Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
diff --git a/libs/hwui/SpotShadow.cpp b/libs/hwui/SpotShadow.cpp
index 7b0a1bc..e371ac8 100644
--- a/libs/hwui/SpotShadow.cpp
+++ b/libs/hwui/SpotShadow.cpp
@@ -37,7 +37,7 @@
// For the whole polygon, the sum of all the deltas b/t normals is 2 * M_PI,
// therefore, the maximum number of extra vertices will be twice bigger.
-#define SPOT_MAX_EXTRA_CORNER_VERTEX_NUMBER (2 * SPOT_EXTRA_CORNER_VERTEX_PER_PI)
+#define SPOT_MAX_EXTRA_CORNER_VERTEX_NUMBER (2 * SPOT_EXTRA_CORNER_VERTEX_PER_PI)
// For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals.
#define SPOT_CORNER_RADIANS_DIVISOR (M_PI / SPOT_EXTRA_CORNER_VERTEX_PER_PI)
@@ -52,10 +52,10 @@
#include "VertexBuffer.h"
#include "utils/MathUtils.h"
-#include <algorithm>
#include <math.h>
#include <stdlib.h>
#include <utils/Log.h>
+#include <algorithm>
// TODO: After we settle down the new algorithm, we can remove the old one and
// its utility functions.
@@ -115,14 +115,14 @@
* @param p2 The second point defining the line segment
* @return The distance along the ray if it intersects with the line segment, negative if otherwise
*/
-static float rayIntersectPoints(const Vector2& rayOrigin, float dx, float dy,
- const Vector2& p1, const Vector2& p2) {
+static float rayIntersectPoints(const Vector2& rayOrigin, float dx, float dy, const Vector2& p1,
+ const Vector2& p2) {
// The math below is derived from solving this formula, basically the
// intersection point should stay on both the ray and the edge of (p1, p2).
// solve([p1x+t*(p2x-p1x)=dx*t2+px,p1y+t*(p2y-p1y)=dy*t2+py],[t,t2]);
float divisor = (dx * (p1.y - p2.y) + dy * p2.x - dy * p1.x);
- if (divisor == 0) return -1.0f; // error, invalid divisor
+ if (divisor == 0) return -1.0f; // error, invalid divisor
#if DEBUG_SHADOW
float interpVal = (dx * (p1.y - rayOrigin.y) + dy * rayOrigin.x - dy * p1.x) / divisor;
@@ -132,9 +132,10 @@
#endif
float distance = (p1.x * (rayOrigin.y - p2.y) + p2.x * (p1.y - rayOrigin.y) +
- rayOrigin.x * (p2.y - p1.y)) / divisor;
+ rayOrigin.x * (p2.y - p1.y)) /
+ divisor;
- return distance; // may be negative in error cases
+ return distance; // may be negative in error cases
}
/**
@@ -144,9 +145,7 @@
* @param pointsLength the number of vertices of the polygon.
*/
void SpotShadow::xsort(Vector2* points, int pointsLength) {
- auto cmp = [](const Vector2& a, const Vector2& b) -> bool {
- return a.x < b.x;
- };
+ auto cmp = [](const Vector2& a, const Vector2& b) -> bool { return a.x < b.x; };
std::sort(points, points + pointsLength, cmp);
}
@@ -171,10 +170,9 @@
lUpper[lUpperSize] = points[i];
lUpperSize++;
- while (lUpperSize > 2 && !ccw(
- lUpper[lUpperSize - 3].x, lUpper[lUpperSize - 3].y,
- lUpper[lUpperSize - 2].x, lUpper[lUpperSize - 2].y,
- lUpper[lUpperSize - 1].x, lUpper[lUpperSize - 1].y)) {
+ while (lUpperSize > 2 &&
+ !ccw(lUpper[lUpperSize - 3].x, lUpper[lUpperSize - 3].y, lUpper[lUpperSize - 2].x,
+ lUpper[lUpperSize - 2].y, lUpper[lUpperSize - 1].x, lUpper[lUpperSize - 1].y)) {
// Remove the middle point of the three last
lUpper[lUpperSize - 2].x = lUpper[lUpperSize - 1].x;
lUpper[lUpperSize - 2].y = lUpper[lUpperSize - 1].y;
@@ -192,10 +190,9 @@
lLower[lLowerSize] = points[i];
lLowerSize++;
- while (lLowerSize > 2 && !ccw(
- lLower[lLowerSize - 3].x, lLower[lLowerSize - 3].y,
- lLower[lLowerSize - 2].x, lLower[lLowerSize - 2].y,
