Properly handle dirty rectangles generated from 9-patches
Bug #3409580
This bug affects anything that draws a 9patch inside a layer, this includes
launcher's workspace, all of the fade animations, etc.
Change-Id: Icbe8ecd158e3d5f44d07516462de68c5d1fb0a8f
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 90d6ea1..8ee7ec3 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1217,17 +1217,18 @@
#if RENDER_LAYERS_AS_REGIONS
// Mark the current layer dirty where we are going to draw the patch
if (hasLayer() && mesh->hasEmptyQuads) {
+ const float offsetX = left + mSnapshot->transform->getTranslateX();
+ const float offsetY = top + mSnapshot->transform->getTranslateY();
const size_t count = mesh->quads.size();
for (size_t i = 0; i < count; i++) {
const Rect& bounds = mesh->quads.itemAt(i);
if (pureTranslate) {
- const float x = (int) floorf(bounds.left + 0.5f);
- const float y = (int) floorf(bounds.top + 0.5f);
- dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
- *mSnapshot->transform);
+ const float x = (int) floorf(bounds.left + offsetX + 0.5f);
+ const float y = (int) floorf(bounds.top + offsetY + 0.5f);
+ dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
} else {
- dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom,
- *mSnapshot->transform);
+ dirtyLayer(left + bounds.left, top + bounds.top,
+ left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
}
}
}