Re-triangulate the spot shadow.

Fix the valid umbra detection.

This looks better b/c every vertex will have one ray shooting at it, such that
we don't miss the corner.

This performs better too, due to the polygon intersection is removed and less ray
intersection. 2x performance for rect and circle for spot shadow in test app.

    b/17288227
    b/15598793
    b/16712006

Change-Id: I4a5ee397b9e192e93c8e35e6260b499e3e38a6f4
diff --git a/libs/hwui/VertexBuffer.h b/libs/hwui/VertexBuffer.h
index 966fa4e..8c3a272 100644
--- a/libs/hwui/VertexBuffer.h
+++ b/libs/hwui/VertexBuffer.h
@@ -133,7 +133,7 @@
         mIndexCount = MathUtils::min(newCount, mAllocatedIndexCount);
     }
     void updateVertexCount(unsigned int newCount)  {
-        newCount = MathUtils::min(newCount, mAllocatedVertexCount);
+        mVertexCount = MathUtils::min(newCount, mAllocatedVertexCount);
     }
     Mode getMode() const { return mMode; }