f
diff --git a/services/surfaceflinger/SurfaceFlinger.h b/services/surfaceflinger/SurfaceFlinger.h
index 8566b03..8da97b1 100644
--- a/services/surfaceflinger/SurfaceFlinger.h
+++ b/services/surfaceflinger/SurfaceFlinger.h
@@ -879,8 +879,8 @@
     std::thread::id mMainThreadId;
 
     DisplayColorSetting mDisplayColorSetting = DisplayColorSetting::MANAGED;
-    // Applied on sRGB layers when the render intent is non-colorimetric.
-    mat4 mLegacySrgbSaturationMatrix;
+    // Applied on Display P3 layers when the render intent is non-colorimetric.
+    mat4 mEnhancedSaturationMatrix;
 
     using CreateBufferQueueFunction =
             std::function<void(sp<IGraphicBufferProducer>* /* outProducer */,