Merge "SF: Support xy scaling for rounded corners" into tm-qpr-dev
diff --git a/libs/renderengine/gl/GLESRenderEngine.cpp b/libs/renderengine/gl/GLESRenderEngine.cpp
index 22dd866..6dc01b9 100644
--- a/libs/renderengine/gl/GLESRenderEngine.cpp
+++ b/libs/renderengine/gl/GLESRenderEngine.cpp
@@ -921,7 +921,8 @@
 
     // Finally, we cut the layer into 3 parts, with top and bottom parts having rounded corners
     // and the middle part without rounded corners.
-    const int32_t radius = ceil(layer.geometry.roundedCornersRadius);
+    const int32_t radius = ceil(
+            (layer.geometry.roundedCornersRadius.x + layer.geometry.roundedCornersRadius.y) / 2.0);
     const Rect topRect(bounds.left, bounds.top, bounds.right, bounds.top + radius);
     setScissor(topRect);
     drawMesh(mesh);
@@ -1266,23 +1267,24 @@
 
         const half3 solidColor = layer.source.solidColor;
         const half4 color = half4(solidColor.r, solidColor.g, solidColor.b, layer.alpha);
+        const float radius =
+                (layer.geometry.roundedCornersRadius.x + layer.geometry.roundedCornersRadius.y) /
+                2.0f;
         // Buffer sources will have a black solid color ignored in the shader,
         // so in that scenario the solid color passed here is arbitrary.
-        setupLayerBlending(usePremultipliedAlpha, isOpaque, disableTexture, color,
-                           layer.geometry.roundedCornersRadius);
+        setupLayerBlending(usePremultipliedAlpha, isOpaque, disableTexture, color, radius);
         if (layer.disableBlending) {
             glDisable(GL_BLEND);
         }
         setSourceDataSpace(layer.sourceDataspace);
 
         if (layer.shadow.length > 0.0f) {
-            handleShadow(layer.geometry.boundaries, layer.geometry.roundedCornersRadius,
-                         layer.shadow);
+            handleShadow(layer.geometry.boundaries, radius, layer.shadow);
         }
         // We only want to do a special handling for rounded corners when having rounded corners
         // is the only reason it needs to turn on blending, otherwise, we handle it like the
         // usual way since it needs to turn on blending anyway.
-        else if (layer.geometry.roundedCornersRadius > 0.0 && color.a >= 1.0f && isOpaque) {
+        else if (radius > 0.0 && color.a >= 1.0f && isOpaque) {
             handleRoundedCorners(display, layer, mesh);
         } else {
             drawMesh(mesh);
diff --git a/libs/renderengine/include/renderengine/LayerSettings.h b/libs/renderengine/include/renderengine/LayerSettings.h
index 154e526..b3a617c 100644
--- a/libs/renderengine/include/renderengine/LayerSettings.h
+++ b/libs/renderengine/include/renderengine/LayerSettings.h
@@ -87,7 +87,7 @@
     // rectangle to figure out how to apply the radius for this layer. The crop rectangle will be
     // in local layer coordinate space, so we have to take the layer transform into account when
     // walking up the tree.
-    float roundedCornersRadius = 0.0;
+    vec2 roundedCornersRadius = vec2(0.0f, 0.0f);
 
