surfaceflinger: prime shader cache for P3 conversion
Bug: 77287550
Test: no shader compilation when WCG apps start
Change-Id: I45cdefc97c5e9060269060e33d79b40304cfdbbf
diff --git a/services/surfaceflinger/RenderEngine/ProgramCache.h b/services/surfaceflinger/RenderEngine/ProgramCache.h
index 864bc3f..983e7ba 100644
--- a/services/surfaceflinger/RenderEngine/ProgramCache.h
+++ b/services/surfaceflinger/RenderEngine/ProgramCache.h
@@ -160,13 +160,14 @@
ProgramCache();
~ProgramCache();
+ // Generate shaders to populate the cache
+ void primeCache(bool hasWideColor);
+
// useProgram lookup a suitable program in the cache or generates one
// if none can be found.
void useProgram(const Description& description);
private:
- // Generate shaders to populate the cache
- void primeCache();
// compute a cache Key from a Description
static Key computeKey(const Description& description);
// Generate EOTF based from Key.