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authorChris Craik <ccraik@google.com>2014-08-14 13:34:01 -0700
committerChris Craik <ccraik@google.com>2014-08-15 00:59:44 +0000
commit69e5adffb19135d51bde8e458f4907d7265f3e23 (patch)
tree022fc23512ae5adfbe3f86351305bc9f4538a68a /libs/hwui/TreeInfo.h
parente222e359a0aab985488a711f6edb76820fe8c6df (diff)
Define shadow casting behavior within layers
bug:15860114 Savelayers and HW layers both now support shadow casting. For save layers, the light source should always be correct, for HW layers, the light source position is set when the layer is created, and updated when it is resized. Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
Diffstat (limited to 'libs/hwui/TreeInfo.h')
-rw-r--r--libs/hwui/TreeInfo.h7
1 files changed, 4 insertions, 3 deletions
diff --git a/libs/hwui/TreeInfo.h b/libs/hwui/TreeInfo.h
index de09755803b6..331f1574ff17 100644
--- a/libs/hwui/TreeInfo.h
+++ b/libs/hwui/TreeInfo.h
@@ -65,7 +65,7 @@ public:
, frameTimeMs(0)
, animationHook(NULL)
, prepareTextures(mode == MODE_FULL)
- , damageAccumulator(NullDamageAccumulator::instance())
+ , damageAccumulator(NULL)
, renderState(renderState)
, renderer(NULL)
, errorHandler(NULL)
@@ -88,8 +88,9 @@ public:
// TODO: Remove this? Currently this is used to signal to stop preparing
// textures if we run out of cache space.
bool prepareTextures;
- // Must not be null
- IDamageAccumulator* damageAccumulator;
+
+ // Must not be null during actual usage
+ DamageAccumulator* damageAccumulator;
RenderState& renderState;
// The renderer that will be drawing the next frame. Use this to push any
// layer updates or similar. May be NULL.