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Commit a8d1de82 authored by TreeHugger Robot's avatar TreeHugger Robot Committed by Android (Google) Code Review
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Merge "Fix issue where surface corner rounding is ignored" into rvc-dev

parents 501178aa eab7ea0e
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+3 −1
Original line number Diff line number Diff line
@@ -2122,7 +2122,9 @@ Layer::RoundedCornerState Layer::getRoundedCornerState() const {
            // but a transform matrix can define horizontal and vertical scales.
            // Let's take the average between both of them and pass into the shader, practically we
            // never do this type of transformation on windows anyway.
            parentState.radius *= (t[0][0] + t[1][1]) / 2.0f;
            auto scaleX = sqrtf(t[0][0] * t[0][0] + t[0][1] * t[0][1]);
            auto scaleY = sqrtf(t[1][0] * t[1][0] + t[1][1] * t[1][1]);
            parentState.radius *= (scaleX + scaleY) / 2.0f;
            return parentState;
        }
    }
+45 −0
Original line number Diff line number Diff line
@@ -220,6 +220,51 @@ TEST_P(LayerTypeAndRenderTypeTransactionTest, SetCornerRadius) {
        shot->expectColor(Rect(size - testArea, 0, right, testArea), Color::BLACK);
        shot->expectColor(Rect(0, bottom - testArea, testArea, bottom), Color::BLACK);
        shot->expectColor(Rect(size - testArea, bottom - testArea, right, bottom), Color::BLACK);
        // Solid center
        shot->expectColor(Rect(size / 2 - testArea / 2, size / 2 - testArea / 2,
                               size / 2 + testArea / 2, size / 2 + testArea / 2),
                          Color::RED);
    }
}

TEST_P(LayerTypeAndRenderTypeTransactionTest, SetCornerRadiusRotated) {
    sp<SurfaceControl> parent;
    sp<SurfaceControl> child;
    const uint8_t size = 64;
    const uint8_t testArea = 4;
    const float cornerRadius = 20.0f;
    ASSERT_NO_FATAL_FAILURE(parent = createLayer("parent", size, size));
    ASSERT_NO_FATAL_FAILURE(fillLayerColor(parent, Color::RED, size, size));
    ASSERT_NO_FATAL_FAILURE(child = createLayer("child", size, size));
    ASSERT_NO_FATAL_FAILURE(fillLayerColor(child, Color::GREEN, size, size));

    auto transaction = Transaction()
                               .setCornerRadius(parent, cornerRadius)
                               .setCrop_legacy(parent, Rect(0, 0, size, size))
                               .reparent(child, parent->getHandle())
                               .setPosition(child, 0, size)
                               // Rotate by half PI
                               .setMatrix(child, 0.0f, -1.0f, 1.0f, 0.0f);
    if (mLayerType == ISurfaceComposerClient::eFXSurfaceBufferQueue) {
        transaction.setCrop_legacy(parent, Rect(0, 0, size, size));
    } else {
        transaction.setFrame(parent, Rect(0, 0, size, size));
    }
    transaction.apply();

    {
        const uint8_t bottom = size - 1;
        const uint8_t right = size - 1;
        auto shot = getScreenCapture();
        // Edges are transparent
        shot->expectColor(Rect(0, 0, testArea, testArea), Color::BLACK);
        shot->expectColor(Rect(size - testArea, 0, right, testArea), Color::BLACK);
        shot->expectColor(Rect(0, bottom - testArea, testArea, bottom - testArea), Color::BLACK);
        shot->expectColor(Rect(right - testArea, bottom - testArea, right, bottom), Color::BLACK);
        // Solid center
        shot->expectColor(Rect(size / 2 - testArea / 2, size / 2 - testArea / 2,
                               size / 2 + testArea / 2, size / 2 + testArea / 2),
                          Color::GREEN);
    }
}