Define shadow casting behavior within layers

bug:15860114

Savelayers and HW layers both now support shadow casting.

For save layers, the light source should always be correct, for HW
layers, the light source position is set when the layer is created,
and updated when it is resized.

Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
diff --git a/libs/hwui/Layer.h b/libs/hwui/Layer.h
index 0bf05d0..38c29c7 100644
--- a/libs/hwui/Layer.h
+++ b/libs/hwui/Layer.h
@@ -86,6 +86,11 @@
         regionRect.translate(layer.left, layer.top);
     }
 
+    void setWindowTransform(Matrix4& windowTransform) {
+        cachedInvTransformInWindow.loadInverse(windowTransform);
+        rendererLightPosDirty = true;
+    }
+
     void updateDeferred(RenderNode* renderNode, int left, int top, int right, int bottom);
 
     inline uint32_t getWidth() const {
@@ -257,10 +262,10 @@
         return transform;
     }
 
-    void defer();
+    void defer(const OpenGLRenderer& rootRenderer);
     void cancelDefer();
     void flush();
-    void render();
+    void render(const OpenGLRenderer& rootRenderer);
 
     /**
      * Bounds of the layer.
@@ -304,6 +309,7 @@
 
 private:
     void requireRenderer();
+    void updateLightPosFromRenderer(const OpenGLRenderer& rootRenderer);
 
     Caches& caches;
 
@@ -383,6 +389,12 @@
     mat4 transform;
 
     /**
+     * Cached transform of layer in window, updated only on creation / resize
+     */
+    mat4 cachedInvTransformInWindow;
+    bool rendererLightPosDirty;
+
+    /**
      * Used to defer display lists when the layer is updated with a
      * display list.
      */