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/RenderEngine.cpp b/services/surfaceflinger/RenderEngine/RenderEngine.cpp
index 4c878ae..b392d28 100644
--- a/services/surfaceflinger/RenderEngine/RenderEngine.cpp
+++ b/services/surfaceflinger/RenderEngine/RenderEngine.cpp
@@ -150,8 +150,11 @@
}
}
-RenderEngine::RenderEngine()
- : mEGLDisplay(EGL_NO_DISPLAY), mEGLConfig(nullptr), mEGLContext(EGL_NO_CONTEXT) {}
+RenderEngine::RenderEngine(uint32_t featureFlags)
+ : mEGLDisplay(EGL_NO_DISPLAY),
+ mEGLConfig(nullptr),
+ mEGLContext(EGL_NO_CONTEXT),
+ mFeatureFlags(featureFlags) {}
RenderEngine::~RenderEngine() {
eglMakeCurrent(mEGLDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
@@ -582,9 +585,7 @@
}
void RenderEngine::primeCache() const {
- // Getting the ProgramCache instance causes it to prime its shader cache,
- // which is performed in its constructor
- ProgramCache::getInstance();
+ ProgramCache::getInstance().primeCache(mFeatureFlags & WIDE_COLOR_SUPPORT);
}
// ---------------------------------------------------------------------------