[Shadows] Add shadow vertex generation code and shaders [8/n]

Bug: 136561771
Test: go/wm-smoke

Change-Id: I13e627a707d6d7a10bbd0ea6cc26bcb5c5bc9ab8
diff --git a/libs/renderengine/gl/GLSkiaShadowPort.cpp b/libs/renderengine/gl/GLSkiaShadowPort.cpp
new file mode 100644
index 0000000..224ce6c
--- /dev/null
+++ b/libs/renderengine/gl/GLSkiaShadowPort.cpp
@@ -0,0 +1,649 @@
+/*
+ * Copyright 2019 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include <math/vec4.h>
+
+#include <renderengine/Mesh.h>
+
+#include <ui/Rect.h>
+#include <ui/Transform.h>
+
+#include <utils/Log.h>
+
+#include "GLSkiaShadowPort.h"
+
+namespace android {
+namespace renderengine {
+namespace gl {
+
+/**
+ * The shadow geometry logic and vertex generation code has been ported from skia shadow
+ * fast path OpenGL implementation to draw shadows around rects and rounded rects including
+ * circles.
+ *
+ * path: skia/src/gpu/GrRenderTargetContext.cpp GrRenderTargetContext::drawFastShadow
+ *
+ * Modifications made:
+ * - Switched to using std lib math functions
+ * - Fall off function is implemented in vertex shader rather than a shadow texture
+ * - Removed transformations applied on the caster rect since the caster will be in local
+ *   coordinate space and will be transformed by the vertex shader.
+ */
+
+static inline float divide_and_pin(float numer, float denom, float min, float max) {
+    if (denom == 0.0f) return min;
+    return std::clamp(numer / denom, min, max);
+}
+
+static constexpr auto SK_ScalarSqrt2 = 1.41421356f;
+static constexpr auto kAmbientHeightFactor = 1.0f / 128.0f;
+static constexpr auto kAmbientGeomFactor = 64.0f;
+// Assuming that we have a light height of 600 for the spot shadow,
+// the spot values will reach their maximum at a height of approximately 292.3077.
+// We'll round up to 300 to keep it simple.
+static constexpr auto kMaxAmbientRadius = 300 * kAmbientHeightFactor * kAmbientGeomFactor;
+
+inline float AmbientBlurRadius(float height) {
+    return std::min(height * kAmbientHeightFactor * kAmbientGeomFactor, kMaxAmbientRadius);
+}
+inline float AmbientRecipAlpha(float height) {
+    return 1.0f + std::max(height * kAmbientHeightFactor, 0.0f);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// Circle Data
+//
+// We have two possible cases for geometry for a circle:
+
+// In the case of a normal fill, we draw geometry for the circle as an octagon.
+static const uint16_t gFillCircleIndices[] = {
+        // enter the octagon
+        // clang-format off
+         0, 1, 8, 1, 2, 8,
+         2, 3, 8, 3, 4, 8,
+         4, 5, 8, 5, 6, 8,
+         6, 7, 8, 7, 0, 8,
+        // clang-format on
+};
+
+// For stroked circles, we use two nested octagons.
