/* * Mesa 3-D graphics library * Version: 3.4 * * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "alphabuf.h" #include "blend.h" #include "context.h" #include "enums.h" #include "macros.h" #include "pb.h" #include "span.h" #include "types.h" #endif void _mesa_BlendFunc( GLenum sfactor, GLenum dfactor ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glBlendFunc"); if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) fprintf(stderr, "glBlendFunc %s %s\n", gl_lookup_enum_by_nr(sfactor), gl_lookup_enum_by_nr(dfactor)); switch (sfactor) { case GL_SRC_COLOR: case GL_ONE_MINUS_SRC_COLOR: if (!ctx->Extensions.HaveBlendSquare) { gl_error( ctx, GL_INVALID_ENUM, "glBlendFunc(sfactor)" ); return; } /* fall-through */ case GL_ZERO: case GL_ONE: case GL_DST_COLOR: case GL_ONE_MINUS_DST_COLOR: case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: case GL_DST_ALPHA: case GL_ONE_MINUS_DST_ALPHA: case GL_SRC_ALPHA_SATURATE: case GL_CONSTANT_COLOR: case GL_ONE_MINUS_CONSTANT_COLOR: case GL_CONSTANT_ALPHA: case GL_ONE_MINUS_CONSTANT_ALPHA: ctx->Color.BlendSrcRGB = ctx->Color.BlendSrcA = sfactor; break; default: gl_error( ctx, GL_INVALID_ENUM, "glBlendFunc(sfactor)" ); return; } switch (dfactor) { case GL_DST_COLOR: case GL_ONE_MINUS_DST_COLOR: if (!ctx->Extensions.HaveBlendSquare) { gl_error( ctx, GL_INVALID_ENUM, "glBlendFunc(dfactor)" ); return; } /* fall-through */ case GL_ZERO: case GL_ONE: case GL_SRC_COLOR: case GL_ONE_MINUS_SRC_COLOR: case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: case GL_DST_ALPHA: case GL_ONE_MINUS_DST_ALPHA: case GL_CONSTANT_COLOR: case GL_ONE_MINUS_CONSTANT_COLOR: case GL_CONSTANT_ALPHA: case GL_ONE_MINUS_CONSTANT_ALPHA: ctx->Color.BlendDstRGB = ctx->Color.BlendDstA = dfactor; break; default: gl_error( ctx, GL_INVALID_ENUM, "glBlendFunc(dfactor)" ); return; } if (ctx->Driver.BlendFunc) { (*ctx->Driver.BlendFunc)( ctx, sfactor, dfactor ); } ctx->Color.BlendFunc = NULL; ctx->NewState |= NEW_RASTER_OPS; } /* GL_EXT_blend_func_separate */ void _mesa_BlendFuncSeparateEXT( GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glBlendFuncSeparate"); if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) fprintf(stderr, "glBlendFuncSeperate %s %s %s %s\n", gl_lookup_enum_by_nr(sfactorRGB), gl_lookup_enum_by_nr(dfactorRGB), gl_lookup_enum_by_nr(sfactorA), gl_lookup_enum_by_nr(dfactorA)); switch (sfactorRGB) { case GL_SRC_COLOR: case GL_ONE_MINUS_SRC_COLOR: if (!ctx->Extensions.HaveBlendSquare) { gl_error(ctx, GL_INVALID_ENUM, "glBlendFuncSeparate(sfactorRGB)"); return; } /* fall-through */ case GL_ZERO: case GL_ONE: case GL_DST_COLOR: case GL_ONE_MINUS_DST_COLOR: case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: case GL_DST_ALPHA: case