-/* $Id: s_blend.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 6.0
+ *
+ * Copyright (C) 1999-2004 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
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
+/*
+ * Regarding GL_NV_blend_square:
+ *
+ * Portions of this software may use or implement intellectual
+ * property owned and licensed by NVIDIA Corporation. NVIDIA disclaims
+ * any and all warranties with respect to such intellectual property,
+ * including any use thereof or modifications thereto.
+ */
#include "glheader.h"
#include "context.h"
+#include "colormac.h"
#include "macros.h"
#include "s_alphabuf.h"
#include "s_blend.h"
-#include "s_pb.h"
+#include "s_context.h"
#include "s_span.h"
-#ifdef USE_MMX_ASM
+#if defined(USE_MMX_ASM)
+#include "x86/mmx.h"
+#include "x86/common_x86_asm.h"
#define _BLENDAPI _ASMAPI
#else
#define _BLENDAPI
#endif
+
+/*
+ * Special case for glBlendFunc(GL_ZERO, GL_ONE)
+ */
+static void _BLENDAPI
+blend_noop( GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLchan rgba[][4], CONST GLchan dest[][4] )
+{
+ GLuint i;
+ ASSERT(ctx->Color.BlendEquationRGB==GL_FUNC_ADD);
+ ASSERT(ctx->Color.BlendEquationA==GL_FUNC_ADD);
+ ASSERT(ctx->Color.BlendSrcRGB==GL_ZERO);
+ ASSERT(ctx->Color.BlendDstRGB==GL_ONE);
+ (void) ctx;
+
+ for (i = 0; i < n; i++) {
+ if (mask[i]) {
+ COPY_CHAN4( rgba[i], dest[i] );
+ }
+ }
+}
+
+
+/*
+ * Special case for glBlendFunc(GL_ONE, GL_ZERO)
+ */
+static void _BLENDAPI
+blend_replace( GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLchan rgba[][4], CONST GLchan dest[][4] )
+{
+ ASSERT(ctx->Color.BlendEquationRGB==GL_FUNC_ADD);
+ ASSERT(ctx->Color.BlendEquationA==GL_FUNC_ADD);
+ ASSERT(ctx->Color.BlendSrcRGB==GL_ONE);
+ ASSERT(ctx->Color.BlendDstRGB==GL_ZERO);
+ (void) ctx;
+ (void) n;
+ (void) mask;
+ (void) rgba;
+ (void) dest;
+}
+
+
/*
* Common transparency blending mode.
*/
GLchan rgba[][4], CONST GLchan dest[][4] )
{
GLuint i;
- ASSERT(ctx->Color.BlendEquation==GL_FUNC_ADD_EXT);
+ ASSERT(ctx->Color.BlendEquationRGB==GL_FUNC_ADD);
+ ASSERT(ctx->Color.BlendEquationA==GL_FUNC_ADD);
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]) {
- const GLint t = rgba[i][ACOMP]; /* t in [0, CHAN_MAX] */
+ const GLchan t = rgba[i][ACOMP]; /* t in [0, CHAN_MAX] */
if (t == 0) {
/* 0% alpha */
rgba[i][RCOMP] = dest[i][RCOMP];
#if CHAN_BITS == 8
/* This satisfies Glean and should be reasonably fast */
/* Contributed by Nathan Hand */
+#if 0
#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
#else
- const GLint s = CHAN_MAX - t;
- const GLint r = (rgba[i][RCOMP] * t + dest[i][RCOMP] * s) / CHAN_MAX;
- const GLint g = (rgba[i][GCOMP] * t + dest[i][GCOMP] * s) / CHAN_MAX;