+static const uint16_t gStrokeCircleIndices[] = {
+        // enter the octagon
+        // clang-format off
+         0, 1,  9, 0,  9,  8,
+         1, 2, 10, 1, 10,  9,
+         2, 3, 11, 2, 11, 10,
+         3, 4, 12, 3, 12, 11,
+         4, 5, 13, 4, 13, 12,
+         5, 6, 14, 5, 14, 13,
+         6, 7, 15, 6, 15, 14,
+         7, 0,  8, 7,  8, 15,
+        // clang-format on
+};
+
+#define SK_ARRAY_COUNT(a) (sizeof(a) / sizeof((a)[0]))
+static const int kIndicesPerFillCircle = SK_ARRAY_COUNT(gFillCircleIndices);
+static const int kIndicesPerStrokeCircle = SK_ARRAY_COUNT(gStrokeCircleIndices);
+static const int kVertsPerStrokeCircle = 16;
+static const int kVertsPerFillCircle = 9;
+
+static int circle_type_to_vert_count(bool stroked) {
+    return stroked ? kVertsPerStrokeCircle : kVertsPerFillCircle;
+}
+
+static int circle_type_to_index_count(bool stroked) {
+    return stroked ? kIndicesPerStrokeCircle : kIndicesPerFillCircle;
+}
+
+static const uint16_t* circle_type_to_indices(bool stroked) {
+    return stroked ? gStrokeCircleIndices : gFillCircleIndices;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// RoundRect Data
+//
+// The geometry for a shadow roundrect is similar to a 9-patch:
+//    ____________
+//   |_|________|_|
+//   | |        | |
+//   | |        | |
+//   | |        | |
+//   |_|________|_|
+//   |_|________|_|
+//
+// However, each corner is rendered as a fan rather than a simple quad, as below. (The diagram
+// shows the upper part of the upper left corner. The bottom triangle would similarly be split
+// into two triangles.)
+//    ________
+//   |\  \   |
+//   |  \ \  |
+//   |    \\ |
+//   |      \|
+//   --------
+//
+// The center of the fan handles the curve of the corner. For roundrects where the stroke width
+// is greater than the corner radius, the outer triangles blend from the curve to the straight
+// sides. Otherwise these triangles will be degenerate.
+//
+// In the case where the stroke width is greater than the corner radius and the
+// blur radius (overstroke), we add additional geometry to mark out the rectangle in the center.
+// This rectangle extends the coverage values of the center edges of the 9-patch.
+//    ____________
+//   |_|________|_|
+//   | |\ ____ /| |
+//   | | |    | | |
+//   | | |____| | |
+//   |_|/______\|_|
+//   |_|________|_|
+//
+// For filled rrects we reuse the stroke geometry but add an additional quad to the center.
+
+static const uint16_t gRRectIndices[] = {
+        // clang-format off
+     // overstroke quads
+     // we place this at the beginning so that we can skip these indices when rendering as filled
+     0, 6, 25, 0, 25, 24,
+     6, 18, 27, 6, 27, 25,
+     18, 12, 26, 18, 26, 27,
+     12, 0, 24, 12, 24, 26,
+
+     // corners
+     0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5,
+     6, 11, 10, 6, 10, 9, 6, 9, 8, 6, 8, 7,
+     12, 17, 16, 12, 16, 15, 12, 15, 14, 12, 14, 13,
+     18, 19, 20, 18, 20, 21, 18, 21, 22, 18, 22, 23,
+
+     // edges
+     0, 5, 11, 0, 11, 6,
+     6, 7, 19, 6, 19, 18,
+     18, 23, 17, 18, 17, 12,
+     12, 13, 1, 12, 1, 0,
+
+     // fill quad
+     // we place this at the end so that we can skip these indices when rendering as stroked
+     0, 6, 18, 0, 18, 12,
+        // clang-format on
+};
+
+// overstroke count
+static const int kIndicesPerOverstrokeRRect = SK_ARRAY_COUNT(gRRectIndices) - 6;
+// simple stroke count skips overstroke indices
+static const int kIndicesPerStrokeRRect = kIndicesPerOverstrokeRRect - 6 * 4;
+// fill count adds final quad to stroke count
+static const int kIndicesPerFillRRect = kIndicesPerStrokeRRect + 6;
+static const int kVertsPerStrokeRRect = 24;
+static const int kVertsPerOverstrokeRRect = 28;
+static const int kVertsPerFillRRect = 24;
+
+static int rrect_type_to_vert_count(RRectType type) {
