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author Stan Iliev <stani@google.com> 2019-05-22 14:43:44 -0400
committer Stan Iliev <stani@google.com> 2019-05-22 14:43:44 -0400
commit36b75f79611b9ed6f49dc0ec8d93f1cc945368ac (patch)
tree1c0e3dd85431897afa3a57ba06f23819c62c53e4
parent28706f020b3bb4e93703e3405c03dc459fe1a04b (diff)
Fix light center position for layers
SkiaLayer::inverseTransformInWindow should be the inverse matrix of Layer transform. This CL fixes a bug, that matrix value was not inverted. This matrix is used in one place: to transform light center coordinates from device to RenderNode/layer coordinate space. Bug: 132758858 Test: Ran test app attached to bug. Manually compared coordinates. Change-Id: Id8e887276a5296091a8264d7a0b1bcc955620a6a
-rw-r--r--libs/hwui/pipeline/skia/SkiaPipeline.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/libs/hwui/pipeline/skia/SkiaPipeline.cpp b/libs/hwui/pipeline/skia/SkiaPipeline.cpp
index ccc1701dcc0b..1f9ab5a242b4 100644
--- a/libs/hwui/pipeline/skia/SkiaPipeline.cpp
+++ b/libs/hwui/pipeline/skia/SkiaPipeline.cpp
@@ -176,7 +176,7 @@ bool SkiaPipeline::createOrUpdateLayer(RenderNode* node, const DamageAccumulator
// position
Matrix4 windowTransform;
damageAccumulator.computeCurrentTransform(&windowTransform);
- node->getSkiaLayer()->inverseTransformInWindow = windowTransform;
+ node->getSkiaLayer()->inverseTransformInWindow.loadInverse(windowTransform);
} else {
String8 cachesOutput;
mRenderThread.cacheManager().dumpMemoryUsage(cachesOutput,