- lLower[lLowerSize - 1].x, lLower[lLowerSize - 1].y)) {
+ while (lLowerSize > 2 &&
+ !ccw(lLower[lLowerSize - 3].x, lLower[lLowerSize - 3].y, lLower[lLowerSize - 2].x,
+ lLower[lLowerSize - 2].y, lLower[lLowerSize - 1].x, lLower[lLowerSize - 1].y)) {
// Remove the middle point of the three last
lLower[lLowerSize - 2] = lLower[lLowerSize - 1];
lLowerSize--;
@@ -223,8 +220,7 @@
*
* @return true if a right hand turn
*/
-bool SpotShadow::ccw(float ax, float ay, float bx, float by,
- float cx, float cy) {
+bool SpotShadow::ccw(float ax, float ay, float bx, float by, float cx, float cy) {
return (bx - ax) * (cy - ay) - (by - ay) * (cx - ax) > EPSILON;
}
@@ -251,8 +247,7 @@
/**
* quick sort implementation about the center.
*/
-void SpotShadow::quicksortCirc(Vector2* points, int low, int high,
- const Vector2& center) {
+void SpotShadow::quicksortCirc(Vector2* points, int low, int high, const Vector2& center) {
int i = low, j = high;
int p = low + (high - low) / 2;
float pivot = angle(points[p], center);
@@ -281,8 +276,7 @@
* @param poly the polygon
* @return true if the testPoint is inside the poly.
*/
-bool SpotShadow::testPointInsidePolygon(const Vector2 testPoint,
- const Vector2* poly, int len) {
+bool SpotShadow::testPointInsidePolygon(const Vector2 testPoint, const Vector2* poly, int len) {
bool c = false;
float testx = testPoint.x;
float testy = testPoint.y;
@@ -292,9 +286,8 @@
float endX = poly[i].x;
float endY = poly[i].y;
- if (((endY > testy) != (startY > testy))
- && (testx < (startX - endX) * (testy - endY)
- / (startY - endY) + endX)) {
+ if (((endY > testy) != (startY > testy)) &&
+ (testx < (startX - endX) * (testy - endY) / (startY - endY) + endX)) {
c = !c;
}
}
@@ -326,8 +319,8 @@
* @param size the light size.
* @param ret result polygon.
*/
-void SpotShadow::computeLightPolygon(int points, const Vector3& lightCenter,
- float size, Vector3* ret) {
+void SpotShadow::computeLightPolygon(int points, const Vector3& lightCenter, float size,
+ Vector3* ret) {
// TODO: Caching all the sin / cos values and store them in a look up table.
for (int i = 0; i < points; i++) {
float angle = 2 * i * M_PI / points;
@@ -346,8 +339,8 @@
*
* @return float The ratio of (polygon.z / light.z - polygon.z)
*/
-float SpotShadow::projectCasterToOutline(Vector2& outline,
- const Vector3& lightCenter, const Vector3& polyVertex) {
+float SpotShadow::projectCasterToOutline(Vector2& outline, const Vector3& lightCenter,
+ const Vector3& polyVertex) {
float lightToPolyZ = lightCenter.z - polyVertex.z;
float ratioZ = CASTER_Z_CAP_RATIO;
if (lightToPolyZ != 0) {
@@ -372,9 +365,9 @@
* @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return
* empty strip if error.
*/
-void SpotShadow::createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter,
- float lightSize, const Vector3* poly, int polyLength, const Vector3& polyCentroid,
- VertexBuffer& shadowTriangleStrip) {
+void SpotShadow::createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter, float lightSize,
+ const Vector3* poly, int polyLength, const Vector3& polyCentroid,
+ VertexBuffer& shadowTriangleStrip) {
if (CC_UNLIKELY(lightCenter.z <= 0)) {
ALOGW("Relative Light Z is not positive. No spot shadow!");
return;
@@ -403,21 +396,18 @@
// Compute the last outline vertex to make sure we can get the normal and outline
// in one single loop.