GL_ONE_MINUS_DST_ALPHA: case GL_SRC_ALPHA_SATURATE: case GL_CONSTANT_COLOR: case GL_ONE_MINUS_CONSTANT_COLOR: case GL_CONSTANT_ALPHA: case GL_ONE_MINUS_CONSTANT_ALPHA: ctx->Color.BlendSrcRGB = sfactorRGB; break; default: gl_error(ctx, GL_INVALID_ENUM, "glBlendFuncSeparate(sfactorRGB)"); return; } switch (dfactorRGB) { case GL_DST_COLOR: case GL_ONE_MINUS_DST_COLOR: if (!ctx->Extensions.HaveBlendSquare) { gl_error(ctx, GL_INVALID_ENUM, "glBlendFuncSeparate(dfactorRGB)"); return; } /* fall-through */ case GL_ZERO: case GL_ONE: case GL_SRC_COLOR: case GL_ONE_MINUS_SRC_COLOR: case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: case GL_DST_ALPHA: case GL_ONE_MINUS_DST_ALPHA: case GL_CONSTANT_COLOR: case GL_ONE_MINUS_CONSTANT_COLOR: case GL_CONSTANT_ALPHA: case GL_ONE_MINUS_CONSTANT_ALPHA: ctx->Color.BlendDstRGB = dfactorRGB; break; default: gl_error(ctx, GL_INVALID_ENUM, "glBlendFuncSeparate(dfactorRGB)"); return; } switch (sfactorA) { case GL_SRC_COLOR: case GL_ONE_MINUS_SRC_COLOR: if (!ctx->Extensions.HaveBlendSquare) { gl_error(ctx, GL_INVALID_ENUM, "glBlendFuncSeparate(sfactorA)"); return; } /* fall-through */ case GL_ZERO: case GL_ONE: case GL_DST_COLOR: case GL_ONE_MINUS_DST_COLOR: case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: case GL_DST_ALPHA: case GL_ONE_MINUS_DST_ALPHA: case GL_SRC_ALPHA_SATURATE: case GL_CONSTANT_COLOR: case GL_ONE_MINUS_CONSTANT_COLOR: case GL_CONSTANT_ALPHA: case GL_ONE_MINUS_CONSTANT_ALPHA: ctx->Color.BlendSrcA = sfactorA; break; default: gl_error(ctx, GL_INVALID_ENUM, "glBlendFuncSeparate(sfactorA)"); return; } switch (dfactorA) { case GL_DST_COLOR: case GL_ONE_MINUS_DST_COLOR: if (!ctx->Extensions.HaveBlendSquare) { gl_error(ctx, GL_INVALID_ENUM, "glBlendFuncSeparate(dfactorA)"); return; } /* fall-through */ case GL_ZERO: case GL_ONE: case GL_SRC_COLOR: case GL_ONE_MINUS_SRC_COLOR: case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: case GL_DST_ALPHA: case GL_ONE_MINUS_DST_ALPHA: case GL_CONSTANT_COLOR: case GL_ONE_MINUS_CONSTANT_COLOR: case GL_CONSTANT_ALPHA: case GL_ONE_MINUS_CONSTANT_ALPHA: ctx->Color.BlendDstA = dfactorA; break; default: gl_error( ctx, GL_INVALID_ENUM, "glBlendFuncSeparate(dfactorA)" ); return; } ctx->Color.BlendFunc = NULL; ctx->NewState |= NEW_RASTER_OPS; if (ctx->Driver.BlendFuncSeparate) { (*ctx->Driver.BlendFuncSeparate)( ctx, sfactorRGB, dfactorRGB, sfactorA, dfactorA ); } } /* This is really an extension function! */ void _mesa_BlendEquation( GLenum mode ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glBlendEquation"); if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) fprintf(stderr, "glBlendEquation %s\n", gl_lookup_enum_by_nr(mode)); switch (mode) { case GL_MIN_EXT: case GL_MAX_EXT: case GL_LOGIC_OP: case GL_FUNC_ADD_EXT: case GL_FUNC_SUBTRACT_EXT: case GL_FUNC_REVERSE_SUBTRACT_EXT: ctx->Color.BlendEquation = mode; break; default: gl_error( ctx, GL_INVALID_ENUM, "glBlendEquation" ); return; } /* This is needed to support 1.1's RGB logic ops AND * 1.0's blending logicops. */ if (mode==GL_LOGIC_OP && ctx->Color.BlendEnabled) { ctx->Color.ColorLogicOpEnabled = GL_TRUE; } else { ctx->Color.ColorLogicOpEnabled = GL_FALSE; } ctx->Color.BlendFunc = NULL; ctx->NewState |= NEW_RASTER_OPS; if (ctx->Driver.BlendEquation) ctx->Driver.BlendEquation( ctx, mode ); } void _mesa_BlendColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) { GET_CURRENT_CONTEXT(ctx); ctx->Color.BlendColor[0] = CLAMP( red, 0.0F, 1.0F ); ctx->Color.BlendColor[1] = CLAMP( green, 0.0F, 1.0F ); ctx->Color.BlendColor[2] = CLAMP( blue, 0.0F, 1.0F ); ctx->Color.BlendColor[3] = CLAMP( alpha, 0.0F, 1.0F ); } #ifdef USE_MMX_ASM #define _BLENDAPI _ASMAPI #else #define _BLENDAPI #endif /* * Common transparency blending mode. */ static void _BLENDAPI blend_transparency( GLcontext *ctx, GLuint n, const GLubyte mask[], GLubyte rgba[][4], CONST GLubyte dest[][4] ) { GLuint i; ASSERT(ctx->Color.BlendEquation==GL_FUNC_ADD_EXT); ASSERT(ctx->Color.BlendSrcRGB==GL_SRC_ALPHA); ASSERT(ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA); (void) ctx; for (i=0;i> 8; const GLint g = (rgba[i][GCOMP] * t + dest[i][GCOMP] * s + 1) >> 8; const GLint b = (rgba[i][BCOMP] * t + dest[i][BCOMP] * s + 1) >> 8; const GLint a = (rgba[i][ACOMP] * t + dest[i][ACOMP] * s + 1) >> 8; #elif 0 /* This is slower but satisfies Glean */ const GLint s = CHAN_MAX - t; const GLint r = (rgba[i][RCOMP] * t + dest[i][RCOMP] * s) / 255; const GLint g = (rgba[i][GCOMP] * t + dest[i][GCOMP] * s) / 255; const GLint b = (rgba[i][BCOMP] * t + dest[i][BCOMP] * s) / 255; const GLint a = (rgba[i][ACOMP] * t + dest[i][ACOMP] * s) / 255; #else /* This satisfies Glean and should be reasonably fast */ /* Contributed by Nathan Hand */ #define DIV255(X) (((X) << 8) + (X) + 256) >> 16 const GLint s = CHAN_MAX - t; const GLint r = DIV255(rgba[i][RCOMP] * t + dest[i][RCOMP] * s); const GLint g = DIV255(rgba[i][GCOMP] * t + dest[i][GCOMP] * s); const GLint b = DIV255(rgba[i][BCOMP] * t + dest[i][BCOMP] * s); const GLint a = DIV255(rgba[i][ACOMP] * t + dest[i][ACOMP] * s); #undef DIV255 #endif ASSERT(r <= CHAN_MAX); ASSERT(g <= CHAN_MAX); ASSERT(b <= CHAN_MAX); ASSERT(a <= CHAN_MAX); rgba[i][RCOMP] = (GLubyte) r; rgba[i][GCOMP] = (GLubyte) g; rgba[i][BCOMP] = (GLubyte) b; rgba[i][ACOMP] = (GLubyte) a; } } } } /* * Add src and dest. */ static void _BLENDAPI blend_add( GLcontext *ctx, GLuint n, const GLubyte mask[], GLubyte rgba[][4], CONST GLubyte dest[][4] ) { GLuint