+    switch (type) {
+        case kFill_RRectType:
+            return kVertsPerFillRRect;
+        case kStroke_RRectType:
+            return kVertsPerStrokeRRect;
+        case kOverstroke_RRectType:
+            return kVertsPerOverstrokeRRect;
+    }
+    ALOGE("Invalid rect type: %d", type);
+    return -1;
+}
+
+static int rrect_type_to_index_count(RRectType type) {
+    switch (type) {
+        case kFill_RRectType:
+            return kIndicesPerFillRRect;
+        case kStroke_RRectType:
+            return kIndicesPerStrokeRRect;
+        case kOverstroke_RRectType:
+            return kIndicesPerOverstrokeRRect;
+    }
+    ALOGE("Invalid rect type: %d", type);
+    return -1;
+}
+
+static const uint16_t* rrect_type_to_indices(RRectType type) {
+    switch (type) {
+        case kFill_RRectType:
+        case kStroke_RRectType:
+            return gRRectIndices + 6 * 4;
+        case kOverstroke_RRectType:
+            return gRRectIndices;
+    }
+    ALOGE("Invalid rect type: %d", type);
+    return nullptr;
+}
+
+static void fillInCircleVerts(const Geometry& args, bool isStroked,
+                              Mesh::VertexArray<vec2>& position,
+                              Mesh::VertexArray<vec4>& shadowColor,
+                              Mesh::VertexArray<vec3>& shadowParams) {
+    vec4 color = args.fColor;
+    float outerRadius = args.fOuterRadius;
+    float innerRadius = args.fInnerRadius;
+    float blurRadius = args.fBlurRadius;
+    float distanceCorrection = outerRadius / blurRadius;
+
+    const FloatRect& bounds = args.fDevBounds;
+
+    // The inner radius in the vertex data must be specified in normalized space.
+    innerRadius = innerRadius / outerRadius;
+
+    vec2 center = vec2(bounds.getWidth() / 2.0f, bounds.getHeight() / 2.0f);
+    float halfWidth = 0.5f * bounds.getWidth();
+    float octOffset = 0.41421356237f; // sqrt(2) - 1
+    int vertexCount = 0;
+
+    position[vertexCount] = center + vec2(-octOffset * halfWidth, -halfWidth);
+    shadowColor[vertexCount] = color;
+    shadowParams[vertexCount] = vec3(-octOffset, -1, distanceCorrection);
+    vertexCount++;
+
+    position[vertexCount] = center + vec2(octOffset * halfWidth, -halfWidth);
+    shadowColor[vertexCount] = color;
+    shadowParams[vertexCount] = vec3(octOffset, -1, distanceCorrection);
+    vertexCount++;
+
+    position[vertexCount] = center + vec2(halfWidth, -octOffset * halfWidth);
+    shadowColor[vertexCount] = color;
+    shadowParams[vertexCount] = vec3(1, -octOffset, distanceCorrection);
+    vertexCount++;
+
+    position[vertexCount] = center + vec2(halfWidth, octOffset * halfWidth);
+    shadowColor[vertexCount] = color;
+    shadowParams[vertexCount] = vec3(1, octOffset, distanceCorrection);
+    vertexCount++;
+
+    position[vertexCount] = center + vec2(octOffset * halfWidth, halfWidth);
+    shadowColor[vertexCount] = color;
+    shadowParams[vertexCount] = vec3(octOffset, 1, distanceCorrection);
+    vertexCount++;
+
+    position[vertexCount] = center + vec2(-octOffset * halfWidth, halfWidth);
+    shadowColor[vertexCount] = color;
+    shadowParams[vertexCount] = vec3(-octOffset, 1, distanceCorrection);
+    vertexCount++;
+
+    position[vertexCount] = center + vec2(-halfWidth, octOffset * halfWidth);
+    shadowColor[vertexCount] = color;
+    shadowParams[vertexCount] = vec3(-1, octOffset, distanceCorrection);
+    vertexCount++;
+
+    position[vertexCount] = center + vec2(-halfWidth, -octOffset * halfWidth);
+    shadowColor[vertexCount] = color;
+    shadowParams[vertexCount] = vec3(-1, -octOffset, distanceCorrection);
+    vertexCount++;
+
+    if (isStroked) {
+        // compute the inner ring
+
+        // cosine and sine of pi/8
+        float c = 0.923579533f;
