[SurfaceFlinger] Decouple color management from wide color display property.

Previously, device is only color managed when the display is wide color gamut
display. This patch decouples this logic out so that device can have color
management even if it only has calibrated sRGB display.

BUG: 111505327
Test: Build, flash and check all color settings.
Change-Id: I5db31cdf1bde2f0e5b1fed269895d294f2353c44
diff --git a/services/surfaceflinger/RenderEngine/ProgramCache.cpp b/services/surfaceflinger/RenderEngine/ProgramCache.cpp
index 9dc6858..a1d0561 100644
--- a/services/surfaceflinger/RenderEngine/ProgramCache.cpp
+++ b/services/surfaceflinger/RenderEngine/ProgramCache.cpp
@@ -82,7 +82,7 @@
 
 ProgramCache::~ProgramCache() {}
 
-void ProgramCache::primeCache(bool hasWideColor) {
+void ProgramCache::primeCache(bool useColorManagement) {
     uint32_t shaderCount = 0;
     uint32_t keyMask = Key::BLEND_MASK | Key::OPACITY_MASK | Key::ALPHA_MASK | Key::TEXTURE_MASK;
     // Prime the cache for all combinations of the above masks,
@@ -105,7 +105,7 @@
     }
 
     // Prime for sRGB->P3 conversion
-    if (hasWideColor) {
+    if (useColorManagement) {
         Key shaderKey;
         shaderKey.set(Key::BLEND_MASK | Key::TEXTURE_MASK | Key::OUTPUT_TRANSFORM_MATRIX_MASK |
                               Key::INPUT_TF_MASK | Key::OUTPUT_TF_MASK,