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) {