Create one hole inside the umbra area to avoid overdraw.
bug:13439450
Change-Id: I859575196bd5a3029f447883025a6ec3a1f1face
diff --git a/libs/hwui/Caches.cpp b/libs/hwui/Caches.cpp
index 2dfc873..477d691 100644
--- a/libs/hwui/Caches.cpp
+++ b/libs/hwui/Caches.cpp
@@ -445,11 +445,11 @@
bool Caches::bindShadowIndicesBuffer() {
if (!mShadowStripsIndices) {
- uint16_t* shadowIndices = new uint16_t[SHADOW_INDEX_COUNT];
+ uint16_t* shadowIndices = new uint16_t[MAX_SHADOW_INDEX_COUNT];
ShadowTessellator::generateShadowIndices(shadowIndices);
glGenBuffers(1, &mShadowStripsIndices);
bool force = bindIndicesBufferInternal(mShadowStripsIndices);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, SHADOW_INDEX_COUNT * sizeof(uint16_t),
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_SHADOW_INDEX_COUNT * sizeof(uint16_t),
shadowIndices, GL_STATIC_DRAW);
delete[] shadowIndices;