am 5679d937: am ab6515f6: am 4e50ee4f: Merge "Shadow: Fix the crash in spot shadow" into lmp-mr1-dev
* commit '5679d937ff033ff1fa86245d646b6e5dbf23d635':
Shadow: Fix the crash in spot shadow
diff --git a/libs/hwui/SpotShadow.cpp b/libs/hwui/SpotShadow.cpp
index 001e22f..b3cfde2 100644
--- a/libs/hwui/SpotShadow.cpp
+++ b/libs/hwui/SpotShadow.cpp
@@ -678,11 +678,13 @@
return resultIndex;
}
+// Allow some epsilon here since the later ray intersection did allow for some small
+// floating point error, when the intersection point is slightly outside the segment.
inline bool sameDirections(bool isPositiveCross, float a, float b) {
if (isPositiveCross) {
- return a >= 0 && b >= 0;
+ return a >= -EPSILON && b >= -EPSILON;
} else {
- return a <= 0 && b <= 0;
+ return a <= EPSILON && b <= EPSILON;
}
}
@@ -722,22 +724,23 @@
// For current penumbra vertex, starting from previousClosestUmbraIndex,
// then check the next one until the distance increase.
// The last one before the increase is the umbra vertex we need to pair with.
- int currentUmbraIndex = previousClosestUmbraIndex;
- float currentLengthSquared = (currentPenumbraVertex - umbra[currentUmbraIndex]).lengthSquared();
- int currentClosestUmbraIndex = -1;
+ float currentLengthSquared =
+ (currentPenumbraVertex - umbra[previousClosestUmbraIndex]).lengthSquared();
+ int currentClosestUmbraIndex = previousClosestUmbraIndex;
int indexDelta = 0;
for (int j = 1; j < umbraLength; j++) {
int newUmbraIndex = (previousClosestUmbraIndex + j) % umbraLength;
float newLengthSquared = (currentPenumbraVertex - umbra[newUmbraIndex]).lengthSquared();
if (newLengthSquared > currentLengthSquared) {
- currentClosestUmbraIndex = (previousClosestUmbraIndex + j - 1) % umbraLength;
+ // currentClosestUmbraIndex is the umbra vertex's index which has
+ // currently found smallest distance, so we can simply break here.
break;
} else {
currentLengthSquared = newLengthSquared;
indexDelta++;
+ currentClosestUmbraIndex = newUmbraIndex;
}
}
- LOG_ALWAYS_FATAL_IF(currentClosestUmbraIndex == -1, "Can't find a closet umbra vertext at all");
if (indexDelta > 1) {
// For those umbra don't have penumbra, generate new penumbra vertices by interpolation.
@@ -815,6 +818,9 @@
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
+ // computing their cross products with another normalized vector.
+ polyToCentroid[j].normalize();
}
float refCrossProduct = 0;
for (int j = 0; j < polyLength; j++) {