i; ASSERT(ctx->Color.BlendEquation==GL_FUNC_ADD_EXT); ASSERT(ctx->Color.BlendSrcRGB==GL_ONE); ASSERT(ctx->Color.BlendDstRGB==GL_ONE); (void) ctx; for (i=0;iColor.BlendEquation==GL_MIN_EXT); (void) ctx; for (i=0;iColor.BlendEquation==GL_MAX_EXT); (void) ctx; for (i=0;i> 8; GLint g = (rgba[i][GCOMP] * dest[i][GCOMP]) >> 8; GLint b = (rgba[i][BCOMP] * dest[i][BCOMP]) >> 8; GLint a = (rgba[i][ACOMP] * dest[i][ACOMP]) >> 8; rgba[i][RCOMP] = (GLubyte) r; rgba[i][GCOMP] = (GLubyte) g; rgba[i][BCOMP] = (GLubyte) b; rgba[i][ACOMP] = (GLubyte) a; } } } /* * General case blend pixels. * Input: n - number of pixels * mask - the usual write mask * In/Out: rgba - the incoming and modified pixels * Input: dest - the pixels from the dest color buffer */ static void _BLENDAPI blend_general( GLcontext *ctx, GLuint n, const GLubyte mask[], GLubyte rgba[][4], CONST GLubyte dest[][4] ) { GLfloat rscale = 1.0F / CHAN_MAXF; GLfloat gscale = 1.0F / CHAN_MAXF; GLfloat bscale = 1.0F / CHAN_MAXF; GLfloat ascale = 1.0F / CHAN_MAXF; GLuint i; for (i=0;iColor.BlendSrcRGB) { case GL_ZERO: sR = sG = sB = 0.0F; break; case GL_ONE: sR = sG = sB = 1.0F; break; case GL_DST_COLOR: sR = (GLfloat) Rd * rscale; sG = (GLfloat) Gd * gscale; sB = (GLfloat) Bd * bscale; break; case GL_ONE_MINUS_DST_COLOR: sR = 1.0F - (GLfloat) Rd * rscale; sG = 1.0F - (GLfloat) Gd * gscale; sB = 1.0F - (GLfloat) Bd * bscale; break; case GL_SRC_ALPHA: sR = sG = sB = (GLfloat) As * ascale; break; case GL_ONE_MINUS_SRC_ALPHA: sR = sG = sB = (GLfloat) 1.0F - (GLfloat) As * ascale; break; case GL_DST_ALPHA: sR = sG = sB = (GLfloat) Ad * ascale; break; case GL_ONE_MINUS_DST_ALPHA: sR = sG = sB = 1.0F - (GLfloat) Ad * ascale; break; case GL_SRC_ALPHA_SATURATE: if (As < CHAN_MAX - Ad) { sR = sG = sB = (GLfloat) As * ascale; } else { sR = sG = sB = 1.0F - (GLfloat) Ad * ascale; } break; case GL_CONSTANT_COLOR: sR = ctx->Color.BlendColor[0]; sG = ctx->Color.BlendColor[1]; sB = ctx->Color.BlendColor[2]; break; case GL_ONE_MINUS_CONSTANT_COLOR: sR = 1.0F - ctx->Color.BlendColor[0]; sG = 1.0F - ctx->Color.BlendColor[1]; sB = 1.0F - ctx->Color.BlendColor[2]; break; case GL_CONSTANT_ALPHA: sR = sG = sB = ctx->Color.BlendColor[3]; break; case GL_ONE_MINUS_CONSTANT_ALPHA: sR = sG = sB = 1.0F - ctx->Color.BlendColor[3]; break; case GL_SRC_COLOR: /* GL_NV_blend_square */ sR = (GLfloat) Rs * rscale; sG = (GLfloat) Gs * gscale; sB = (GLfloat) Bs * bscale; break; case GL_ONE_MINUS_SRC_COLOR: /* GL_NV_blend_square */ sR = 1.0F - (GLfloat) Rs * rscale; sG = 1.0F - (GLfloat) Gs * gscale; sB = 1.0F - (GLfloat) Bs * bscale; break; default: /* this should never happen */ gl_problem(ctx, "Bad blend source RGB factor in do_blend"); return; } /* Source Alpha factor */ switch (ctx->Color.BlendSrcA) { case GL_ZERO: sA = 0.0F; break; case GL_ONE: sA = 1.0F; break; case GL_DST_COLOR: sA = (GLfloat) Ad * ascale; break; case GL_ONE_MINUS_DST_COLOR: sA = 1.0F - (GLfloat) Ad * ascale; break; case GL_SRC_ALPHA: sA = (GLfloat) As * ascale; break; case GL_ONE_MINUS_SRC_ALPHA: sA = (GLfloat) 1.0F - (GLfloat) As * ascale; break; case GL_DST_ALPHA: sA =(GLfloat) Ad * ascale; break; case GL_ONE_MINUS_DST_ALPHA: sA = 1.0F - (GLfloat) Ad * ascale; break; case GL_SRC_ALPHA_SATURATE: sA = 1.0; break; case GL_CONSTANT_COLOR: sA = ctx->Color.BlendColor[3]; break; case GL_ONE_MINUS_CONSTANT_COLOR: sA = 1.0F - ctx->Color.BlendColor[3]; break; case GL_CONSTANT_ALPHA: sA = ctx->Color.BlendColor[3]; break; case GL_ONE_MINUS_CONSTANT_ALPHA: sA = 1.0F - ctx->Color.BlendColor[3]; break; case GL_SRC_COLOR: /* GL_NV_blend_square */ sA = (GLfloat) As * ascale; break; case GL_ONE_MINUS_SRC_COLOR: /* GL_NV_blend_square */ sA = 1.0F - (GLfloat) As * ascale; break; default: /* this should never happen */ sA = 0.0F; gl_problem(ctx, "Bad blend source A factor in do_blend"); } /* Dest RGB factor */ switch (ctx->Color.BlendDstRGB) { case GL_ZERO: dR = dG = dB = 0.0F; break; case GL_ONE: dR = dG = dB = 1.0F; break; case GL_SRC_COLOR: dR = (GLfloat) Rs * rscale; dG = (GLfloat) Gs * gscale; dB = (GLfloat) Bs * bscale; break; case GL_ONE_MINUS_SRC_COLOR: dR = 1.0F - (GLfloat) Rs * rscale; dG = 1.0F - (GLfloat) Gs * gscale; dB = 1.0F - (GLfloat) Bs * bscale; break; case GL_SRC_ALPHA: dR = dG = dB = (GLfloat) As * ascale; break; case GL_ONE_MINUS_SRC_ALPHA: dR = dG = dB = (GLfloat) 1.0F - (GLfloat) As * ascale; break; case GL_DST_ALPHA: dR = dG = dB = (GLfloat) Ad * ascale; break; case GL_ONE_MINUS_DST_ALPHA: dR = dG = dB = 1.0F - (GLfloat) Ad * ascale; break; case GL_CONSTANT_COLOR: dR = ctx->Color.BlendColor[0]; dG = ctx->Color.BlendColor[1]; dB = ctx->Color.BlendColor[2]; break; case GL_ONE_MINUS_CONSTANT_COLOR: dR = 1.0F - ctx->Color.BlendColor[0]; dG = 1.0F - ctx->Color.BlendColor[1]; dB = 1.0F - ctx->Color.BlendColor[2]; break; case GL_CONSTANT_ALPHA: dR = dG = dB = ctx->Color.BlendColor[3]; break; case GL_ONE_MINUS_CONSTANT_ALPHA: dR = dG = dB = 1.0F - ctx->Color.BlendColor[3]; break; case GL_DST_COLOR: /* GL_NV_blend_square */ dR = (GLfloat) Rd * rscale; dG = (GLfloat) Gd * gscale; dB = (GLfloat) Bd * bscale; break; case GL_ONE_MINUS_DST_COLOR: /* GL_NV_blend_square */ dR = 1.0F - (GLfloat) Rd * rscale; dG = 1.0F - (GLfloat) Gd * gscale; dB = 1.0F - (GLfloat) Bd * bscale; break; default: /* this should never happen */ dR = dG = dB = 0.0F; gl_problem(ctx, "Bad blend dest RGB factor in do_blend"); } /* Dest Alpha factor */ switch (ctx->Color.BlendDstA) { case GL_ZERO: dA = 0.0F; break; case GL_ONE: dA = 