Create one hole inside the umbra area to avoid overdraw.
bug:13439450
Change-Id: I859575196bd5a3029f447883025a6ec3a1f1face
diff --git a/libs/hwui/AmbientShadow.h b/libs/hwui/AmbientShadow.h
index 20d1384..45b8bef 100644
--- a/libs/hwui/AmbientShadow.h
+++ b/libs/hwui/AmbientShadow.h
@@ -19,6 +19,7 @@
#define ANDROID_HWUI_AMBIENT_SHADOW_H
#include "Debug.h"
+#include "OpenGLRenderer.h"
#include "Vector.h"
#include "VertexBuffer.h"
@@ -34,9 +35,9 @@
*/
class AmbientShadow {
public:
- static void createAmbientShadow(const Vector3* poly, int polyLength,
- const Vector3& centroid3d, float heightFactor, float geomFactor,
- VertexBuffer& shadowVertexBuffer);
+ static VertexBufferMode createAmbientShadow(bool isCasterOpaque, const Vector3* poly,
+ int polyLength, const Vector3& centroid3d, float heightFactor,
+ float geomFactor, VertexBuffer& shadowVertexBuffer);
private:
static void calculateRayDirections(int rays, Vector2* dir);