/** * \file blend.h * Blending functions operations. */ /* * Mesa 3-D graphics library * * Copyright (C) 1999-2006 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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. */ #ifndef BLEND_H #define BLEND_H #include "glheader.h" #include "context.h" #include "formats.h" #include "extensions.h" struct gl_context; struct gl_framebuffer; extern void GLAPIENTRY _mesa_BlendFunc( GLenum sfactor, GLenum dfactor ); extern void GLAPIENTRY _mesa_BlendFuncSeparate( GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA ); extern void GLAPIENTRY _mesa_BlendFunciARB_no_error(GLuint buf, GLenum sfactor, GLenum dfactor); extern void GLAPIENTRY _mesa_BlendFunciARB(GLuint buf, GLenum sfactor, GLenum dfactor); extern void GLAPIENTRY _mesa_BlendFuncSeparateiARB_no_error(GLuint buf, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA); extern void GLAPIENTRY _mesa_BlendFuncSeparateiARB(GLuint buf, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA); extern void GLAPIENTRY _mesa_BlendEquation( GLenum mode ); extern void GLAPIENTRY _mesa_BlendEquationiARB(GLuint buf, GLenum mode); extern void GLAPIENTRY _mesa_BlendEquationSeparate( GLenum modeRGB, GLenum modeA ); extern void GLAPIENTRY _mesa_BlendEquationSeparateiARB_no_error(GLuint buf, GLenum modeRGB, GLenum modeA); extern void GLAPIENTRY _mesa_BlendEquationSeparateiARB(GLuint buf, GLenum modeRGB, GLenum modeA); extern void GLAPIENTRY _mesa_BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); extern void GLAPIENTRY _mesa_AlphaFunc( GLenum func, GLclampf ref ); extern void GLAPIENTRY _mesa_LogicOp( GLenum opcode ); extern void GLAPIENTRY _mesa_IndexMask( GLuint mask ); extern void GLAPIENTRY _mesa_ColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ); extern void GLAPIENTRY _mesa_ColorMaski( GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ); extern void GLAPIENTRY _mesa_ClampColor(GLenum target, GLenum clamp); extern GLboolean _mesa_get_clamp_fragment_color(const struct gl_context *ctx, const struct gl_framebuffer *drawFb); extern GLboolean _mesa_get_clamp_vertex_color(const struct gl_context *ctx, const struct gl_framebuffer *drawFb); extern GLboolean _mesa_get_clamp_read_color(const struct gl_context *ctx, const struct gl_framebuffer *readFb); extern void _mesa_update_clamp_fragment_color(struct gl_context *ctx, const struct gl_framebuffer *drawFb); extern void _mesa_update_clamp_vertex_color(struct gl_context *ctx, const struct gl_framebuffer *drawFb); extern mesa_format _mesa_get_render_format(const struct gl_context *ctx, mesa_format format); extern void _mesa_init_color( struct gl_context * ctx ); static inline void _mesa_flush_vertices_for_blend_state(struct gl_context *ctx) { /* The advanced blend mode needs _NEW_COLOR to update the state constant, * so we have to set it. This is inefficient. * This should only be done for states that affect the state constant. * It shouldn't be done for other blend states. */ if (_mesa_has_KHR_blend_equation_advanced(ctx) || !ctx->DriverFlags.NewBlend) { FLUSH_VERTICES(ctx, _NEW_COLOR); } else { FLUSH_VERTICES(ctx, 0); } ctx->NewDriverState |= ctx->DriverFlags.NewBlend; } #endif