From 138c21fbec12bead3c7ca1f181c3fd35542ccb00 Mon Sep 17 00:00:00 2001 From: Chris Craik Date: Thu, 28 Apr 2016 16:59:42 -0700 Subject: Use LUT for computing final shadow alpha bug:27415250 Significantly reduces shadow fragment shader computation. Change-Id: Ie9b3c712700754b3734d0ae9cda8751c298fc59e --- libs/hwui/OpenGLRenderer.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'libs/hwui/OpenGLRenderer.cpp') 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(); -- cgit v1.2.3-59-g8ed1b