- const GLint b = (rgba[i][BCOMP] * t + dest[i][BCOMP] * s) / CHAN_MAX;
- const GLint a = (rgba[i][ACOMP] * t + dest[i][ACOMP] * s) / CHAN_MAX;
+ GLint temp;
+#define DIV255(X) (temp = (X), ((temp << 8) + temp + 256) >> 16)
+#endif
+ const GLint r = DIV255((rgba[i][RCOMP] - dest[i][RCOMP]) * t) + dest[i][RCOMP];
+ const GLint g = DIV255((rgba[i][GCOMP] - dest[i][GCOMP]) * t) + dest[i][GCOMP];
+ const GLint b = DIV255((rgba[i][BCOMP] - dest[i][BCOMP]) * t) + dest[i][BCOMP];
+ const GLint a = DIV255((rgba[i][ACOMP] - dest[i][ACOMP]) * t) + dest[i][ACOMP];
+
+#undef DIV255
+#elif CHAN_BITS == 16
+ const GLfloat tt = (GLfloat) t / CHAN_MAXF;
+ const GLint r = (GLint) ((rgba[i][RCOMP] - dest[i][RCOMP]) * tt + dest[i][RCOMP]);
+ const GLint g = (GLint) ((rgba[i][GCOMP] - dest[i][GCOMP]) * tt + dest[i][GCOMP]);
+ const GLint b = (GLint) ((rgba[i][BCOMP] - dest[i][BCOMP]) * tt + dest[i][BCOMP]);
+ const GLint a = (GLint) ((rgba[i][ACOMP] - dest[i][ACOMP]) * tt + dest[i][ACOMP]);
+#else /* CHAN_BITS == 32 */
+ const GLfloat tt = (GLfloat) t / CHAN_MAXF;
+ const GLfloat r = (rgba[i][RCOMP] - dest[i][RCOMP]) * tt + dest[i][RCOMP];
+ const GLfloat g = (rgba[i][GCOMP] - dest[i][GCOMP]) * tt + dest[i][GCOMP];
+ const GLfloat b = (rgba[i][BCOMP] - dest[i][BCOMP]) * tt + dest[i][BCOMP];
+ const GLfloat a = CLAMP( rgba[i][ACOMP], 0.0F, CHAN_MAXF ) * t +
+ CLAMP( dest[i][ACOMP], 0.0F, CHAN_MAXF ) * (1.0F - t);
#endif
#endif
ASSERT(r <= CHAN_MAX);
GLchan rgba[][4], CONST GLchan dest[][4] )
{
GLuint i;
- ASSERT(ctx->Color.BlendEquation==GL_FUNC_ADD_EXT);
+ ASSERT(ctx->Color.BlendEquationRGB==GL_FUNC_ADD);
+ ASSERT(ctx->Color.BlendEquationA==GL_FUNC_ADD);
ASSERT(ctx->Color.BlendSrcRGB==GL_ONE);
ASSERT(ctx->Color.BlendDstRGB==GL_ONE);
(void) ctx;
for (i=0;i<n;i++) {
if (mask[i]) {
+#if CHAN_TYPE == GL_FLOAT
+ /* don't RGB clamp to max */
+ GLfloat a = CLAMP(rgba[i][ACOMP], 0.0F, CHAN_MAXF) + dest[i][ACOMP];
+ rgba[i][RCOMP] += dest[i][RCOMP];
+ rgba[i][GCOMP] += dest[i][GCOMP];
+ rgba[i][BCOMP] += dest[i][BCOMP];
+ rgba[i][ACOMP] = (GLchan) MIN2( a, CHAN_MAXF );
+#else
GLint r = rgba[i][RCOMP] + dest[i][RCOMP];
GLint g = rgba[i][GCOMP] + dest[i][GCOMP];
GLint b = rgba[i][BCOMP] + dest[i][BCOMP];
rgba[i][GCOMP] = (GLchan) MIN2( g, CHAN_MAX );
rgba[i][BCOMP] = (GLchan) MIN2( b, CHAN_MAX );
rgba[i][ACOMP] = (GLchan) MIN2( a, CHAN_MAX );
+#endif
}
}
}
GLchan rgba[][4], CONST GLchan dest[][4] )
{
GLuint i;
- ASSERT(ctx->Color.BlendEquation==GL_MIN_EXT);
+ ASSERT(ctx->Color.BlendEquationRGB==GL_MIN);
+ ASSERT(ctx->Color.BlendEquationA==GL_MIN);
(void) ctx;
for (i=0;i<n;i++) {
rgba[i][RCOMP] = (GLchan) MIN2( rgba[i][RCOMP], dest[i][RCOMP] );
