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();