Replace most usages of utils/Vector.h
Change-Id: I540d1b3523244d6c71fc52d6fb30555271c25644
diff --git a/libs/hwui/TessellationCache.cpp b/libs/hwui/TessellationCache.cpp
index 17cb3a7..01f5e2d 100644
--- a/libs/hwui/TessellationCache.cpp
+++ b/libs/hwui/TessellationCache.cpp
@@ -225,13 +225,13 @@
VertexBuffer& ambientBuffer, VertexBuffer& spotBuffer) {
// tessellate caster outline into a 2d polygon
- Vector<Vertex> casterVertices2d;
+ std::vector<Vertex> casterVertices2d;
const float casterRefinementThreshold = 2.0f;
PathTessellator::approximatePathOutlineVertices(*casterPerimeter,
casterRefinementThreshold, casterVertices2d);
// Shadow requires CCW for now. TODO: remove potential double-reverse
- reverseVertexArray(casterVertices2d.editArray(), casterVertices2d.size());
+ reverseVertexArray(&casterVertices2d.front(), casterVertices2d.size());
if (casterVertices2d.size() == 0) return;
@@ -250,7 +250,7 @@
// map the centroid of the caster into 3d
Vector2 centroid = ShadowTessellator::centroid2d(
- reinterpret_cast<const Vector2*>(casterVertices2d.array()),
+ reinterpret_cast<const Vector2*>(&casterVertices2d.front()),
casterVertexCount);
Vector3 centroid3d = {centroid.x, centroid.y, 0};
mapPointFakeZ(centroid3d, casterTransformXY, casterTransformZ);