Use LUT for computing final shadow alpha
bug:27415250
Significantly reduces shadow fragment shader computation.
Change-Id: Ie9b3c712700754b3734d0ae9cda8751c298fc59e
diff --git a/libs/hwui/GlopBuilder.h b/libs/hwui/GlopBuilder.h
index b6c186d..4f5f0d8 100644
--- a/libs/hwui/GlopBuilder.h
+++ b/libs/hwui/GlopBuilder.h
@@ -51,14 +51,14 @@
GlopBuilder& setMeshUnitQuad();
GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
- GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp);
+ GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer);
GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount);
GlopBuilder& setMeshTexturedMesh(TextureVertex* vertexData, int elementCount); // TODO: delete
GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount); // TODO: use indexed quads
GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
GlopBuilder& setMeshPatchQuads(const Patch& patch);
- GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale);
+ GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale, bool shadowInterp = false); // TODO: avoid boolean with default
GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags,
const SkPaint* paint, float alphaScale);
GlopBuilder& setFillPathTexturePaint(PathTexture& texture,