| // Copyright 2017 Google Inc. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #ifndef COBALT_RENDERER_RASTERIZER_COMMON_UTILS_H_ |
| #define COBALT_RENDERER_RASTERIZER_COMMON_UTILS_H_ |
| |
| #include "cobalt/render_tree/node.h" |
| |
| namespace cobalt { |
| namespace renderer { |
| namespace rasterizer { |
| namespace common { |
| namespace utils { |
| |
| // Returns whether the given node (or its child[ren]) can be rendered directly |
| // onto the main render target with an opacity value. The alternative is that |
| // the node should be rendered onto an offscreen render target, then that |
| // target be rendered onscreen using opacity. The difference can best be seen |
| // when |node| represents overlapping objects -- rendering them individually |
| // with opacity will look different than rendering them fully opaque onto an |
| // offscreen target, then rendering that target with opacity. |
| bool NodeCanRenderWithOpacity(render_tree::Node* node); |
| |
| } // namespace utils |
| } // namespace common |
| } // namespace rasterizer |
| } // namespace renderer |
| } // namespace cobalt |
| |
| #endif // COBALT_RENDERER_RASTERIZER_COMMON_UTILS_H_ |