Fix TextDropShadowCacheTests and glyph_t everywhere
Change-Id: I943eae4e9408c77bdfba6304ba7ee3e862351a41
diff --git a/libs/hwui/FontRenderer.h b/libs/hwui/FontRenderer.h
index 9994498..e10a81b 100644
--- a/libs/hwui/FontRenderer.h
+++ b/libs/hwui/FontRenderer.h
@@ -104,14 +104,14 @@
void setFont(const SkPaint* paint, const SkMatrix& matrix);
- void precache(const SkPaint* paint, const char* text, int numGlyphs, const SkMatrix& matrix);
+ void precache(const SkPaint* paint, const glyph_t* glyphs, int numGlyphs, const SkMatrix& matrix);
void endPrecaching();
- bool renderPosText(const SkPaint* paint, const Rect* clip, const char *text,
+ bool renderPosText(const SkPaint* paint, const Rect* clip, const glyph_t* glyphs,
int numGlyphs, int x, int y, const float* positions,
Rect* outBounds, TextDrawFunctor* functor, bool forceFinish = true);
- bool renderTextOnPath(const SkPaint* paint, const Rect* clip, const char *text,
+ bool renderTextOnPath(const SkPaint* paint, const Rect* clip, const glyph_t* glyphs,
int numGlyphs, const SkPath* path,
float hOffset, float vOffset, Rect* outBounds, TextDrawFunctor* functor);
@@ -125,7 +125,7 @@
// After renderDropShadow returns, the called owns the memory in DropShadow.image
// and is responsible for releasing it when it's done with it
- DropShadow renderDropShadow(const SkPaint* paint, const char *text, int numGlyphs,
+ DropShadow renderDropShadow(const SkPaint* paint, const glyph_t *glyphs, int numGlyphs,
float radius, const float* positions);
void setTextureFiltering(bool linearFiltering) {