Merge "Updated SkiaGLRenderEngine to no longer adjust stretch bounds" into sc-dev
diff --git a/cmds/dumpstate/dumpstate.cpp b/cmds/dumpstate/dumpstate.cpp
index 336c5a2..ae96e66 100644
--- a/cmds/dumpstate/dumpstate.cpp
+++ b/cmds/dumpstate/dumpstate.cpp
@@ -1641,6 +1641,10 @@
         MYLOGD("Skipping 'lsmod' because /proc/modules does not exist\n");
     } else {
         RunCommand("LSMOD", {"lsmod"});
+        RunCommand("MODULES INFO",
+                   {"sh", "-c", "cat /proc/modules | cut -d' ' -f1 | "
+                    "    while read MOD ; do echo modinfo:$MOD ; modinfo $MOD ; "
+                    "done"}, CommandOptions::AS_ROOT);
     }
 
     if (android::base::GetBoolProperty("ro.logd.kernel", false)) {
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index f95c6c6..0bc7f93 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -896,12 +896,9 @@
         // TODO(b/175915334): consider relaxing this restriction to enable more flexible
         // composition - using a well-defined invalid color is long-term less error-prone.
         if (layer->shadow.length > 0) {
-            const auto rect = layer->geometry.roundedCornersRadius > 0
-                    ? getSkRect(layer->geometry.roundedCornersCrop)
-                    : bounds.rect();
             // This would require a new parameter/flag to SkShadowUtils::DrawShadow
             LOG_ALWAYS_FATAL_IF(layer->disableBlending, "Cannot disableBlending with a shadow");
-            drawShadow(canvas, rect, layer->geometry.roundedCornersRadius, layer->shadow);
+            drawShadow(canvas, bounds, layer->shadow);
             continue;
         }
 
@@ -1180,17 +1177,14 @@
     return mGrContext->maxRenderTargetSize();
 }
 
-void SkiaGLRenderEngine::drawShadow(SkCanvas* canvas, const SkRect& casterRect, float cornerRadius,
+void SkiaGLRenderEngine::drawShadow(SkCanvas* canvas, const SkRRect& casterRRect,
                                     const ShadowSettings& settings) {
     ATRACE_CALL();
     const float casterZ = settings.length / 2.0f;
-    const auto shadowShape = cornerRadius > 0
-            ? SkPath::RRect(SkRRect::MakeRectXY(casterRect, cornerRadius, cornerRadius))
-            : SkPath::Rect(casterRect);
     const auto flags =
             settings.casterIsTranslucent ? kTransparentOccluder_ShadowFlag : kNone_ShadowFlag;
 
-    SkShadowUtils::DrawShadow(canvas, shadowShape, SkPoint3::Make(0, 0, casterZ),
+    SkShadowUtils::DrawShadow(canvas, SkPath::RRect(casterRRect), SkPoint3::Make(0, 0, casterZ),
                               getSkPoint3(settings.lightPos), settings.lightRadius,
                               getSkColor(settings.ambientColor), getSkColor(settings.spotColor),
                               flags);
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.h b/libs/renderengine/skia/SkiaGLRenderEngine.h
index d9caf35..c870823 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.h
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.h
@@ -98,7 +98,7 @@
     base::unique_fd flush();
     bool waitFence(base::unique_fd fenceFd);
     void initCanvas(SkCanvas* canvas, const DisplaySettings& display);
-    void drawShadow(SkCanvas* canvas, const SkRect& casterRect, float casterCornerRadius,
+    void drawShadow(SkCanvas* canvas, const SkRRect& casterRRect,
                     const ShadowSettings& shadowSettings);
     // If requiresLinearEffect is true or the layer has a stretchEffect a new shader is returned.
     // Otherwise it returns the input shader.