Searched refs:useColorManagement (Results 1 – 6 of 6) sorted by relevance
203 bool useColorManagement; member223 useColorManagement(_useColorManagement), in RenderEngineCreationArgs()244 Builder& setUseColorManagerment(bool useColorManagement) { in setUseColorManagerment()245 this->useColorManagement = useColorManagement; in setUseColorManagerment()273 return RenderEngineCreationArgs(pixelFormat, imageCacheSize, useColorManagement, in build()283 bool useColorManagement = true; member
189 void primeCache(const EGLContext context, bool useColorManagement, bool toneMapperShaderOnly);
81 EGLContext context, bool useColorManagement, bool toneMapperShaderOnly) { in primeCache() argument132 if (useColorManagement) { in primeCache()
346 mUseColorManagement(args.useColorManagement) { in GLESRenderEngine()459 mArgs.useColorManagement, in primeCache()
301 bool useColorManagement; member
199 # useColorManagement indicates whether SurfaceFlinger should manage color277 # The variable works only when useColorManagement is specified. If279 # surfaces when useColorManagement is specified.