Fix shadow corner radius during PIP size change

Bug: 187441996
Test: manual
Test: go/wm-smoke
Test: libcompositionengine_test
Test: TODO

The now-deleted code was intended to remove rounding when part of the
content is offscreen, but it removes rounding on corners that are
entirely on screen. Remove the code, which fixes a bug seen when
expanding a PIP. If the content is partially offscreen, our drawing code
will handle this correctly.

In addition, if the bounds is an SkRect and there is a roundRectClip,
draw the rounded version.

Change-Id: I6ee07321c04474f96a572015f301e01441ca5afc
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index 6d2af4a..95b503f 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -898,7 +898,16 @@
         if (layer->shadow.length > 0) {
             // This would require a new parameter/flag to SkShadowUtils::DrawShadow
             LOG_ALWAYS_FATAL_IF(layer->disableBlending, "Cannot disableBlending with a shadow");
-            drawShadow(canvas, bounds, layer->shadow);
+
+            // Technically, if bounds is a rect and roundRectClip is not empty,
+            // it means that the bounds and roundedCornersCrop were different
+            // enough that we should intersect them to find the proper shadow.
+            // In practice, this often happens when the two rectangles appear to
+            // not match due to rounding errors. Draw the rounded version, which
+            // looks more like the intent.
+            const auto& rrect =
+                    bounds.isRect() && !roundRectClip.isEmpty() ? roundRectClip : bounds;
+            drawShadow(canvas, rrect, layer->shadow);
             continue;
         }
 
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index def2711..a0b7550 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -623,23 +623,6 @@
         return {};
     }
 
-    float casterCornerRadius = shadowLayer.geometry.roundedCornersRadius;
-    const FloatRect& cornerRadiusCropRect = shadowLayer.geometry.roundedCornersCrop;
-    const FloatRect& casterRect = shadowLayer.geometry.boundaries;
-
-    // crop used to set the corner radius may be larger than the content rect. Adjust the corner
-    // radius accordingly.
-    if (casterCornerRadius > 0.f) {
-        float cropRectOffset = std::max(std::abs(cornerRadiusCropRect.top - casterRect.top),
-                                        std::abs(cornerRadiusCropRect.left - casterRect.left));
-        if (cropRectOffset > casterCornerRadius) {
-            casterCornerRadius = 0;
-        } else {
-            casterCornerRadius -= cropRectOffset;
-        }
-        shadowLayer.geometry.roundedCornersRadius = casterCornerRadius;
-    }
-
     return shadowLayer;
 }