rgba[i][GCOMP] = (GLchan) MIN2( rgba[i][GCOMP], dest[i][GCOMP] );
rgba[i][BCOMP] = (GLchan) MIN2( rgba[i][BCOMP], dest[i][BCOMP] );
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][ACOMP] = (GLchan) MIN2(CLAMP(rgba[i][ACOMP], 0.0F, CHAN_MAXF),
+ dest[i][ACOMP]);
+#else
rgba[i][ACOMP] = (GLchan) MIN2( rgba[i][ACOMP], dest[i][ACOMP] );
+#endif
}
}
}
GLchan rgba[][4], CONST GLchan dest[][4] )
{
GLuint i;
- ASSERT(ctx->Color.BlendEquation==GL_MAX_EXT);
+ ASSERT(ctx->Color.BlendEquationRGB==GL_MAX);
+ ASSERT(ctx->Color.BlendEquationA==GL_MAX);
(void) ctx;
for (i=0;i<n;i++) {
rgba[i][RCOMP] = (GLchan) MAX2( rgba[i][RCOMP], dest[i][RCOMP] );
rgba[i][GCOMP] = (GLchan) MAX2( rgba[i][GCOMP], dest[i][GCOMP] );
rgba[i][BCOMP] = (GLchan) MAX2( rgba[i][BCOMP], dest[i][BCOMP] );
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][ACOMP] = (GLchan) MAX2(CLAMP(rgba[i][ACOMP], 0.0F, CHAN_MAXF),
+ dest[i][ACOMP]);
+#else
rgba[i][ACOMP] = (GLchan) MAX2( rgba[i][ACOMP], dest[i][ACOMP] );
+#endif
}
}
}
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;
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][RCOMP] = rgba[i][RCOMP] * dest[i][RCOMP];
+ rgba[i][GCOMP] = rgba[i][GCOMP] * dest[i][GCOMP];
+ rgba[i][BCOMP] = rgba[i][BCOMP] * dest[i][BCOMP];
+ rgba[i][ACOMP] = rgba[i][ACOMP] * dest[i][ACOMP];
+#elif CHAN_TYPE == GL_UNSIGNED_SHORT
+ GLint r = (rgba[i][RCOMP] * dest[i][RCOMP] + 65535) >> 16;
+ GLint g = (rgba[i][GCOMP] * dest[i][GCOMP] + 65535) >> 16;
+ GLint b = (rgba[i][BCOMP] * dest[i][BCOMP] + 65535) >> 16;
+ GLint a = (rgba[i][ACOMP] * dest[i][ACOMP] + 65535) >> 16;
rgba[i][RCOMP] = (GLchan) r;
rgba[i][GCOMP] = (GLchan) g;
rgba[i][BCOMP] = (GLchan) b;
rgba[i][ACOMP] = (GLchan) a;
+#else
+ GLint r = (rgba[i][RCOMP] * dest[i][RCOMP] + 255) >> 8;
+ GLint g = (rgba[i][GCOMP] * dest[i][GCOMP] + 255) >> 8;
+ GLint b = (rgba[i][BCOMP] * dest[i][BCOMP] + 255) >> 8;
+ GLint a = (rgba[i][ACOMP] * dest[i][ACOMP] + 255) >> 8;
+ rgba[i][RCOMP] = (GLchan) r;
+ rgba[i][GCOMP] = (GLchan) g;
+ rgba[i][BCOMP] = (GLchan) b;
+ rgba[i][ACOMP] = (GLchan) a;
+#endif
}
}
}
blend_general( GLcontext *ctx, GLuint n, const GLubyte mask[],
GLchan rgba[][4], CONST GLchan 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;
+ const GLfloat rscale = 1.0F / CHAN_MAXF;
+ const GLfloat gscale = 1.0F / CHAN_MAXF;
+ const GLfloat bscale = 1.0F / CHAN_MAXF;
+ const GLfloat ascale = 1.0F / CHAN_MAXF;
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
+#if CHAN_TYPE == GL_FLOAT
+ GLfloat Rs, Gs, Bs, As; /* Source colors */
+ GLfloat Rd, Gd, Bd, Ad; /* Dest colors */
+#else
GLint Rs, Gs, Bs, As; /* Source colors */
GLint Rd, Gd, Bd, Ad; /* Dest colors */
+#endif
GLfloat sR, sG, sB, sA; /* Source scaling */
