Don't use shader disk cache on emulator
bug: 71900691
Emulator user might switch renderers, migrate a snapshot to a different
machine with a different shader binary format, etc.
Plus, program binaries don't seem to work so well on some desktop GPUs.
Change-Id: I0c6239acbd556097494aa903d6603c963d3141cb
diff --git a/libs/hwui/pipeline/skia/ShaderCache.cpp b/libs/hwui/pipeline/skia/ShaderCache.cpp
index c7a3014..2fa56f6 100644
--- a/libs/hwui/pipeline/skia/ShaderCache.cpp
+++ b/libs/hwui/pipeline/skia/ShaderCache.cpp
@@ -19,6 +19,7 @@
#include <log/log.h>
#include <thread>
#include "FileBlobCache.h"
+#include "Properties.h"
#include "utils/TraceUtils.h"
namespace android {
@@ -43,7 +44,11 @@
void ShaderCache::initShaderDiskCache() {
ATRACE_NAME("initShaderDiskCache");
std::lock_guard<std::mutex> lock(mMutex);
- if (mFilename.length() > 0) {
+
+ // Emulators can switch between different renders either as part of config
+ // or snapshot migration. Also, program binaries may not work well on some
+ // desktop / laptop GPUs. Thus, disable the shader disk cache for emulator builds.
+ if (!Properties::runningInEmulator && mFilename.length() > 0) {
mBlobCache.reset(new FileBlobCache(maxKeySize, maxValueSize, maxTotalSize, mFilename));
mInitialized = true;
}