     // Rectangle within which corners will be rounded.
     FloatRect roundedCornersCrop = FloatRect();
@@ -258,7 +258,8 @@
     PrintTo(settings.boundaries, os);
     *os << "\n    .positionTransform = ";
     PrintMatrix(settings.positionTransform, os);
-    *os << "\n    .roundedCornersRadius = " << settings.roundedCornersRadius;
+    *os << "\n    .roundedCornersRadiusX = " << settings.roundedCornersRadius.x;
+    *os << "\n    .roundedCornersRadiusY = " << settings.roundedCornersRadius.y;
     *os << "\n    .roundedCornersCrop = ";
     PrintTo(settings.roundedCornersCrop, os);
     *os << "\n}";
diff --git a/libs/renderengine/skia/Cache.cpp b/libs/renderengine/skia/Cache.cpp
index f3064f3..c39f0a9 100644
--- a/libs/renderengine/skia/Cache.cpp
+++ b/libs/renderengine/skia/Cache.cpp
@@ -66,7 +66,7 @@
                     Geometry{
                             .boundaries = rect,
                             .roundedCornersCrop = rect,
-                            .roundedCornersRadius = 50.f,
+                            .roundedCornersRadius = {50.f, 50.f},
                     },
             // drawShadow ignores alpha
             .shadow =
@@ -87,7 +87,7 @@
                     Geometry{
                             .boundaries = smallerRect,
                             .roundedCornersCrop = rect,
-                            .roundedCornersRadius = 50.f,
+                            .roundedCornersRadius = {50.f, 50.f},
                     },
             .source =
                     PixelSource{
@@ -148,7 +148,7 @@
         // In reduced shader mode, all non-zero round rect radii get the same code path.
         for (float roundedCornersRadius : {0.0f, 50.0f}) {
             // roundedCornersCrop is always set, but the radius triggers the behavior
-            layer.geometry.roundedCornersRadius = roundedCornersRadius;
+            layer.geometry.roundedCornersRadius = {roundedCornersRadius, roundedCornersRadius};
             for (bool isOpaque : {true, false}) {
                 layer.source.buffer.isOpaque = isOpaque;
                 for (auto alpha : {half(.2f), half(1.0f)}) {
@@ -181,7 +181,7 @@
     for (auto transform : {mat4(), kScaleAndTranslate}) {
         layer.geometry.positionTransform = transform;
         for (float roundedCornersRadius : {0.0f, 50.f}) {
-            layer.geometry.roundedCornersRadius = roundedCornersRadius;
+            layer.geometry.roundedCornersRadius = {roundedCornersRadius, roundedCornersRadius};
             auto layers = std::vector<LayerSettings>{layer};
             renderengine->drawLayers(display, layers, dstTexture, kUseFrameBufferCache,
                                      base::unique_fd());
@@ -238,7 +238,7 @@
             .geometry =
                     Geometry{
                             .boundaries = rect,
-                            .roundedCornersRadius = 27, // larger than the 20 above.
+                            .roundedCornersRadius = {27.f, 27.f},
                             .roundedCornersCrop =
                                     FloatRect(0, 0, displayRect.width(), displayRect.height()),
                     },
@@ -275,9 +275,9 @@
                             // larger than the layer bounds.
                             .positionTransform = kFlip,
                             .boundaries = rect,
-                            .roundedCornersRadius = 94.2551,
-                            .roundedCornersCrop = FloatRect(
-                                -93.75, 0, displayRect.width() + 93.75, displayRect.height()),
+                            .roundedCornersRadius = {94.2551f, 94.2551f},
+                            .roundedCornersCrop = FloatRect(-93.75, 0, displayRect.width() + 93.75,
