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/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();