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/threaded/RenderEngineThreaded.h b/libs/renderengine/threaded/RenderEngineThreaded.h
index 1093f5f..74af2bd 100644
--- a/libs/renderengine/threaded/RenderEngineThreaded.h
+++ b/libs/renderengine/threaded/RenderEngineThreaded.h
@@ -42,7 +42,7 @@
RenderEngineThreaded(CreateInstanceFactory factory, RenderEngineType type);
~RenderEngineThreaded() override;
- std::future<void> primeCache() override;
+ std::future<void> primeCache(bool shouldPrimeUltraHDR) override;
void dump(std::string& result) override;