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.h b/libs/renderengine/skia/SkiaRenderEngine.h
index 3db0c1b..ac134af 100644
--- a/libs/renderengine/skia/SkiaRenderEngine.h
+++ b/libs/renderengine/skia/SkiaRenderEngine.h
@@ -62,7 +62,7 @@
SkiaRenderEngine(RenderEngineType type, PixelFormat pixelFormat, bool supportsBackgroundBlur);
~SkiaRenderEngine() override;
- std::future<void> primeCache() override final;
+ std::future<void> primeCache(bool shouldPrimeUltraHDR) override final;
void cleanupPostRender() override final;
bool supportsBackgroundBlur() override final {
return mBlurFilter != nullptr;