Use LUT for computing final shadow alpha

bug:27415250

Significantly reduces shadow fragment shader computation.

Change-Id: Ie9b3c712700754b3734d0ae9cda8751c298fc59e
diff --git a/libs/hwui/BakedOpDispatcher.cpp b/libs/hwui/BakedOpDispatcher.cpp
index 8251ee6..19df68e 100644
--- a/libs/hwui/BakedOpDispatcher.cpp
+++ b/libs/hwui/BakedOpDispatcher.cpp
@@ -346,11 +346,12 @@
         bool shadowInterp = vertexBufferRenderFlags & VertexBufferRenderFlags::ShadowInterp;
         const int transformFlags = vertexBufferRenderFlags & VertexBufferRenderFlags::Offset
                 ? TransformFlags::OffsetByFudgeFactor : 0;
+
         Glop glop;
         GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
                 .setRoundRectClipState(state.roundRectClipState)
-                .setMeshVertexBuffer(vertexBuffer, shadowInterp)
-                .setFillPaint(paint, state.alpha)
+                .setMeshVertexBuffer(vertexBuffer)
+                .setFillPaint(paint, state.alpha, shadowInterp)
                 .setTransform(state.computedState.transform, transformFlags)
                 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
                 .build();