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-rw-r--r--libs/hwui/ShadowTessellator.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/libs/hwui/ShadowTessellator.h b/libs/hwui/ShadowTessellator.h
index 8f19b5c..c04d8ef 100644
--- a/libs/hwui/ShadowTessellator.h
+++ b/libs/hwui/ShadowTessellator.h
@@ -18,14 +18,16 @@
#ifndef ANDROID_HWUI_SHADOW_TESSELLATOR_H
#define ANDROID_HWUI_SHADOW_TESSELLATOR_H
+#include <SkPath.h>
+
#include "Debug.h"
#include "Matrix.h"
-#include "OpenGLRenderer.h"
-#include "VertexBuffer.h"
namespace android {
namespace uirenderer {
+class VertexBuffer;
+
// All SHADOW_* are used to define all the geometry property of shadows.
// Use a simplified example to illustrate the geometry setup here.
// Assuming we use 6 rays and only 1 layer, Then we will have 2 hexagons, which
@@ -76,8 +78,6 @@ public:
const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer);
- static void generateShadowIndices(uint16_t* shadowIndices);
-
static Vector2 centroid2d(const Vector2* poly, int polyLength);
static bool isClockwise(const Vector2* polygon, int len);