+        float s = 0.382683432f;
+        float r = args.fInnerRadius;
+
+        position[vertexCount] = center + vec2(-s * r, -c * r);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(-s * innerRadius, -c * innerRadius, distanceCorrection);
+        vertexCount++;
+
+        position[vertexCount] = center + vec2(s * r, -c * r);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(s * innerRadius, -c * innerRadius, distanceCorrection);
+        vertexCount++;
+
+        position[vertexCount] = center + vec2(c * r, -s * r);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(c * innerRadius, -s * innerRadius, distanceCorrection);
+        vertexCount++;
+
+        position[vertexCount] = center + vec2(c * r, s * r);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(c * innerRadius, s * innerRadius, distanceCorrection);
+        vertexCount++;
+
+        position[vertexCount] = center + vec2(s * r, c * r);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(s * innerRadius, c * innerRadius, distanceCorrection);
+        vertexCount++;
+
+        position[vertexCount] = center + vec2(-s * r, c * r);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(-s * innerRadius, c * innerRadius, distanceCorrection);
+        vertexCount++;
+
+        position[vertexCount] = center + vec2(-c * r, s * r);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(-c * innerRadius, s * innerRadius, distanceCorrection);
+        vertexCount++;
+
+        position[vertexCount] = center + vec2(-c * r, -s * r);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(-c * innerRadius, -s * innerRadius, distanceCorrection);
+        vertexCount++;
+    } else {
+        // filled
+        position[vertexCount] = center;
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(0, 0, distanceCorrection);
+        vertexCount++;
+    }
+}
+
+static void fillInRRectVerts(const Geometry& args, Mesh::VertexArray<vec2>& position,
+                             Mesh::VertexArray<vec4>& shadowColor,
+                             Mesh::VertexArray<vec3>& shadowParams) {
+    vec4 color = args.fColor;
+    float outerRadius = args.fOuterRadius;
+
+    const FloatRect& bounds = args.fDevBounds;
+
+    float umbraInset = args.fUmbraInset;
+    float minDim = 0.5f * std::min(bounds.getWidth(), bounds.getHeight());
+    if (umbraInset > minDim) {
+        umbraInset = minDim;
+    }
+
+    float xInner[4] = {bounds.left + umbraInset, bounds.right - umbraInset,
+                       bounds.left + umbraInset, bounds.right - umbraInset};
+    float xMid[4] = {bounds.left + outerRadius, bounds.right - outerRadius,
+                     bounds.left + outerRadius, bounds.right - outerRadius};
+    float xOuter[4] = {bounds.left, bounds.right, bounds.left, bounds.right};
+    float yInner[4] = {bounds.top + umbraInset, bounds.top + umbraInset, bounds.bottom - umbraInset,
+                       bounds.bottom - umbraInset};
+    float yMid[4] = {bounds.top + outerRadius, bounds.top + outerRadius,
+                     bounds.bottom - outerRadius, bounds.bottom - outerRadius};
+    float yOuter[4] = {bounds.top, bounds.top, bounds.bottom, bounds.bottom};
+
+    float blurRadius = args.fBlurRadius;
+
+    // In the case where we have to inset more for the umbra, our two triangles in the
+    // corner get skewed to a diamond rather than a square. To correct for that,
+    // we also skew the vectors we send to the shader that help define the circle.
+    // By doing so, we end up with a quarter circle in the corner rather than the
+    // elliptical curve.
+
+    // This is a bit magical, but it gives us the correct results at extrema:
+    //   a) umbraInset == outerRadius produces an orthogonal vector
+    //   b) outerRadius == 0 produces a diagonal vector
+    // And visually the corner looks correct.