1.0F; break; case GL_SRC_COLOR: dA = (GLfloat) As * ascale; break; case GL_ONE_MINUS_SRC_COLOR: dA = 1.0F - (GLfloat) As * ascale; break; case GL_SRC_ALPHA: dA = (GLfloat) As * ascale; break; case GL_ONE_MINUS_SRC_ALPHA: dA = (GLfloat) 1.0F - (GLfloat) As * ascale; break; case GL_DST_ALPHA: dA = (GLfloat) Ad * ascale; break; case GL_ONE_MINUS_DST_ALPHA: dA = 1.0F - (GLfloat) Ad * ascale; break; case GL_CONSTANT_COLOR: dA = ctx->Color.BlendColor[3]; break; case GL_ONE_MINUS_CONSTANT_COLOR: dA = 1.0F - ctx->Color.BlendColor[3]; break; case GL_CONSTANT_ALPHA: dA = ctx->Color.BlendColor[3]; break; case GL_ONE_MINUS_CONSTANT_ALPHA: dA = 1.0F - ctx->Color.BlendColor[3]; break; case GL_DST_COLOR: /* GL_NV_blend_square */ dA = (GLfloat) Ad * ascale; break; case GL_ONE_MINUS_DST_COLOR: /* GL_NV_blend_square */ dA = 1.0F - (GLfloat) Ad * ascale; break; default: /* this should never happen */ dA = 0.0F; gl_problem(ctx, "Bad blend dest A factor in do_blend"); return; } /* Due to round-off problems we have to clamp against zero. */ /* Optimization: we don't have to do this for all src & dst factors */ if (dA < 0.0F) dA = 0.0F; if (dR < 0.0F) dR = 0.0F; if (dG < 0.0F) dG = 0.0F; if (dB < 0.0F) dB = 0.0F; if (sA < 0.0F) sA = 0.0F; if (sR < 0.0F) sR = 0.0F; if (sG < 0.0F) sG = 0.0F; if (sB < 0.0F) sB = 0.0F; ASSERT( sR <= 1.0 ); ASSERT( sG <= 1.0 ); ASSERT( sB <= 1.0 ); ASSERT( sA <= 1.0 ); ASSERT( dR <= 1.0 ); ASSERT( dG <= 1.0 ); ASSERT( dB <= 1.0 ); ASSERT( dA <= 1.0 ); /* compute blended color */ if (ctx->Color.BlendEquation==GL_FUNC_ADD_EXT) { r = Rs * sR + Rd * dR + 0.5F; g = Gs * sG + Gd * dG + 0.5F; b = Bs * sB + Bd * dB + 0.5F; a = As * sA + Ad * dA + 0.5F; } else if (ctx->Color.BlendEquation==GL_FUNC_SUBTRACT_EXT) { r = Rs * sR - Rd * dR + 0.5F; g = Gs * sG - Gd * dG + 0.5F; b = Bs * sB - Bd * dB + 0.5F; a = As * sA - Ad * dA + 0.5F; } else if (ctx->Color.BlendEquation==GL_FUNC_REVERSE_SUBTRACT_EXT) { r = Rd * dR - Rs * sR + 0.5F; g = Gd * dG - Gs * sG + 0.5F; b = Bd * dB - Bs * sB + 0.5F; a = Ad * dA - As * sA + 0.5F; } else { /* should never get here */ r = g = b = a = 0.0F; /* silence uninitialized var warning */ gl_problem(ctx, "unexpected BlendEquation in blend_general()"); } /* final clamping */ rgba[i][RCOMP] = (GLubyte) (GLint) CLAMP( r, 0.0F, CHAN_MAXF ); rgba[i][GCOMP] = (GLubyte) (GLint) CLAMP( g, 0.0F, CHAN_MAXF ); rgba[i][BCOMP] = (GLubyte) (GLint) CLAMP( b, 0.0F, CHAN_MAXF ); rgba[i][ACOMP] = (GLubyte) (GLint) CLAMP( a, 0.0F, CHAN_MAXF ); } } } #if defined(USE_MMX_ASM) #include "X86/mmx.h" #include "X86/common_x86_asm.h" #endif /* * Analyze current blending parameters to pick fastest blending function. * Result: the ctx->Color.BlendFunc pointer is updated. */ static void