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/SkiaRenderEngine.cpp b/libs/renderengine/skia/SkiaRenderEngine.cpp
index 7ec98ea..3729be6 100644
--- a/libs/renderengine/skia/SkiaRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaRenderEngine.cpp
@@ -243,8 +243,8 @@
using base::StringAppendF;
-std::future<void> SkiaRenderEngine::primeCache() {
- Cache::primeShaderCache(this);
+std::future<void> SkiaRenderEngine::primeCache(bool shouldPrimeUltraHDR) {
+ Cache::primeShaderCache(this, shouldPrimeUltraHDR);
return {};
}