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/RenderNode.h b/libs/hwui/RenderNode.h
index fa310e0..afa17d5 100644
--- a/libs/hwui/RenderNode.h
+++ b/libs/hwui/RenderNode.h
@@ -174,6 +174,8 @@
     // UI thread only!
     ANDROID_API void addAnimator(const sp<BaseRenderNodeAnimator>& animator);
 
+    void applyViewPropertyTransforms(mat4& matrix, bool true3dTransform = false) const;
+
 private:
     typedef key_value_pair_t<float, DrawRenderNodeOp*> ZDrawRenderNodeOpPair;
 
@@ -189,8 +191,6 @@
         kPositiveZChildren
     };
 
-    void applyViewPropertyTransforms(mat4& matrix, bool true3dTransform = false);
-
     void computeOrderingImpl(DrawRenderNodeOp* opState,
             const SkPath* outlineOfProjectionSurface,
             Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,