- projectCasterToOutline(outlineData[polyLength - 1].position, lightCenter,
- poly[polyLength - 1]);
+ projectCasterToOutline(outlineData[polyLength - 1].position, lightCenter, poly[polyLength - 1]);
// Take the outline's polygon, calculate the normal for each outline edge.
int currentNormalIndex = polyLength - 1;
int nextNormalIndex = 0;
for (int i = 0; i < polyLength; i++) {
- float ratioZ = projectCasterToOutline(outlineData[i].position,
- lightCenter, poly[i]);
+ float ratioZ = projectCasterToOutline(outlineData[i].position, lightCenter, poly[i]);
outlineData[i].radius = ratioZ * lightSize;
outlineData[currentNormalIndex].normal = ShadowTessellator::calculateNormal(
- outlineData[currentNormalIndex].position,
- outlineData[nextNormalIndex].position);
+ outlineData[currentNormalIndex].position, outlineData[nextNormalIndex].position);
currentNormalIndex = (currentNormalIndex + 1) % polyLength;
nextNormalIndex++;
}
@@ -489,11 +479,9 @@
(previousNormal * (currentCornerSliceNumber - k) + currentNormal * k) /
currentCornerSliceNumber;
avgNormal.normalize();
- penumbra[penumbraIndex++] = outlineData[i].position +
- avgNormal * outlineData[i].radius;
+ penumbra[penumbraIndex++] = outlineData[i].position + avgNormal * outlineData[i].radius;
}
-
// Compute the umbra by the intersection from the outline's centroid!
//
// (V) ------------------------------------
@@ -547,7 +535,7 @@
#endif
for (int i = 0; i < polyLength; i++) {
umbra[i] = outlineData[i].position * FAKE_UMBRA_SIZE_RATIO +
- outlineCentroid * (1 - FAKE_UMBRA_SIZE_RATIO);
+ outlineCentroid * (1 - FAKE_UMBRA_SIZE_RATIO);
}
shadowStrengthScale = 1.0 / minRaitoVI;
}
@@ -556,7 +544,8 @@
int umbraLength = polyLength;
#if DEBUG_SHADOW
- ALOGD("penumbraLength is %d , allocatedPenumbraLength %d", penumbraLength, allocatedPenumbraLength);
+ ALOGD("penumbraLength is %d , allocatedPenumbraLength %d", penumbraLength,
+ allocatedPenumbraLength);
dumpPolygon(poly, polyLength, "input poly");
dumpPolygon(penumbra, penumbraLength, "penumbra");
dumpPolygon(umbra, umbraLength, "umbra");
@@ -573,10 +562,9 @@
int finalUmbraLength = hull(umbra, umbraLength, finalUmbra);
int finalPenumbraLength = hull(penumbra, penumbraLength, finalPenumbra);
- generateTriangleStrip(isCasterOpaque, shadowStrengthScale, finalPenumbra,
- finalPenumbraLength, finalUmbra, finalUmbraLength, poly, polyLength,
- shadowTriangleStrip, outlineCentroid);
-
+ generateTriangleStrip(isCasterOpaque, shadowStrengthScale, finalPenumbra, finalPenumbraLength,
+ finalUmbra, finalUmbraLength, poly, polyLength, shadowTriangleStrip,
+ outlineCentroid);
}
/**
@@ -632,7 +620,7 @@
break;
}
}
- if(resultIndex == -1) {
+ if (resultIndex == -1) {
ALOGE("resultIndex is -1, the polygon must be invalid!");
resultIndex = 0;
}
@@ -651,7 +639,7 @@
// Find the right polygon edge to shoot the ray at.
inline int findPolyIndex(bool isPositiveCross, int startPolyIndex, const Vector2& umbraDir,
- const Vector2* polyToCentroid, int polyLength) {
+ const Vector2* polyToCentroid, int polyLength) {
// Make sure we loop with a bound.