+    vec2 outerVec = vec2(outerRadius - umbraInset, -outerRadius - umbraInset);
+    outerVec = normalize(outerVec);
+    // We want the circle edge to fall fractionally along the diagonal at
+    //      (sqrt(2)*(umbraInset - outerRadius) + outerRadius)/sqrt(2)*umbraInset
+    //
+    // Setting the components of the diagonal offset to the following value will give us that.
+    float diagVal = umbraInset / (SK_ScalarSqrt2 * (outerRadius - umbraInset) - outerRadius);
+    vec2 diagVec = vec2(diagVal, diagVal);
+    float distanceCorrection = umbraInset / blurRadius;
+
+    int vertexCount = 0;
+    // build corner by corner
+    for (int i = 0; i < 4; ++i) {
+        // inner point
+        position[vertexCount] = vec2(xInner[i], yInner[i]);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(0, 0, distanceCorrection);
+        vertexCount++;
+
+        // outer points
+        position[vertexCount] = vec2(xOuter[i], yInner[i]);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(0, -1, distanceCorrection);
+        vertexCount++;
+
+        position[vertexCount] = vec2(xOuter[i], yMid[i]);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(outerVec.x, outerVec.y, distanceCorrection);
+        vertexCount++;
+
+        position[vertexCount] = vec2(xOuter[i], yOuter[i]);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(diagVec.x, diagVec.y, distanceCorrection);
+        vertexCount++;
+
+        position[vertexCount] = vec2(xMid[i], yOuter[i]);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(outerVec.x, outerVec.y, distanceCorrection);
+        vertexCount++;
+
+        position[vertexCount] = vec2(xInner[i], yOuter[i]);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(0, -1, distanceCorrection);
+        vertexCount++;
+    }
+
+    // Add the additional vertices for overstroked rrects.
+    // Effectively this is an additional stroked rrect, with its
+    // parameters equal to those in the center of the 9-patch. This will
+    // give constant values across this inner ring.
+    if (kOverstroke_RRectType == args.fType) {
+        float inset = umbraInset + args.fInnerRadius;
+
+        // TL
+        position[vertexCount] = vec2(bounds.left + inset, bounds.top + inset);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(0, 0, distanceCorrection);
+        vertexCount++;
+
+        // TR
+        position[vertexCount] = vec2(bounds.right - inset, bounds.top + inset);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(0, 0, distanceCorrection);
+        vertexCount++;
+
+        // BL
+        position[vertexCount] = vec2(bounds.left + inset, bounds.bottom - inset);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(0, 0, distanceCorrection);
+        vertexCount++;
+
+        // BR
+        position[vertexCount] = vec2(bounds.right - inset, bounds.bottom - inset);
+        shadowColor[vertexCount] = color;
+        shadowParams[vertexCount] = vec3(0, 0, distanceCorrection);
+        vertexCount++;
+    }
+}
+
+int getVertexCountForGeometry(const Geometry& shadowGeometry) {
+    if (shadowGeometry.fIsCircle) {
+        return circle_type_to_vert_count(shadowGeometry.fType);
+    }
+
+    return rrect_type_to_vert_count(shadowGeometry.fType);
+}
+
+int getIndexCountForGeometry(const Geometry& shadowGeometry) {
+    if (shadowGeometry.fIsCircle) {
+        return circle_type_to_index_count(kStroke_RRectType == shadowGeometry.fType);
+    }
+
+    return rrect_type_to_index_count(shadowGeometry.fType);
+}
+
+void fillVerticesForGeometry(const Geometry& shadowGeometry, int /* vertexCount */,
+                             Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor,
+                             Mesh::VertexArray<vec3> shadowParams) {
+    if (shadowGeometry.fIsCircle) {
+        fillInCircleVerts(shadowGeometry, shadowGeometry.fIsStroked, position, shadowColor,
+                          shadowParams);
+    } else {
+        fillInRRectVerts(shadowGeometry, position, shadowColor, shadowParams);
+    }
+}
+
+void fillIndicesForGeometry(const Geometry& shadowGeometry, int indexCount,
+                            int startingVertexOffset, uint16_t* indices) {
+    if (shadowGeometry.fIsCircle) {
+        const uint16_t* primIndices = circle_type_to_indices(shadowGeometry.fIsStroked);
+        for (int i = 0; i < indexCount; ++i) {