+                                                            displayRect.height()),
                     },
             .source = PixelSource{.buffer =
                                           Buffer{
@@ -307,10 +307,11 @@
                             // the boundaries have to be smaller than the rounded crop so that
                             // clipRRect is used instead of drawRRect
                             .boundaries = small,
-                            .roundedCornersRadius = 50.f,
+                            .roundedCornersRadius = {50.f, 50.f},
                             .roundedCornersCrop = rect,
                     },
-            .source = PixelSource{
+            .source =
+                    PixelSource{
                             .solidColor = half3(0.f, 0.f, 0.f),
                     },
             .sourceDataspace = kDestDataSpace,
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index 97271cb..0caa9f2 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -1276,7 +1276,7 @@
  *  produce the insected roundRect. If false, the returned state of the radii param is undefined.
  */
 static bool intersectionIsRoundRect(const SkRect& bounds, const SkRect& crop,
-                                    const SkRect& insetCrop, float cornerRadius,
+                                    const SkRect& insetCrop, const vec2& cornerRadius,
                                     SkVector radii[4]) {
     const bool leftEqual = bounds.fLeft == crop.fLeft;
     const bool topEqual = bounds.fTop == crop.fTop;
@@ -1288,8 +1288,8 @@
     // In particular the round rect implementation will scale the value of all corner radii
     // if the sum of the radius along any edge is greater than the length of that edge.
     // See https://www.w3.org/TR/css-backgrounds-3/#corner-overlap
-    const bool requiredWidth = bounds.width() > (cornerRadius * 2);
-    const bool requiredHeight = bounds.height() > (cornerRadius * 2);
+    const bool requiredWidth = bounds.width() > (cornerRadius.x * 2);
+    const bool requiredHeight = bounds.height() > (cornerRadius.y * 2);
     if (!requiredWidth || !requiredHeight) {
         return false;
     }
@@ -1298,7 +1298,7 @@
     // contained within the cropped shape and does not need rounded.
     // compute the UpperLeft corner radius
     if (leftEqual && topEqual) {
-        radii[0].set(cornerRadius, cornerRadius);
+        radii[0].set(cornerRadius.x, cornerRadius.y);
     } else if ((leftEqual && bounds.fTop >= insetCrop.fTop) ||
                (topEqual && bounds.fLeft >= insetCrop.fLeft)) {
         radii[0].set(0, 0);
@@ -1307,7 +1307,7 @@
     }
     // compute the UpperRight corner radius
     if (rightEqual && topEqual) {
-        radii[1].set(cornerRadius, cornerRadius);
+        radii[1].set(cornerRadius.x, cornerRadius.y);
     } else if ((rightEqual && bounds.fTop >= insetCrop.fTop) ||
                (topEqual && bounds.fRight <= insetCrop.fRight)) {
         radii[1].set(0, 0);
@@ -1316,7 +1316,7 @@
     }
     // compute the BottomRight corner radius
     if (rightEqual && bottomEqual) {
-        radii[2].set(cornerRadius, cornerRadius);
+        radii[2].set(cornerRadius.x, cornerRadius.y);
     } else if ((rightEqual && bounds.fBottom <= insetCrop.fBottom) ||
                (bottomEqual && bounds.fRight <= insetCrop.fRight)) {
         radii[2].set(0, 0);
@@ -1325,7 +1325,7 @@
     }
     // compute the BottomLeft corner radius
     if (leftEqual && bottomEqual) {
-        radii[3].set(cornerRadius, cornerRadius);
+        radii[3].set(cornerRadius.x, cornerRadius.y);
     } else if ((leftEqual && bounds.fBottom <= insetCrop.fBottom) ||
                (bottomEqual && bounds.fLeft >= insetCrop.fLeft)) {
         radii[3].set(0, 0);
@@ -1338,22 +1338,22 @@
 
