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blend.c
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/* $Id: blend.c,v 1.7 1999/11/08 15:28:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 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
#ifndef XFree86Server
#include <stdio.h>
#include <assert.h>
#include <stdlib.h>
#else
#include "GL/xf86glx.h"
#endif
#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 gl_BlendFunc( GLcontext *ctx, GLenum sfactor, GLenum dfactor )
{
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_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_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_INGR_blend_func_separate */
void
gl_BlendFuncSeparate( GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA )
{
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_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_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_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_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 gl_BlendEquation( GLcontext *ctx, GLenum mode )
{
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 gl_BlendColor( GLcontext *ctx, GLclampf red, GLclampf green,
GLclampf blue, GLclampf alpha )
{
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 );
}
/*
* Common transparency blending mode.
*/
static void 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<n;i++) {
if (mask[i]) {
GLint t = rgba[i][ACOMP]; /* t in [0,255] */
if (t == 0) {
rgba[i][RCOMP] = dest[i][RCOMP];
rgba[i][GCOMP] = dest[i][GCOMP];
rgba[i][BCOMP] = dest[i][BCOMP];
rgba[i][ACOMP] = dest[i][ACOMP];
}
else if (t == 255) {
/* no-op */
}
else {
GLint s = 255 - t;
GLint r = (rgba[i][RCOMP] * t + dest[i][RCOMP] * s) >> 8;
GLint g = (rgba[i][GCOMP] * t + dest[i][GCOMP] * s) >> 8;
GLint b = (rgba[i][BCOMP] * t + dest[i][BCOMP] * s) >> 8;
GLint a = (rgba[i][ACOMP] * t + dest[i][ACOMP] * s) >> 8;
ASSERT(r <= 255);
ASSERT(g <= 255);
ASSERT(b <= 255);
ASSERT(a <= 255);
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 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;i<n;i++) {
if (mask[i]) {
GLint r = rgba[i][RCOMP] + dest[i][RCOMP];
GLint g = rgba[i][GCOMP] + dest[i][GCOMP];
GLint b = rgba[i][BCOMP] + dest[i][BCOMP];
GLint a = rgba[i][ACOMP] + dest[i][ACOMP];
rgba[i][RCOMP] = (GLubyte) MIN2( r, 255 );
rgba[i][GCOMP] = (GLubyte) MIN2( g, 255 );
rgba[i][BCOMP] = (GLubyte) MIN2( b, 255 );
rgba[i][ACOMP] = (GLubyte) MIN2( a, 255 );
}
}
}
/*
* Blend min function (for GL_EXT_blend_minmax)
*/
static void blend_min( GLcontext *ctx, GLuint n, const GLubyte mask[],
GLubyte rgba[][4], CONST GLubyte dest[][4] )
{
GLuint i;
ASSERT(ctx->Color.BlendEquation==GL_MIN_EXT);
(void) ctx;
for (i=0;i<n;i++) {
if (mask[i]) {
rgba[i][RCOMP] = (GLubyte) MIN2( rgba[i][RCOMP], dest[i][RCOMP] );
rgba[i][GCOMP] = (GLubyte) MIN2( rgba[i][GCOMP], dest[i][GCOMP] );
rgba[i][BCOMP] = (GLubyte) MIN2( rgba[i][BCOMP], dest[i][BCOMP] );
rgba[i][ACOMP] = (GLubyte) MIN2( rgba[i][ACOMP], dest[i][ACOMP] );
}
}
}
/*
* Blend max function (for GL_EXT_blend_minmax)
*/
static void blend_max( GLcontext *ctx, GLuint n, const GLubyte mask[],
GLubyte rgba[][4], CONST GLubyte dest[][4] )
{
GLuint i;
ASSERT(ctx->Color.BlendEquation==GL_MAX_EXT);
(void) ctx;
for (i=0;i<n;i++) {
if (mask[i]) {
rgba[i][RCOMP] = (GLubyte) MAX2( rgba[i][RCOMP], dest[i][RCOMP] );
rgba[i][GCOMP] = (GLubyte) MAX2( rgba[i][GCOMP], dest[i][GCOMP] );
rgba[i][BCOMP] = (GLubyte) MAX2( rgba[i][BCOMP], dest[i][BCOMP] );
rgba[i][ACOMP] = (GLubyte) MAX2( rgba[i][ACOMP], dest[i][ACOMP] );
}
}
}
/*
* Modulate: result = src * dest
*/
static void blend_modulate( GLcontext *ctx, GLuint n, const GLubyte mask[],
GLubyte rgba[][4], CONST GLubyte dest[][4] )
{
GLuint i;
(void) ctx;
for (i=0;i<n;i++) {
if (mask[i]) {
GLint r = (rgba[i][RCOMP] * dest[i][RCOMP]) >> 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 blend_general( GLcontext *ctx, GLuint n, const GLubyte mask[],
GLubyte rgba[][4], CONST GLubyte dest[][4] )
{
GLfloat rscale = 1.0F / 255.0F;
GLfloat gscale = 1.0F / 255.0F;
GLfloat bscale = 1.0F / 255.0F;
GLfloat ascale = 1.0F / 255.0F;
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
GLint Rs, Gs, Bs, As; /* Source colors */
GLint Rd, Gd, Bd, Ad; /* Dest colors */
GLfloat sR, sG, sB, sA; /* Source scaling */
GLfloat dR, dG, dB, dA; /* Dest scaling */
GLfloat r, g, b, a;
/* Source Color */
Rs = rgba[i][RCOMP];
Gs = rgba[i][GCOMP];
Bs = rgba[i][BCOMP];
As = rgba[i][ACOMP];
/* Frame buffer color */
Rd = dest[i][RCOMP];
Gd = dest[i][GCOMP];
Bd = dest[i][BCOMP];
Ad = dest[i][ACOMP];
/* Source RGB factor */
switch (ctx->Color.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 < 1.0F - (GLfloat) Ad * ascale) {
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;
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;
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] * ascale;
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] * 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;
g = Gs * sG + Gd * dG;
b = Bs * sB + Bd * dB;
a = As * sA + Ad * dA;
}
else if (ctx->Color.BlendEquation==GL_FUNC_SUBTRACT_EXT) {
r = Rs * sR - Rd * dR;
g = Gs * sG - Gd * dG;
b = Bs * sB - Bd * dB;
a = As * sA - Ad * dA;
}
else if (ctx->Color.BlendEquation==GL_FUNC_REVERSE_SUBTRACT_EXT) {
r = Rd * dR - Rs * sR;
g = Gd * dG - Gs * sG;
b = Bd * dB - Bs * sB;
a = Ad * dA - As * sA;
}
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, 255.0F );
rgba[i][GCOMP] = (GLubyte) (GLint) CLAMP( g, 0.0F, 255.0F );
rgba[i][BCOMP] = (GLubyte) (GLint) CLAMP( b, 0.0F, 255.0F );
rgba[i][ACOMP] = (GLubyte) (GLint) CLAMP( a, 0.0F, 255.0F );
}
}
}
#if defined(USE_MMX_ASM)
#include "X86/mmx.h"
#include "X86/common_x86asm.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 (gl_x86_cpu_features & GL_CPU_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 gl_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, 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 gl_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) {
gl_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 );
}