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/tests/RenderEngineThreadedTest.cpp b/libs/renderengine/tests/RenderEngineThreadedTest.cpp
index 7289fe7..1b9adba 100644
--- a/libs/renderengine/tests/RenderEngineThreadedTest.cpp
+++ b/libs/renderengine/tests/RenderEngineThreadedTest.cpp
@@ -50,8 +50,8 @@
}
TEST_F(RenderEngineThreadedTest, primeCache) {
- EXPECT_CALL(*mRenderEngine, primeCache());
- mThreadedRE->primeCache();
+ EXPECT_CALL(*mRenderEngine, primeCache(false));
+ mThreadedRE->primeCache(false);
// need to call ANY synchronous function after primeCache to ensure that primeCache has
// completed asynchronously before the test completes execution.
mThreadedRE->getContextPriority();