skia2/modules/sksg/include/SkSGOpacityEffect.h
Florin Malita c0132ffa64 [skottie] Optimize opacity layerization
- plumb a RenderContext RenderNode::render() argument to track pending
    opacity

  - defer opacity application until we can determine whether a layer is
    required (group with multiple children) or the opacity can be pushed
    onto the draw paint (for single/atomic draws)

Bug: skia:
Change-Id: I962ba08bad780395d5d738307bde986e9efa502b
Reviewed-on: https://skia-review.googlesource.com/146445
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
2018-08-09 14:48:02 +00:00

43 lines
952 B
C++

/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkSGOpacityEffect_DEFINED
#define SkSGOpacityEffect_DEFINED
#include "SkSGEffectNode.h"
namespace sksg {
/**
* Concrete Effect node, applying opacity to its descendants.
*
*/
class OpacityEffect final : public EffectNode {
public:
static sk_sp<OpacityEffect> Make(sk_sp<RenderNode> child, float opacity = 1) {
return child ? sk_sp<OpacityEffect>(new OpacityEffect(std::move(child), opacity)) : nullptr;
}
SG_ATTRIBUTE(Opacity, float, fOpacity)
protected:
OpacityEffect(sk_sp<RenderNode>, float);
void onRender(SkCanvas*, const RenderContext*) const override;
SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
private:
float fOpacity;
typedef EffectNode INHERITED;
};
} // namespace sksg
#endif // SkSGOpacityEffect_DEFINED