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Ambient shadow tessellation improvement.
authorztenghui <ztenghui@google.com>
Wed, 13 Aug 2014 22:48:02 +0000 (15:48 -0700)
committerztenghui <ztenghui@google.com>
Fri, 29 Aug 2014 20:40:42 +0000 (13:40 -0700)
commitd5e8ade498b41b42874273cbfa375aed7b4d6a08
treebb2a44cdafde4f5a350e1531f276765f5b8bd18d
parentc50a03d78aaedd0003377e98710e7038bda330e9
Ambient shadow tessellation improvement.

Using the vertices, instead of ray casting for the triangulation.

This request a dynamic index buffer associated with vertex buffer,
so we update the VertexBuffer to support it.

The ambient shadow could be 3x-6x times faster for circle and rect now.

b/16712006
b/14257173

Change-Id: I2f22a8fe19bc59acee5c18e4a3a395acd5042a66
libs/hwui/AmbientShadow.cpp
libs/hwui/AmbientShadow.h
libs/hwui/OpenGLRenderer.cpp
libs/hwui/Vector.h
libs/hwui/VertexBuffer.h