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Implement SkiaGLRenderEngine::primeCache
Bug: 178661709 Test: perfetto/systrace SkiaGLRenderEngine is unable to write to disk, so it cannot have a persistent cache for shaders. Instead, warm up the cache by calling drawLayers in the ways we expect to see it called during actual use. Currently, this just uses parameters seen when opening the dialer, which required compiling several shaders. Future CLs will expand this to cover other cases. Remove the const modifier from primeCache. Conceptually, it is not const, since we want to change some state (what's in the cache). More practically, it is now calling drawLayers, which is not const. Change-Id: I4bad4ff6cf79d4cd81eef1a5bee6530b3bdc0e84