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author Chris Craik <ccraik@google.com> 2016-04-28 16:59:42 -0700
committer Chris Craik <ccraik@google.com> 2016-05-03 14:36:29 -0700
commit138c21fbec12bead3c7ca1f181c3fd35542ccb00 (patch)
tree44e5b182b83c2532dd02f1ccb6d9c9186a48c4cf /libs/hwui/OpenGLRenderer.cpp
parent08ca2e3a7593ced4967c56709a1fe675408d42dc (diff)
Use LUT for computing final shadow alpha
bug:27415250 Significantly reduces shadow fragment shader computation. Change-Id: Ie9b3c712700754b3734d0ae9cda8751c298fc59e
Diffstat (limited to 'libs/hwui/OpenGLRenderer.cpp')
-rw-r--r--libs/hwui/OpenGLRenderer.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 53ea7fa6f77d..b68240ac7519 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1697,8 +1697,8 @@ void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
Glop glop;
GlopBuilder(mRenderState, mCaches, &glop)
.setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshVertexBuffer(vertexBuffer, shadowInterp)
- .setFillPaint(*paint, currentSnapshot()->alpha)
+ .setMeshVertexBuffer(vertexBuffer)
+ .setFillPaint(*paint, currentSnapshot()->alpha, shadowInterp)
.setTransform(*currentSnapshot(), transformFlags)
.setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
.build();