Lines Matching full:srgb
113 // config is sRGB then we must use a sRGB color space.
134 // If we're decoding an sRGB image, the result of our linear math on the YUV planes is already
135 // in sRGB. (The encoding is just math on bytes, with no concept of color spaces.) So, we need
136 // to output the results of that math directly to the buffer that we will then consider sRGB.
137 // If we have sRGB write control, we can just tell the HW not to do the Linear -> sRGB step.
138 // Otherwise, we do our shader math to go from YUV -> sRGB, manually convert sRGB -> Linear,
139 // then let the HW convert Linear -> sRGB.