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Diffstat (limited to 'src/mesa/main/blend.c')
-rw-r--r-- | src/mesa/main/blend.c | 812 |
1 files changed, 812 insertions, 0 deletions
diff --git a/src/mesa/main/blend.c b/src/mesa/main/blend.c new file mode 100644 index 00000000000..10119ac3b3f --- /dev/null +++ b/src/mesa/main/blend.c @@ -0,0 +1,812 @@ +/* $Id: blend.c,v 1.1 1999/08/19 00:55:41 jtg 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 +#include <assert.h> +#include <stdlib.h> +#include <stdio.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" +#ifdef XFree86Server +#include "GL/xf86glx.h" +#endif +#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; +} + + + +/* 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; +} + + + +void gl_BlendColor( GLcontext *ctx, GLclampf red, GLclampf green, + GLclampf blue, GLclampf alpha ) +{ + ctx->Color.BlendColor[0] = CLAMP( red, 0.0, 1.0 ); + ctx->Color.BlendColor[1] = CLAMP( green, 0.0, 1.0 ); + ctx->Color.BlendColor[2] = CLAMP( blue, 0.0, 1.0 ); + ctx->Color.BlendColor[3] = CLAMP( alpha, 0.0, 1.0 ); +} + + + +/* + * 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] = r; + rgba[i][GCOMP] = g; + rgba[i][BCOMP] = b; + rgba[i][ACOMP] = 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] = MIN2( r, 255 ); + rgba[i][GCOMP] = MIN2( g, 255 ); + rgba[i][BCOMP] = MIN2( b, 255 ); + rgba[i][ACOMP] = 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] = MIN2( rgba[i][RCOMP], dest[i][RCOMP] ); + rgba[i][GCOMP] = MIN2( rgba[i][GCOMP], dest[i][GCOMP] ); + rgba[i][BCOMP] = MIN2( rgba[i][BCOMP], dest[i][BCOMP] ); + rgba[i][ACOMP] = 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] = MAX2( rgba[i][RCOMP], dest[i][RCOMP] ); + rgba[i][GCOMP] = MAX2( rgba[i][GCOMP], dest[i][GCOMP] ); + rgba[i][BCOMP] = MAX2( rgba[i][BCOMP], dest[i][BCOMP] ); + rgba[i][ACOMP] = 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] = r; + rgba[i][GCOMP] = g; + rgba[i][BCOMP] = b; + rgba[i][ACOMP] = 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 */ + 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 */ + 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 */ + 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; + } + + /* final clamping */ + rgba[i][RCOMP] = (GLint) CLAMP( r, 0.0F, 255.0F ); + rgba[i][GCOMP] = (GLint) CLAMP( g, 0.0F, 255.0F ); + rgba[i][BCOMP] = (GLint) CLAMP( b, 0.0F, 255.0F ); + rgba[i][ACOMP] = (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 ); + } + else { + GLuint i; + for (i=0; i<n; i++) { + dest[i][ACOMP] = 255; + } + } + + if (!ctx->Color.BlendFunc) + set_blend_function(ctx); + + (*ctx->Color.BlendFunc)( ctx, n, mask, rgba, (const GLubyte (*)[4])dest ); +} |