+            indices[i] = primIndices[i] + startingVertexOffset;
+        }
+    } else {
+        const uint16_t* primIndices = rrect_type_to_indices(shadowGeometry.fType);
+        for (int i = 0; i < indexCount; ++i) {
+            indices[i] = primIndices[i] + startingVertexOffset;
+        }
+    }
+}
+
+inline void GetSpotParams(float occluderZ, float lightX, float lightY, float lightZ,
+                          float lightRadius, float& blurRadius, float& scale, vec2& translate) {
+    float zRatio = divide_and_pin(occluderZ, lightZ - occluderZ, 0.0f, 0.95f);
+    blurRadius = lightRadius * zRatio;
+    scale = divide_and_pin(lightZ, lightZ - occluderZ, 1.0f, 1.95f);
+    translate.x = -zRatio * lightX;
+    translate.y = -zRatio * lightY;
+}
+
+static std::unique_ptr<Geometry> getShadowGeometry(const vec4& color, const FloatRect& devRect,
+                                                   float devRadius, float blurRadius,
+                                                   float insetWidth) {
+    // An insetWidth > 1/2 rect width or height indicates a simple fill.
+    const bool isCircle = ((devRadius >= devRect.getWidth()) && (devRadius >= devRect.getHeight()));
+
+    FloatRect bounds = devRect;
+    float innerRadius = 0.0f;
+    float outerRadius = devRadius;
+    float umbraInset;
+
+    RRectType type = kFill_RRectType;
+    if (isCircle) {
+        umbraInset = 0;
+    } else {
+        umbraInset = std::max(outerRadius, blurRadius);
+    }
+
+    // If stroke is greater than width or height, this is still a fill,
+    // otherwise we compute stroke params.
+    if (isCircle) {
+        innerRadius = devRadius - insetWidth;
+        type = innerRadius > 0 ? kStroke_RRectType : kFill_RRectType;
+    } else {
+        if (insetWidth <= 0.5f * std::min(devRect.getWidth(), devRect.getHeight())) {
+            // We don't worry about a real inner radius, we just need to know if we
+            // need to create overstroke vertices.
+            innerRadius = std::max(insetWidth - umbraInset, 0.0f);
+            type = innerRadius > 0 ? kOverstroke_RRectType : kStroke_RRectType;
+        }
+    }
+    const bool isStroked = (kStroke_RRectType == type);
+    return std::make_unique<Geometry>(Geometry{color, outerRadius, umbraInset, innerRadius,
+                                               blurRadius, bounds, type, isCircle, isStroked});
+}
+
+std::unique_ptr<Geometry> getAmbientShadowGeometry(const FloatRect& casterRect,
+                                                   float casterCornerRadius, float casterZ,
+                                                   bool casterIsTranslucent,
+                                                   const vec4& ambientColor) {
+    float devSpaceInsetWidth = AmbientBlurRadius(casterZ);
+    const float umbraRecipAlpha = AmbientRecipAlpha(casterZ);
+    const float devSpaceAmbientBlur = devSpaceInsetWidth * umbraRecipAlpha;
+
+    // Outset the shadow rrect to the border of the penumbra
+    float ambientPathOutset = devSpaceInsetWidth;
+    FloatRect outsetRect(casterRect);
+    outsetRect.left -= ambientPathOutset;
+    outsetRect.top -= ambientPathOutset;
+    outsetRect.right += ambientPathOutset;
+    outsetRect.bottom += ambientPathOutset;
+
+    float outsetRad = casterCornerRadius + ambientPathOutset;
+    if (casterIsTranslucent) {
+        // set a large inset to force a fill
+        devSpaceInsetWidth = outsetRect.getWidth();
+    }
+
+    return getShadowGeometry(ambientColor, outsetRect, std::abs(outsetRad), devSpaceAmbientBlur,
+                             std::abs(devSpaceInsetWidth));
+}
+
+std::unique_ptr<Geometry> getSpotShadowGeometry(const FloatRect& casterRect,
+                                                float casterCornerRadius, float casterZ,
+                                                bool casterIsTranslucent, const vec4& spotColor,
+                                                const vec3& lightPosition, float lightRadius) {
+    float devSpaceSpotBlur;
+    float spotScale;
+    vec2 spotOffset;
+    GetSpotParams(casterZ, lightPosition.x, lightPosition.y, lightPosition.z, lightRadius,
+                  devSpaceSpotBlur, spotScale, spotOffset);
+    // handle scale of radius due to CTM
+    const float srcSpaceSpotBlur = devSpaceSpotBlur;
+
+    // Adjust translate for the effect of the scale.
