Fixing cosmetic kinks

- Adding back rounded corners crop to Skia RE
- Add a translation to the texture transform for the SkImage so
  that the correct layer contents are drawn in the correct part of
  the screen.

Bug: 175141036
Test: Open Chrome. Slowly slide into recents. The address bar does
      not show defects anymore. Also observe the bottom of the crop,
      it doesn't split anymore. Camera resizing looks good, too.
Test: Open Camera. Check that there are no defects in the camera
      view.
Test: Open Dialog Activity test app. Notice that the dialog is now
      present during the start up of the app.
Change-Id: I4410fd7759c2ad9f2809af5485348d67fd269556
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index 4e9c5af..28d7adc 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