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/* $Id: blend.c,v 1.2 1999/08/19 15:48:01 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
#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 );
   }

   if (!ctx->Color.BlendFunc)
      set_blend_function(ctx);

   (*ctx->Color.BlendFunc)( ctx, n, mask, rgba, (const GLubyte (*)[4])dest );
}