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author Chris Craik <ccraik@google.com> 2014-01-26 13:43:53 -0800
committer Chris Craik <ccraik@google.com> 2014-01-26 13:43:53 -0800
commit15a07a21eb33e8ca1c7444944fe0541a53380c0c (patch)
treefa5dd5158982a1ef11d105ac463fb34b07087147 /libs/hwui/OpenGLRenderer.h
parentbb615a6ffbc8a051007163916f1ed085d10b5327 (diff)
Use path outlines to define shadow shapes
Fixes the simplifying assumption that shadow casters were always rectangular. Java side APIs + plumbing to pass down correct shapes still need to be added. Change-Id: Ic4fee90af15679951a44bb5cc6ae454b98c4c194
Diffstat (limited to 'libs/hwui/OpenGLRenderer.h')
-rw-r--r--libs/hwui/OpenGLRenderer.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index fb780ce72dbd..806e80573e47 100644
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -214,7 +214,7 @@ public:
virtual status_t drawRects(const float* rects, int count, const SkPaint* paint);
status_t drawShadow(const mat4& casterTransform, float casterAlpha,
- float width, float height);
+ const SkPath* casterOutline);
virtual void resetShader();
virtual void setupShader(SkiaShader* shader);