[Shadows] Add shadow radius to sf layer state (2/n)
Bug: 136561771
Test: atest SurfaceFlinger_Test
Change-Id: Icafe852eaad195163b48b802db2a4b092aa30926
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 1acb2da..953cb99 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -2011,7 +2011,8 @@
continue;
}
- layer->computeBounds(displayDevice->getViewport().toFloatRect(), ui::Transform());
+ layer->computeBounds(displayDevice->getViewport().toFloatRect(), ui::Transform(),
+ 0.f /* shadowRadius */);
}
}
}
@@ -3335,6 +3336,9 @@
flags |= eTraversalNeeded;
}
}
+ if (what & layer_state_t::eShadowRadiusChanged) {
+ if (layer->setShadowRadius(s.shadowRadius)) flags |= eTraversalNeeded;
+ }
// This has to happen after we reparent children because when we reparent to null we remove
// child layers from current state and remove its relative z. If the children are reparented in
// the same transaction, then we have to make sure we reparent the children first so we do not
@@ -5010,7 +5014,8 @@
const Rect& drawingBounds)
: oldParent(oldParent), newParent(newParent) {
// Compute and cache the bounds for the new parent layer.
- newParent->computeBounds(drawingBounds.toFloatRect(), ui::Transform());
+ newParent->computeBounds(drawingBounds.toFloatRect(), ui::Transform(),
+ 0.f /* shadowRadius */);
oldParent->setChildrenDrawingParent(newParent);
}
~ReparentForDrawing() { oldParent->setChildrenDrawingParent(oldParent); }