for (int i = 0; i < polyLength; i++) {
int currentIndex = (i + startPolyIndex) % polyLength;
@@ -662,7 +650,7 @@
float umbraCrossNext = umbraDir.cross(nextToCentroid);
if (sameDirections(isPositiveCross, currentCrossUmbra, umbraCrossNext)) {
#if DEBUG_SHADOW
- ALOGD("findPolyIndex loop %d times , index %d", i, currentIndex );
+ ALOGD("findPolyIndex loop %d times , index %d", i, currentIndex);
#endif
return currentIndex;
}
@@ -674,12 +662,13 @@
// Generate the index pair for penumbra / umbra vertices, and more penumbra vertices
// if needed.
inline void genNewPenumbraAndPairWithUmbra(const Vector2* penumbra, int penumbraLength,
- const Vector2* umbra, int umbraLength, Vector2* newPenumbra, int& newPenumbraIndex,
- IndexPair* verticesPair, int& verticesPairIndex) {
+ const Vector2* umbra, int umbraLength,
+ Vector2* newPenumbra, int& newPenumbraIndex,
+ IndexPair* verticesPair, int& verticesPairIndex) {
// In order to keep everything in just one loop, we need to pre-compute the
// closest umbra vertex for the last penumbra vertex.
- int previousClosestUmbraIndex = getClosestUmbraIndex(penumbra[penumbraLength - 1],
- umbra, umbraLength);
+ int previousClosestUmbraIndex =
+ getClosestUmbraIndex(penumbra[penumbraLength - 1], umbra, umbraLength);
for (int i = 0; i < penumbraLength; i++) {
const Vector2& currentPenumbraVertex = penumbra[i];
// For current penumbra vertex, starting from previousClosestUmbraIndex,
@@ -704,7 +693,8 @@
}
if (indexDelta > 1) {
- // For those umbra don't have penumbra, generate new penumbra vertices by interpolation.
+ // For those umbra don't have penumbra, generate new penumbra vertices by
+ // interpolation.
//
// Assuming Pi for penumbra vertices, and Ui for umbra vertices.
// In the case like below P1 paired with U1 and P2 paired with U5.
@@ -756,7 +746,7 @@
float weightForPreviousPenumbra = 1.0f - weightForCurrentPenumbra;
Vector2 interpolatedPenumbra = currentPenumbraVertex * weightForCurrentPenumbra +
- previousPenumbra * weightForPreviousPenumbra;
+ previousPenumbra * weightForPreviousPenumbra;
int skippedUmbraIndex = (previousClosestUmbraIndex + k + 1) % umbraLength;
verticesPair[verticesPairIndex].outerIndex = newPenumbraIndex;
@@ -775,8 +765,8 @@
}
// Precompute all the polygon's vector, return true if the reference cross product is positive.
-inline bool genPolyToCentroid(const Vector2* poly2d, int polyLength,
- const Vector2& centroid, Vector2* polyToCentroid) {
+inline bool genPolyToCentroid(const Vector2* poly2d, int polyLength, const Vector2& centroid,
+ Vector2* polyToCentroid) {
for (int j = 0; j < polyLength; j++) {
polyToCentroid[j] = poly2d[j] - centroid;
// Normalize these vectors such that we can use epsilon comparison after
@@ -798,21 +788,22 @@
// If the ray hit the polygon first, then return the intersection point as the
// closer vertex.