+    spotOffset.x += spotScale;
+    spotOffset.y += spotScale;
+
+    // Compute the transformed shadow rect
+    ui::Transform shadowTransform;
+    shadowTransform.set(spotOffset.x, spotOffset.y);
+    shadowTransform.set(spotScale, 0, 0, spotScale);
+    FloatRect spotShadowRect = shadowTransform.transform(casterRect);
+    float spotShadowRadius = casterCornerRadius * spotScale;
+
+    // Compute the insetWidth
+    float blurOutset = srcSpaceSpotBlur;
+    float insetWidth = blurOutset;
+    if (casterIsTranslucent) {
+        // If transparent, just do a fill
+        insetWidth += spotShadowRect.getWidth();
+    } else {
+        // For shadows, instead of using a stroke we specify an inset from the penumbra
+        // border. We want to extend this inset area so that it meets up with the caster
+        // geometry. The inset geometry will by default already be inset by the blur width.
+        //
+        // We compare the min and max corners inset by the radius between the original
+        // rrect and the shadow rrect. The distance between the two plus the difference
+        // between the scaled radius and the original radius gives the distance from the
+        // transformed shadow shape to the original shape in that corner. The max
+        // of these gives the maximum distance we need to cover.
+        //
+        // Since we are outsetting by 1/2 the blur distance, we just add the maxOffset to
+        // that to get the full insetWidth.
+        float maxOffset;
+        if (casterCornerRadius <= 0.f) {
+            // Manhattan distance works better for rects
+            maxOffset = std::max(std::max(std::abs(spotShadowRect.left - casterRect.left),
+                                          std::abs(spotShadowRect.top - casterRect.top)),
+                                 std::max(std::abs(spotShadowRect.right - casterRect.right),
+                                          std::abs(spotShadowRect.bottom - casterRect.bottom)));
+        } else {
+            float dr = spotShadowRadius - casterCornerRadius;
+            vec2 upperLeftOffset = vec2(spotShadowRect.left - casterRect.left + dr,
+                                        spotShadowRect.top - casterRect.top + dr);
+            vec2 lowerRightOffset = vec2(spotShadowRect.right - casterRect.right - dr,
+                                         spotShadowRect.bottom - casterRect.bottom - dr);
+            maxOffset = sqrt(std::max(dot(upperLeftOffset, lowerRightOffset),
+                                      dot(lowerRightOffset, lowerRightOffset))) +
+                    dr;
+        }
+        insetWidth += std::max(blurOutset, maxOffset);
+    }
+
+    // Outset the shadow rrect to the border of the penumbra
+    spotShadowRadius += blurOutset;
+    spotShadowRect.left -= blurOutset;
+    spotShadowRect.top -= blurOutset;
+    spotShadowRect.right += blurOutset;
+    spotShadowRect.bottom += blurOutset;
+
+    return getShadowGeometry(spotColor, spotShadowRect, std::abs(spotShadowRadius),
+                             2.0f * devSpaceSpotBlur, std::abs(insetWidth));
+}
+
+} // namespace gl
+} // namespace renderengine
+} // namespace android