set_blend_function( GLcontext *ctx ) { const GLenum eq = ctx->Color.BlendEquation; const GLenum srcRGB = ctx->Color.BlendSrcRGB; const GLenum dstRGB = ctx->Color.BlendDstRGB; const GLenum srcA = ctx->Color.BlendSrcA; const GLenum dstA = ctx->Color.BlendDstA; #if defined(USE_MMX_ASM) /* Hmm. A table here would have 12^4 == way too many entries. * Provide a hook for MMX instead. */ if ( cpu_has_mmx ) { gl_mmx_set_blend_function( ctx ); } else #endif if (srcRGB != srcA || dstRGB != dstA) { ctx->Color.BlendFunc = blend_general; } else if (eq==GL_FUNC_ADD_EXT && srcRGB==GL_SRC_ALPHA && dstRGB==GL_ONE_MINUS_SRC_ALPHA) { ctx->Color.BlendFunc = blend_transparency; } else if (eq==GL_FUNC_ADD_EXT && srcRGB==GL_ONE && dstRGB==GL_ONE) { ctx->Color.BlendFunc = blend_add; } else if (((eq==GL_FUNC_ADD_EXT || eq==GL_FUNC_REVERSE_SUBTRACT_EXT) && (srcRGB==GL_ZERO && dstRGB==GL_SRC_COLOR)) || ((eq==GL_FUNC_ADD_EXT || eq==GL_FUNC_SUBTRACT_EXT) && (srcRGB==GL_DST_COLOR && dstRGB==GL_ZERO))) { ctx->Color.BlendFunc = blend_modulate; } else if (eq==GL_MIN_EXT) { ctx->Color.BlendFunc = blend_min; } else if (eq==GL_MAX_EXT) { ctx->Color.BlendFunc = blend_max; } else { ctx->Color.BlendFunc = blend_general; } } /* * Apply the blending operator to a span of pixels. * Input: n - number of pixels in span * x, y - location of leftmost pixel in span in window coords. * mask - boolean mask indicating which pixels to blend. * In/Out: rgba - pixel values */ void _mesa_blend_span( GLcontext *ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4], const GLubyte mask[] ) { GLubyte dest[MAX_WIDTH][4]; /* Check if device driver can do the work */ if (ctx->Color.BlendEquation==GL_LOGIC_OP && !ctx->Color.SWLogicOpEnabled) { return; } /* Read span of current frame buffer pixels */ gl_read_rgba_span( ctx, ctx->DrawBuffer, n, x, y, dest ); if (!ctx->Color.BlendFunc) set_blend_function(ctx); (*ctx->Color.BlendFunc)( ctx, n, mask, rgba, (CONST GLubyte (*)[4])dest ); } /* * Apply the blending operator to an array of pixels. * Input: n - number of pixels in span * x, y - array of pixel locations * mask - boolean mask indicating which pixels to blend. * In/Out: rgba - pixel values */ void _mesa_blend_pixels( GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] ) { GLubyte dest[PB_SIZE][4]; /* Check if device driver can do the work */ if (ctx->Color.BlendEquation==GL_LOGIC_OP && !ctx->Color.SWLogicOpEnabled) { return; } /* Read pixels from current color buffer */ (*ctx->Driver.ReadRGBAPixels)( ctx, n, x, y, dest, mask ); if (ctx->RasterMask & ALPHABUF_BIT) { _mesa_read_alpha_pixels( ctx, n, x, y, dest, mask ); } if (!ctx->Color.BlendFunc) set_blend_function(ctx); (*ctx->Color.BlendFunc)( ctx, n, mask, rgba, (CONST GLubyte (*)[4])dest ); }