Merge "Fixing cosmetic kinks"
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index 19e2bb6..ee0a70a 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -587,6 +587,10 @@
if (!texMatrix.invert(&matrix)) {
matrix = texMatrix;
}
+ // The shader does not respect the translation, so we add it to the texture
+ // transform for the SkImage. This will make sure that the correct layer contents
+ // are drawn in the correct part of the screen.
+ matrix.postTranslate(layer->geometry.boundaries.left, layer->geometry.boundaries.top);
sk_sp<SkShader> shader;
@@ -649,12 +653,11 @@
drawShadow(canvas, rect, layer->geometry.roundedCornersRadius, layer->shadow);
}
+ // Push the clipRRect onto the clip stack. Draw the image. Pop the clip.
if (layer->geometry.roundedCornersRadius > 0) {
- canvas->drawRRect(getRoundedRect(layer), paint);
- } else {
- canvas->drawRect(dest, paint);
+ canvas->clipRRect(getRoundedRect(layer), true);
}
-
+ canvas->drawRect(dest, paint);
canvas->restore();
}
canvas->restore();
@@ -698,7 +701,7 @@
}
inline SkRRect SkiaGLRenderEngine::getRoundedRect(const LayerSettings* layer) {
- const auto rect = getSkRect(layer->geometry.boundaries);
+ const auto rect = getSkRect(layer->geometry.roundedCornersCrop);
const auto cornerRadius = layer->geometry.roundedCornersRadius;
return SkRRect::MakeRectXY(rect, cornerRadius, cornerRadius);
}
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index e825742..712e5e2 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -1735,6 +1735,56 @@
EXPECT_TRUE(mRE->isTextureNameKnownForTesting(texName));
}
+TEST_P(RenderEngineTest, testRoundedCornersCrop) {
+ const auto& renderEngineFactory = GetParam();
+ mRE = renderEngineFactory->createRenderEngine();
+
+ renderengine::DisplaySettings settings;
+ settings.physicalDisplay = fullscreenRect();
+ settings.clip = fullscreenRect();
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+
+ std::vector<const renderengine::LayerSettings*> layers;
+
+ renderengine::LayerSettings redLayer;
+ redLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ redLayer.geometry.boundaries = fullscreenRect().toFloatRect();
+ redLayer.geometry.roundedCornersRadius = 5.0f;
+ 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);
+
+ // Green layer with 1/3 size.
+ renderengine::LayerSettings greenLayer;
+ greenLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ greenLayer.geometry.boundaries = fullscreenRect().toFloatRect();
+ greenLayer.geometry.roundedCornersRadius = 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,
+ DEFAULT_DISPLAY_HEIGHT)
+ .toFloatRect();
+ greenLayer.source.solidColor = half3(0.0f, 1.0f, 0.0f);
+ greenLayer.alpha = 1.0f;
+
+ layers.push_back(&greenLayer);
+
+ invokeDraw(settings, layers, mBuffer);
+
+ // Corners should be ignored...
+ // Screen size: width is 128, height is 256.
+ expectBufferColor(Rect(0, 0, 1, 1), 0, 0, 0, 0);
+ expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH - 1, 0, DEFAULT_DISPLAY_WIDTH, 1), 0, 0, 0, 0);
+ expectBufferColor(Rect(0, DEFAULT_DISPLAY_HEIGHT - 1, 1, DEFAULT_DISPLAY_HEIGHT), 0, 0, 0, 0);
+ // Bottom right corner is kept out of the clipping, and it's green.
+ expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH - 1, DEFAULT_DISPLAY_HEIGHT - 1,
+ DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
+ 0, 255, 0, 255);
+}
+
} // namespace android
// TODO(b/129481165): remove the #pragma below and fix conversion issues