Use LUT for computing final shadow alpha
bug:27415250
Significantly reduces shadow fragment shader computation.
Change-Id: Ie9b3c712700754b3734d0ae9cda8751c298fc59e
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 53ea7fa..b68240a 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1697,8 +1697,8 @@
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();