inline Vector2 getCloserVertex(const Vector2& umbraVertex, const Vector2& centroid,
- const Vector2* poly2d, int polyLength, const Vector2* polyToCentroid,
- bool isPositiveCross, int& previousPolyIndex) {
+ const Vector2* poly2d, int polyLength, const Vector2* polyToCentroid,
+ bool isPositiveCross, int& previousPolyIndex) {
Vector2 umbraToCentroid = umbraVertex - centroid;
float distanceToUmbra = umbraToCentroid.length();
umbraToCentroid = umbraToCentroid / distanceToUmbra;
// previousPolyIndex is updated for each item such that we can minimize the
// looping inside findPolyIndex();
- previousPolyIndex = findPolyIndex(isPositiveCross, previousPolyIndex,
- umbraToCentroid, polyToCentroid, polyLength);
+ previousPolyIndex = findPolyIndex(isPositiveCross, previousPolyIndex, umbraToCentroid,
+ polyToCentroid, polyLength);
float dx = umbraToCentroid.x;
float dy = umbraToCentroid.y;
- float distanceToIntersectPoly = rayIntersectPoints(centroid, dx, dy,
- poly2d[previousPolyIndex], poly2d[(previousPolyIndex + 1) % polyLength]);
+ float distanceToIntersectPoly =
+ rayIntersectPoints(centroid, dx, dy, poly2d[previousPolyIndex],
+ poly2d[(previousPolyIndex + 1) % polyLength]);
if (distanceToIntersectPoly < 0) {
distanceToIntersectPoly = 0;
}
@@ -833,9 +824,9 @@
* Generate a triangle strip given two convex polygon
**/
void SpotShadow::generateTriangleStrip(bool isCasterOpaque, float shadowStrengthScale,
- Vector2* penumbra, int penumbraLength, Vector2* umbra, int umbraLength,
- const Vector3* poly, int polyLength, VertexBuffer& shadowTriangleStrip,
- const Vector2& centroid) {
+ Vector2* penumbra, int penumbraLength, Vector2* umbra,
+ int umbraLength, const Vector3* poly, int polyLength,
+ VertexBuffer& shadowTriangleStrip, const Vector2& centroid) {
bool hasOccludedUmbraArea = false;
Vector2 poly2d[polyLength];
@@ -891,7 +882,7 @@
// For each penumbra vertex, find its closet umbra vertex by comparing the
// neighbor umbra vertices.
genNewPenumbraAndPairWithUmbra(penumbra, penumbraLength, umbra, umbraLength, newPenumbra,
- newPenumbraIndex, verticesPair, verticesPairIndex);
+ newPenumbraIndex, verticesPair, verticesPairIndex);
ShadowTessellator::checkOverflow(verticesPairIndex, maxNewPenumbraLength, "Spot pair");
ShadowTessellator::checkOverflow(newPenumbraIndex, maxNewPenumbraLength, "Spot new penumbra");
#if DEBUG_SHADOW
@@ -915,17 +906,15 @@
const int newPenumbraLength = newPenumbraIndex;
const int totalVertexCount = newPenumbraLength + umbraLength * 2;
const int totalIndexCount = 2 * umbraLength + 2 * verticesPairIndex + 6;
- AlphaVertex* shadowVertices =
- shadowTriangleStrip.alloc<AlphaVertex>(totalVertexCount);
- uint16_t* indexBuffer =
- shadowTriangleStrip.allocIndices<uint16_t>(totalIndexCount);
+ AlphaVertex* shadowVertices = shadowTriangleStrip.alloc<AlphaVertex>(totalVertexCount);
+ uint16_t* indexBuffer = shadowTriangleStrip.allocIndices<uint16_t>(totalIndexCount);
int vertexBufferIndex = 0;
int indexBufferIndex = 0;
// Fill the IB and VB for the penumbra area.
for (int i = 0; i < newPenumbraLength; i++) {
- AlphaVertex::set(&shadowVertices[vertexBufferIndex++], newPenumbra[i].x,
- newPenumbra[i].y, PENUMBRA_ALPHA);
+ AlphaVertex::set(&shadowVertices[vertexBufferIndex++], newPenumbra[i].x, newPenumbra[i].y,
+ PENUMBRA_ALPHA);
}
// Since the umbra can be a faked one when the occluder is too high, the umbra should be lighter
// in this case.
@@ -933,7 +922,7 @@
for (int i = 0; i < umbraLength; i++) {
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], umbra[i].x, umbra[i].y,
- scaledUmbraAlpha);
+ scaledUmbraAlpha);
}
for (int i = 0; i < verticesPairIndex; i++) {
@@ -966,21 +955,22 @@
for (int i = 0; i < umbraLength; i++) {
// Shoot a ray from centroid to each umbra vertices and pick the one with
// shorter distance to the centroid, b/t the umbra vertex or the intersection point.