 inline std::pair<SkRRect, SkRRect> SkiaGLRenderEngine::getBoundsAndClip(const FloatRect& boundsRect,
                                                                         const FloatRect& cropRect,
-                                                                        const float cornerRadius) {
+                                                                        const vec2& cornerRadius) {
     const SkRect bounds = getSkRect(boundsRect);
     const SkRect crop = getSkRect(cropRect);
 
     SkRRect clip;
-    if (cornerRadius > 0) {
+    if (cornerRadius.x > 0 && cornerRadius.y > 0) {
         // it the crop and the bounds are equivalent or there is no crop then we don't need a clip
         if (bounds == crop || crop.isEmpty()) {
-            return {SkRRect::MakeRectXY(bounds, cornerRadius, cornerRadius), clip};
+            return {SkRRect::MakeRectXY(bounds, cornerRadius.x, cornerRadius.y), clip};
         }
 
         // This makes an effort to speed up common, simple bounds + clip combinations by
         // converting them to a single RRect draw. It is possible there are other cases
         // that can be converted.
         if (crop.contains(bounds)) {
-            const auto insetCrop = crop.makeInset(cornerRadius, cornerRadius);
+            const auto insetCrop = crop.makeInset(cornerRadius.x, cornerRadius.y);
             if (insetCrop.contains(bounds)) {
                 return {SkRRect::MakeRect(bounds), clip}; // clip is empty - no rounding required
             }
@@ -1367,7 +1367,7 @@
         }
 
         // we didn't hit any of our fast paths so set the clip to the cropRect
-        clip.setRectXY(crop, cornerRadius, cornerRadius);
+        clip.setRectXY(crop, cornerRadius.x, cornerRadius.y);
     }
 
     // if we hit this point then we either don't have rounded corners or we are going to rely
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.h b/libs/renderengine/skia/SkiaGLRenderEngine.h
index 5ef9944..68c3363 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.h
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.h
@@ -90,7 +90,8 @@
     inline SkRect getSkRect(const FloatRect& layer);
     inline SkRect getSkRect(const Rect& layer);
     inline std::pair<SkRRect, SkRRect> getBoundsAndClip(const FloatRect& bounds,
-                                                        const FloatRect& crop, float cornerRadius);
+                                                        const FloatRect& crop,
+                                                        const vec2& cornerRadius);
     inline bool layerHasBlur(const LayerSettings& layer, bool colorTransformModifiesAlpha);
     inline SkColor getSkColor(const vec4& color);
     inline SkM44 getSkM44(const mat4& matrix);
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index 7c70a74..8889f76 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -444,7 +444,9 @@
                            const ubyte4& backgroundColor) {
         const Rect casterRect(castingLayer.geometry.boundaries);
         Region casterRegion = Region(casterRect);
-        const float casterCornerRadius = castingLayer.geometry.roundedCornersRadius;
+        const float casterCornerRadius = (castingLayer.geometry.roundedCornersRadius.x +
+                                          castingLayer.geometry.roundedCornersRadius.y) /
+                2.0;
         if (casterCornerRadius > 0.0f) {
             // ignore the corners if a corner radius is set
             Rect cornerRect(casterCornerRadius, casterCornerRadius);
@@ -1129,7 +1131,7 @@
     renderengine::LayerSettings layer;
     layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
     layer.geometry.boundaries = fullscreenRect().toFloatRect();
-    layer.geometry.roundedCornersRadius = 5.0f;
+    layer.geometry.roundedCornersRadius = {5.0f, 5.0f};
     layer.geometry.roundedCornersCrop = fullscreenRect().toFloatRect();
     SourceVariant::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
     layer.alpha = 1.0f;
@@ -2131,7 +2133,7 @@
     casterBounds.offsetBy(shadowLength + 1, shadowLength + 1);
     renderengine::LayerSettings castingLayer;
     castingLayer.geometry.boundaries = casterBounds.toFloatRect();
-    castingLayer.geometry.roundedCornersRadius = 3.0f;
+    castingLayer.geometry.roundedCornersRadius = {3.0f, 3.0f};
     castingLayer.geometry.roundedCornersCrop = casterBounds.toFloatRect();
     castingLayer.alpha = 1.0f;
     renderengine::ShadowSettings settings =
@@ -2219,7 +2221,8 @@
     renderengine::LayerSettings redLayer;
     redLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
     redLayer.geometry.boundaries = fullscreenRect().toFloatRect();
-    redLayer.geometry.roundedCornersRadius = 5.0f;
+    redLayer.geometry.roundedCornersRadius = {5.0f, 5.0f};
+
     redLayer.geometry.roundedCornersCrop = fullscreenRect().toFloatRect();
     // Red background.
     redLayer.source.solidColor = half3(1.0f, 0.0f, 0.0f);
@@ -2231,7 +2234,7 @@
     renderengine::LayerSettings greenLayer;
     greenLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
     greenLayer.geometry.boundaries = fullscreenRect().toFloatRect();
-    greenLayer.geometry.roundedCornersRadius = 5.0f;
+    greenLayer.geometry.roundedCornersRadius = {5.0f, 5.0f};
     // Bottom right corner is not going to be rounded.
     greenLayer.geometry.roundedCornersCrop =
             Rect(DEFAULT_DISPLAY_WIDTH / 3, DEFAULT_DISPLAY_HEIGHT / 3, DEFAULT_DISPLAY_HEIGHT,
@@ -2268,7 +2271,7 @@
     renderengine::LayerSettings redLayer;
     redLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
     redLayer.geometry.boundaries = fullscreenRect().toFloatRect();
-    redLayer.geometry.roundedCornersRadius = 5.0f;
+    redLayer.geometry.roundedCornersRadius = {5.0f, 5.0f};
     redLayer.geometry.roundedCornersCrop = fullscreenRect().toFloatRect();
     // Red background.
     redLayer.source.solidColor = half3(1.0f, 0.0f, 0.0f);
@@ -2313,7 +2316,7 @@
     renderengine::LayerSettings redLayer;
     redLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
     redLayer.geometry.boundaries = FloatRect(0, 0, DEFAULT_DISPLAY_WIDTH, 32);
-    redLayer.geometry.roundedCornersRadius = 64;
+    redLayer.geometry.roundedCornersRadius = {64.0f, 64.0f};
     redLayer.geometry.roundedCornersCrop = FloatRect(0, 0, DEFAULT_DISPLAY_WIDTH, 128);
     // Red background.
     redLayer.source.solidColor = half3(1.0f, 0.0f, 0.0f);
@@ -2334,6 +2337,49 @@
     expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH / 2, 31), 255, 0, 0, 255);
 }
 
