Merge "Apply shadow to roundedRects in RenderEngine." into sc-dev
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index c5ad64e..40a24cc 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -919,12 +919,9 @@
// TODO(b/175915334): consider relaxing this restriction to enable more flexible
// composition - using a well-defined invalid color is long-term less error-prone.
if (layer->shadow.length > 0) {
- const auto rect = layer->geometry.roundedCornersRadius > 0
- ? getSkRect(layer->geometry.roundedCornersCrop)
- : bounds.rect();
// This would require a new parameter/flag to SkShadowUtils::DrawShadow
LOG_ALWAYS_FATAL_IF(layer->disableBlending, "Cannot disableBlending with a shadow");
- drawShadow(canvas, rect, layer->geometry.roundedCornersRadius, layer->shadow);
+ drawShadow(canvas, bounds, layer->shadow);
continue;
}
@@ -1213,17 +1210,14 @@
return mGrContext->maxRenderTargetSize();
}
-void SkiaGLRenderEngine::drawShadow(SkCanvas* canvas, const SkRect& casterRect, float cornerRadius,
+void SkiaGLRenderEngine::drawShadow(SkCanvas* canvas, const SkRRect& casterRRect,
const ShadowSettings& settings) {
ATRACE_CALL();
const float casterZ = settings.length / 2.0f;
- const auto shadowShape = cornerRadius > 0
- ? SkPath::RRect(SkRRect::MakeRectXY(casterRect, cornerRadius, cornerRadius))
- : SkPath::Rect(casterRect);
const auto flags =
settings.casterIsTranslucent ? kTransparentOccluder_ShadowFlag : kNone_ShadowFlag;
- SkShadowUtils::DrawShadow(canvas, shadowShape, SkPoint3::Make(0, 0, casterZ),
+ SkShadowUtils::DrawShadow(canvas, SkPath::RRect(casterRRect), SkPoint3::Make(0, 0, casterZ),
getSkPoint3(settings.lightPos), settings.lightRadius,
getSkColor(settings.ambientColor), getSkColor(settings.spotColor),
flags);
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.h b/libs/renderengine/skia/SkiaGLRenderEngine.h
index d9caf35..c870823 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.h
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.h
@@ -98,7 +98,7 @@
base::unique_fd flush();
bool waitFence(base::unique_fd fenceFd);
void initCanvas(SkCanvas* canvas, const DisplaySettings& display);
- void drawShadow(SkCanvas* canvas, const SkRect& casterRect, float casterCornerRadius,
+ void drawShadow(SkCanvas* canvas, const SkRRect& casterRRect,
const ShadowSettings& shadowSettings);
// If requiresLinearEffect is true or the layer has a stretchEffect a new shader is returned.
// Otherwise it returns the input shader.