SF: Support xy scaling for rounded corners
Currently only a single corner radius can be applied on a
layer. If the layer's x and y scale do not match, the average
is used to scale the corner radius. This can cause visual
defects in the rendered rounded corners.
This defect can be seen when moving the Camera app
to recents. The camera buffer is submitted with a rotation
and the layer's x and y scales are used to stretch the buffer
to the desired size in portrait mode.
Bug: 145094543
Test: atest librenderengine_test
Test: adb shell wm size 1000x1900 & animate camera app to recents
Change-Id: Ie76581eb200a57b847f619f4da0e61758f70dce7
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 5187d7b..a0bba59 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -1307,7 +1307,7 @@
* 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;
@@ -1319,8 +1319,8 @@
// 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;
}
@@ -1329,7 +1329,7 @@
// 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);
@@ -1338,7 +1338,7 @@
}
// 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);
@@ -1347,7 +1347,7 @@
}
// 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);
@@ -1356,7 +1356,7 @@
}
// 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);
@@ -1369,22 +1369,22 @@
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
}
@@ -1398,7 +1398,7 @@
}
// 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 a8bc4f7..34f18c1 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.h
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.h
@@ -94,7 +94,8 @@
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 3340857..f289730 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;
@@ -2161,7 +2163,7 @@
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 =
@@ -2249,7 +2251,8 @@
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);
@@ -2261,7 +2264,7 @@
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,
@@ -2298,7 +2301,7 @@
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);
@@ -2343,7 +2346,7 @@
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);
@@ -2364,6 +2367,49 @@
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 80df399..cd77465 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -409,7 +409,7 @@
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) {
@@ -485,7 +485,7 @@
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;
@@ -1954,27 +1954,22 @@
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.
@@ -1988,7 +1983,7 @@
}
} else if (layerSettingsValid) {
return layerSettings;
- } else if (parentSettings.radius > 0) {
+ } else if (parentSettings.hasRoundedCorners()) {
return parentSettings;
}
return {};
@@ -2109,7 +2104,8 @@
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 911ab78..f1921df 100644
--- a/services/surfaceflinger/Layer.h
+++ b/services/surfaceflinger/Layer.h
@@ -137,13 +137,14 @@
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;
@@ -599,7 +600,7 @@
// 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 19eaa19..f6ebfe5 100644
--- a/services/surfaceflinger/tests/unittests/CompositionTest.cpp
+++ b/services/surfaceflinger/tests/unittests/CompositionTest.cpp
@@ -629,7 +629,8 @@
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;
@@ -679,7 +680,8 @@
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;
@@ -757,7 +759,8 @@
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;