+TEST_P(RenderEngineTest, testRoundedCornersXY) {
+    if (GetParam()->type() != renderengine::RenderEngine::RenderEngineType::SKIA_GL) {
+        GTEST_SKIP();
+    }
+
+    initializeRenderEngine();
+
+    renderengine::DisplaySettings settings;
+    settings.physicalDisplay = fullscreenRect();
+    settings.clip = fullscreenRect();
+    settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+
+    std::vector<renderengine::LayerSettings> layers;
+
+    renderengine::LayerSettings redLayer;
+    redLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+    redLayer.geometry.boundaries = fullscreenRect().toFloatRect();
+    redLayer.geometry.roundedCornersRadius = {5.0f, 20.0f};
+    redLayer.geometry.roundedCornersCrop = fullscreenRect().toFloatRect();
+    // Red background.
+    redLayer.source.solidColor = half3(1.0f, 0.0f, 0.0f);
+    redLayer.alpha = 1.0f;
+
+    layers.push_back(redLayer);
+
+    invokeDraw(settings, layers);
+
+    // Due to roundedCornersRadius, the corners are untouched.
+    expectBufferColor(Point(0, 0), 0, 0, 0, 0);
+    expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH - 1, 0), 0, 0, 0, 0);
+    expectBufferColor(Point(0, DEFAULT_DISPLAY_HEIGHT - 1), 0, 0, 0, 0);
+    expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH - 1, DEFAULT_DISPLAY_HEIGHT - 1), 0, 0, 0, 0);
+
+    // Y-axis draws a larger radius, check that its untouched as well
+    expectBufferColor(Point(0, DEFAULT_DISPLAY_HEIGHT - 5), 0, 0, 0, 0);
+    expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH - 1, DEFAULT_DISPLAY_HEIGHT - 5), 0, 0, 0, 0);
+    expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH - 1, 5), 0, 0, 0, 0);
+    expectBufferColor(Point(0, 5), 0, 0, 0, 0);
+
+    //  middle should be red
+    expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2), 255, 0, 0, 255);
+}
+
 TEST_P(RenderEngineTest, testClear) {
     initializeRenderEngine();
 
