RenderEngine, SF: gate HDR priming behind property

This should make it so that devices which do not see any benefit from
priming those shaders can avoid computing them at boot time.

Bug: b/295257834
Test: manual - delta of -37 shaders generated before/after this patch
Test: atest librenderengine_test
Change-Id: I01962b690d636def86c1ebed40187eaf74ab0246
diff --git a/libs/renderengine/skia/Cache.cpp b/libs/renderengine/skia/Cache.cpp
index 25296f0..abe0d9b 100644
--- a/libs/renderengine/skia/Cache.cpp
+++ b/libs/renderengine/skia/Cache.cpp
@@ -17,6 +17,7 @@
 #include "AutoBackendTexture.h"
 #include "SkiaRenderEngine.h"
 #include "android-base/unique_fd.h"
+#include "cutils/properties.h"
 #include "renderengine/DisplaySettings.h"
 #include "renderengine/LayerSettings.h"
 #include "renderengine/impl/ExternalTexture.h"
@@ -629,7 +630,7 @@
 //    kFlushAfterEveryLayer = true
 // in external/skia/src/gpu/gl/builders/GrGLShaderStringBuilder.cpp
 //    gPrintSKSL = true
-void Cache::primeShaderCache(SkiaRenderEngine* renderengine) {
+void Cache::primeShaderCache(SkiaRenderEngine* renderengine, bool shouldPrimeUltraHDR) {
     const int previousCount = renderengine->reportShadersCompiled();
     if (previousCount) {
         ALOGD("%d Shaders already compiled before Cache::primeShaderCache ran\n", previousCount);
@@ -755,16 +756,19 @@
                                          externalTexture);
 
         drawClippedDimmedImageLayers(renderengine, bt2020Display, dstTexture, externalTexture);
-        drawBT2020ClippedImageLayers(renderengine, bt2020Display, dstTexture, externalTexture);
 
-        drawBT2020ImageLayers(renderengine, bt2020Display, dstTexture, externalTexture);
-        drawBT2020ImageLayers(renderengine, p3Display, dstTexture, externalTexture);
+        if (shouldPrimeUltraHDR) {
+            drawBT2020ClippedImageLayers(renderengine, bt2020Display, dstTexture, externalTexture);
 
-        drawExtendedHDRImageLayers(renderengine, display, dstTexture, externalTexture);
-        drawExtendedHDRImageLayers(renderengine, p3Display, dstTexture, externalTexture);
-        drawExtendedHDRImageLayers(renderengine, p3DisplayEnhance, dstTexture, externalTexture);
+            drawBT2020ImageLayers(renderengine, bt2020Display, dstTexture, externalTexture);
+            drawBT2020ImageLayers(renderengine, p3Display, dstTexture, externalTexture);
 
-        drawP3ImageLayers(renderengine, p3DisplayEnhance, dstTexture, externalTexture);
+            drawExtendedHDRImageLayers(renderengine, display, dstTexture, externalTexture);
+            drawExtendedHDRImageLayers(renderengine, p3Display, dstTexture, externalTexture);
+            drawExtendedHDRImageLayers(renderengine, p3DisplayEnhance, dstTexture, externalTexture);
+
+            drawP3ImageLayers(renderengine, p3DisplayEnhance, dstTexture, externalTexture);
+        }
 
         // draw one final layer synchronously to force GL submit
         LayerSettings layer{