- Vector2 closerVertex = getCloserVertex(umbra[i], centroid, poly2d, polyLength,
- polyToCentroid, isPositiveCross, previousPolyIndex);
+ Vector2 closerVertex =
+ getCloserVertex(umbra[i], centroid, poly2d, polyLength, polyToCentroid,
+ isPositiveCross, previousPolyIndex);
// We already stored the umbra vertices, just need to add the occlued umbra's ones.
indexBuffer[indexBufferIndex++] = newPenumbraLength + i;
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
- AlphaVertex::set(&shadowVertices[vertexBufferIndex++],
- closerVertex.x, closerVertex.y, scaledUmbraAlpha);
+ AlphaVertex::set(&shadowVertices[vertexBufferIndex++], closerVertex.x, closerVertex.y,
+ scaledUmbraAlpha);
}
} else {
// If there is no occluded umbra at all, then draw the triangle fan
// starting from the centroid to all umbra vertices.
int lastCentroidIndex = vertexBufferIndex;
- AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid.x,
- centroid.y, scaledUmbraAlpha);
+ AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid.x, centroid.y,
+ scaledUmbraAlpha);
for (int i = 0; i < umbraLength; i++) {
indexBuffer[indexBufferIndex++] = newPenumbraLength + i;
indexBuffer[indexBufferIndex++] = lastCentroidIndex;
@@ -1006,8 +996,7 @@
/**
* Calculate the bounds for generating random test points.
*/
-void SpotShadow::updateBound(const Vector2 inVector, Vector2& lowerBound,
- Vector2& upperBound) {
+void SpotShadow::updateBound(const Vector2 inVector, Vector2& lowerBound, Vector2& upperBound) {
if (inVector.x < lowerBound.x) {
lowerBound.x = inVector.x;
}
@@ -1046,8 +1035,7 @@
/**
* Test whether the polygon is convex.
*/
-bool SpotShadow::testConvex(const Vector2* polygon, int polygonLength,
- const char* name) {
+bool SpotShadow::testConvex(const Vector2* polygon, int polygonLength, const char* name) {
bool isConvex = true;
for (int i = 0; i < polygonLength; i++) {
Vector2 start = polygon[i];
@@ -1055,13 +1043,13 @@
Vector2 end = polygon[(i + 2) % polygonLength];
float delta = (float(middle.x) - start.x) * (float(end.y) - start.y) -
- (float(middle.y) - start.y) * (float(end.x) - start.x);
+ (float(middle.y) - start.y) * (float(end.x) - start.x);
bool isCCWOrCoLinear = (delta >= EPSILON);
if (isCCWOrCoLinear) {
ALOGW("(Error Type 2): polygon (%s) is not a convex b/c start (x %f, y %f),"
- "middle (x %f, y %f) and end (x %f, y %f) , delta is %f !!!",
- name, start.x, start.y, middle.x, middle.y, end.x, end.y, delta);
+ "middle (x %f, y %f) and end (x %f, y %f) , delta is %f !!!",
+ name, start.x, start.y, middle.x, middle.y, end.x, end.y, delta);
isConvex = false;
break;
}
@@ -1074,9 +1062,9 @@
* Using Marte Carlo method, we generate a random point, and if it is inside the
* intersection, then it must be inside both source polygons.
*/
-void SpotShadow::testIntersection(const Vector2* poly1, int poly1Length,
- const Vector2* poly2, int poly2Length,
- const Vector2* intersection, int intersectionLength) {
+void SpotShadow::testIntersection(const Vector2* poly1, int poly1Length, const Vector2* poly2,
+ int poly2Length, const Vector2* intersection,
+ int intersectionLength) {
// Find the min and max of x and y.
Vector2 lowerBound = {FLT_MAX, FLT_MAX};
Vector2 upperBound = {-FLT_MAX, -FLT_MAX};
@@ -1102,15 +1090,15 @@
if (!testPointInsidePolygon(testPoint, poly1, poly1Length)) {
dumpPoly = true;
ALOGW("(Error Type 1): one point (%f, %f) in the intersection is"
- " not in the poly1",
- testPoint.x, testPoint.y);
+ " not in the poly1",
+ testPoint.x, testPoint.y);
}
if (!testPointInsidePolygon(testPoint, poly2, poly2Length)) {
dumpPoly = true;
ALOGW("(Error Type 1): one point (%f, %f) in the intersection is"
- " not in the poly2",
- testPoint.x, testPoint.y);
+ " not in the poly2",
+ testPoint.x, testPoint.y);
}
}
}
@@ -1128,5 +1116,5 @@
}
#endif
-}; // namespace uirenderer
-}; // namespace android
+}; // namespace uirenderer
+}; // namespace android