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| author | 2014-11-12 23:59:49 +0000 | |
|---|---|---|
| committer | 2014-11-12 23:59:49 +0000 | |
| commit | 952de42b454945c87f21a9612c7a3457afced171 (patch) | |
| tree | 1506b90d9f0a77c584a5e52f29ddfdd45e6b412d | |
| parent | 74a2d7695eebd32fd3451160c7c9ac30d294abe4 (diff) | |
| parent | 5679d937ff033ff1fa86245d646b6e5dbf23d635 (diff) | |
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
| -rw-r--r-- | libs/hwui/SpotShadow.cpp | 20 |
1 files changed, 13 insertions, 7 deletions
diff --git a/libs/hwui/SpotShadow.cpp b/libs/hwui/SpotShadow.cpp index 001e22f24901..b3cfde2f7521 100644 --- a/libs/hwui/SpotShadow.cpp +++ b/libs/hwui/SpotShadow.cpp @@ -678,11 +678,13 @@ inline int getClosestUmbraIndex(const Vector2& pivot, const Vector2* polygon, in 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 @@ inline void genNewPenumbraAndPairWithUmbra(const Vector2* penumbra, int penumbra // 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 @@ 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 + // computing their cross products with another normalized vector. + polyToCentroid[j].normalize(); } float refCrossProduct = 0; for (int j = 0; j < polyLength; j++) { |