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index bcc94d3..aff94d1 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -406,7 +406,7 @@
     const auto& drawingState{getDrawingState()};
     const auto alpha = static_cast<float>(getAlpha());
     const bool opaque = isOpaque(drawingState);
-    const bool usesRoundedCorners = getRoundedCornerState().radius != 0.f;
+    const bool usesRoundedCorners = hasRoundedCorners();
 
     auto blendMode = Hwc2::IComposerClient::BlendMode::NONE;
     if (!opaque || alpha != 1.0f) {
@@ -482,7 +482,7 @@
     compositionState->hasProtectedContent = isProtected();
     compositionState->dimmingEnabled = isDimmingEnabled();
 
-    const bool usesRoundedCorners = getRoundedCornerState().radius != 0.f;
+    const bool usesRoundedCorners = hasRoundedCorners();
 
     compositionState->isOpaque =
             isOpaque(drawingState) && !usesRoundedCorners && getAlpha() == 1.0_hf;
@@ -1915,27 +1915,22 @@
     const auto& parent = mDrawingParent.promote();
     if (parent != nullptr) {
         parentSettings = parent->getRoundedCornerState();
-        if (parentSettings.radius > 0) {
+        if (parentSettings.hasRoundedCorners()) {
             ui::Transform t = getActiveTransform(getDrawingState());
             t = t.inverse();
             parentSettings.cropRect = t.transform(parentSettings.cropRect);
-            // The rounded corners shader only accepts 1 corner radius for performance reasons,
-            // but a transform matrix can define horizontal and vertical scales.
-            // Let's take the average between both of them and pass into the shader, practically we
-            // never do this type of transformation on windows anyway.
-            auto scaleX = sqrtf(t[0][0] * t[0][0] + t[0][1] * t[0][1]);
-            auto scaleY = sqrtf(t[1][0] * t[1][0] + t[1][1] * t[1][1]);
-            parentSettings.radius *= (scaleX + scaleY) / 2.0f;
+            parentSettings.radius.x *= t.getScaleX();
+            parentSettings.radius.y *= t.getScaleY();
         }
     }
 
     // Get layer settings
     Rect layerCropRect = getCroppedBufferSize(getDrawingState());
-    const float radius = getDrawingState().cornerRadius;
+    const vec2 radius(getDrawingState().cornerRadius, getDrawingState().cornerRadius);
     RoundedCornerState layerSettings(layerCropRect.toFloatRect(), radius);
-    const bool layerSettingsValid = layerSettings.radius > 0 && layerCropRect.isValid();
+    const bool layerSettingsValid = layerSettings.hasRoundedCorners() && layerCropRect.isValid();
 
-    if (layerSettingsValid && parentSettings.radius > 0) {
+    if (layerSettingsValid && parentSettings.hasRoundedCorners()) {
         // If the parent and the layer have rounded corner settings, use the parent settings if the
         // parent crop is entirely inside the layer crop.
         // This has limitations and cause rendering artifacts. See b/200300845 for correct fix.
@@ -1949,7 +1944,7 @@
         }
     } else if (layerSettingsValid) {
         return layerSettings;
-    } else if (parentSettings.radius > 0) {
+    } else if (parentSettings.hasRoundedCorners()) {
         return parentSettings;
     }
     return {};
@@ -2070,7 +2065,8 @@
     layerInfo->set_effective_scaling_mode(getEffectiveScalingMode());
 
     layerInfo->set_requested_corner_radius(getDrawingState().cornerRadius);
-    layerInfo->set_corner_radius(getRoundedCornerState().radius);
+    layerInfo->set_corner_radius(
+            (getRoundedCornerState().radius.x + getRoundedCornerState().radius.y) / 2.0);
     layerInfo->set_background_blur_radius(getBackgroundBlurRadius());
     layerInfo->set_is_trusted_overlay(isTrustedOverlay());
     LayerProtoHelper::writeToProtoDeprecated(transform, layerInfo->mutable_transform());
diff --git a/services/surfaceflinger/Layer.h b/services/surfaceflinger/Layer.h
index c547da0..200baf0 100644
--- a/services/surfaceflinger/Layer.h
+++ b/services/surfaceflinger/Layer.h
@@ -134,13 +134,14 @@
 
     struct RoundedCornerState {
         RoundedCornerState() = default;
-        RoundedCornerState(FloatRect cropRect, float radius)
+        RoundedCornerState(const FloatRect& cropRect, const vec2& radius)
               : cropRect(cropRect), radius(radius) {}
 
