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
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index bbf0551..0f36c06 100755
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -2417,6 +2417,10 @@
     } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
         mCaches.bindShadowIndicesBuffer();
         glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
+    } else if (mode == VertexBuffer::kIndices) {
+        mCaches.unbindIndicesBuffer();
+        glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
+                vertexBuffer.getIndices());
     }
 
     if (isAA) {