
This change makes `SkiaRenderer::CurrentDrawLayerColorSpace` return the actual color space of the current render pass backing, rather than the compositing color space. We see a mismatch in the scanout render pass backing case where `DirectRenderer::CalculateRenderPassRequirements` uses the output color space, but `SkiaRenderer::CurrentDrawLayerColorSpace` always uses the compositing color space. In the case where we have: - HDR quad resources - but no quads that require blending, on Windows we end up with: - no HDR color conversion layer - a render pass backing with linear scRGB color space - and `SkiaRenderer::CurrentDrawLayerColorSpace` returning the render pass compositing color space (extended sRGB). When we draw the TextureDrawQuad with the HDR resource, we end up drawing it directly to the render pass backing with a color conversion filter going from the resource color space to the pass compositing color space, but the backing is actually scRGB. This results in the quad appearing darker than expected. Bug: 397995970 Change-Id: Ia9824927510a9e7b9a0fe2e48e3da797b7486686 Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/6299975 Commit-Queue: Michael Tang <tangm@microsoft.com> Reviewed-by: Sida Zhu <zhusida@bytedance.com> Reviewed-by: Vasiliy Telezhnikov <vasilyt@chromium.org> Cr-Commit-Position: refs/heads/main@{#1436973}
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