         // Rounded rectangle in local layer coordinate space.
         FloatRect cropRect = FloatRect();
         // Radius of the rounded rectangle.
-        float radius = 0.0f;
+        vec2 radius;
+        bool hasRoundedCorners() const { return radius.x > 0.0f && radius.y > 0.0f; }
     };
 
     using FrameRate = scheduler::LayerInfo::FrameRate;
@@ -596,7 +597,7 @@
     // corner crop does not intersect with its own rounded corner crop.
     virtual RoundedCornerState getRoundedCornerState() const;
 
-    bool hasRoundedCorners() const override { return getRoundedCornerState().radius > .0f; }
+    bool hasRoundedCorners() const override { return getRoundedCornerState().hasRoundedCorners(); }
 
     virtual PixelFormat getPixelFormat() const { return PIXEL_FORMAT_NONE; }
     /**
diff --git a/services/surfaceflinger/tests/unittests/CompositionTest.cpp b/services/surfaceflinger/tests/unittests/CompositionTest.cpp
index bbfedc7..fbc532e 100644
--- a/services/surfaceflinger/tests/unittests/CompositionTest.cpp
+++ b/services/surfaceflinger/tests/unittests/CompositionTest.cpp
@@ -664,7 +664,8 @@
                     EXPECT_EQ(false, layer.source.buffer.isY410BT2020);
                     EXPECT_EQ(true, layer.source.buffer.usePremultipliedAlpha);
                     EXPECT_EQ(false, layer.source.buffer.isOpaque);
-                    EXPECT_EQ(0.0, layer.geometry.roundedCornersRadius);
+                    EXPECT_EQ(0.0, layer.geometry.roundedCornersRadius.x);
+                    EXPECT_EQ(0.0, layer.geometry.roundedCornersRadius.y);
                     EXPECT_EQ(ui::Dataspace::UNKNOWN, layer.sourceDataspace);
                     EXPECT_EQ(LayerProperties::COLOR[3], layer.alpha);
                     return resultFuture;
@@ -714,7 +715,8 @@
                     EXPECT_EQ(half3(LayerProperties::COLOR[0], LayerProperties::COLOR[1],
                                     LayerProperties::COLOR[2]),
                               layer.source.solidColor);
-                    EXPECT_EQ(0.0, layer.geometry.roundedCornersRadius);
+                    EXPECT_EQ(0.0, layer.geometry.roundedCornersRadius.x);
+                    EXPECT_EQ(0.0, layer.geometry.roundedCornersRadius.y);
                     EXPECT_EQ(ui::Dataspace::UNKNOWN, layer.sourceDataspace);
                     EXPECT_EQ(LayerProperties::COLOR[3], layer.alpha);
                     return resultFuture;
@@ -792,7 +794,8 @@
                     const renderengine::LayerSettings layer = layerSettings.back();
                     EXPECT_THAT(layer.source.buffer.buffer, IsNull());
                     EXPECT_EQ(half3(0.0f, 0.0f, 0.0f), layer.source.solidColor);
-                    EXPECT_EQ(0.0, layer.geometry.roundedCornersRadius);
+                    EXPECT_EQ(0.0, layer.geometry.roundedCornersRadius.x);
+                    EXPECT_EQ(0.0, layer.geometry.roundedCornersRadius.y);
                     EXPECT_EQ(ui::Dataspace::UNKNOWN, layer.sourceDataspace);
                     EXPECT_EQ(1.0f, layer.alpha);
                     return resultFuture;