GLfloat dR, dG, dB, dA; /* Dest scaling */
- GLfloat r, g, b, a;
+ GLfloat r, g, b, a; /* result color */
- /* Source Color */
+ /* Incoming/source Color */
Rs = rgba[i][RCOMP];
Gs = rgba[i][GCOMP];
Bs = rgba[i][BCOMP];
As = rgba[i][ACOMP];
+#if CHAN_TYPE == GL_FLOAT
+ /* clamp */
+ Rs = MIN2(Rs, CHAN_MAXF);
+ Gs = MIN2(Gs, CHAN_MAXF);
+ Bs = MIN2(Bs, CHAN_MAXF);
+ As = MIN2(As, CHAN_MAXF);
+#endif
- /* Frame buffer color */
+ /* Frame buffer/dest color */
Rd = dest[i][RCOMP];
Gd = dest[i][GCOMP];
Bd = dest[i][BCOMP];
Ad = dest[i][ACOMP];
+#if CHAN_TYPE == GL_FLOAT
+ /* clamp */
+ Rd = MIN2(Rd, CHAN_MAXF);
+ Gd = MIN2(Gd, CHAN_MAXF);
+ Bd = MIN2(Bd, CHAN_MAXF);
+ Ad = MIN2(Ad, CHAN_MAXF);
+#endif
/* Source RGB factor */
switch (ctx->Color.BlendSrcRGB) {
sR = sG = sB = (GLfloat) As * ascale;
break;
case GL_ONE_MINUS_SRC_ALPHA:
- sR = sG = sB = (GLfloat) 1.0F - (GLfloat) As * ascale;
+ sR = sG = sB = 1.0F - (GLfloat) As * ascale;
break;
case GL_DST_ALPHA:
sR = sG = sB = (GLfloat) Ad * ascale;
break;
default:
/* this should never happen */
- gl_problem(ctx, "Bad blend source RGB factor in do_blend");
- return;
+ _mesa_problem(ctx, "Bad blend source RGB factor in do_blend");
+ return;
}
/* Source Alpha factor */
sA = (GLfloat) As * ascale;
break;
case GL_ONE_MINUS_SRC_ALPHA:
- sA = (GLfloat) 1.0F - (GLfloat) As * ascale;
+ sA = 1.0F - (GLfloat) As * ascale;
break;
case GL_DST_ALPHA:
sA =(GLfloat) Ad * ascale;
default:
/* this should never happen */
sA = 0.0F;
- gl_problem(ctx, "Bad blend source A factor in do_blend");
+ _mesa_problem(ctx, "Bad blend source A factor in do_blend");
}
/* Dest RGB factor */
dR = dG = dB = (GLfloat) As * ascale;
break;
case GL_ONE_MINUS_SRC_ALPHA:
- dR = dG = dB = (GLfloat) 1.0F - (GLfloat) As * ascale;
+ dR = dG = dB = 1.0F - (GLfloat) As * ascale;
break;
case GL_DST_ALPHA:
dR = dG = dB = (GLfloat) Ad * ascale;
default:
/* this should never happen */
dR = dG = dB = 0.0F;
- gl_problem(ctx, "Bad blend dest RGB factor in do_blend");
+ _mesa_problem(ctx, "Bad blend dest RGB factor in do_blend");
}
/* Dest Alpha factor */
dA = (GLfloat) As * ascale;
break;
case GL_ONE_MINUS_SRC_ALPHA:
- dA = (GLfloat) 1.0F - (GLfloat) As * ascale;
+ dA = 1.0F - (GLfloat) As * ascale;
break;
case GL_DST_ALPHA:
dA = (GLfloat) Ad * ascale;
default:
/* this should never happen */
dA = 0.0F;
- gl_problem(ctx, "Bad blend dest A factor in do_blend");
- return;
+ _mesa_problem(ctx, "Bad blend dest A factor in do_blend");
+ return;
}
/* Due to round-off problems we have to clamp against zero. */
ASSERT( dA <= 1.0 );
/* compute blended color */
- if (ctx->Color.BlendEquation==GL_FUNC_ADD_EXT) {
+#if CHAN_TYPE == GL_FLOAT
+ if (ctx->Color.BlendEquationRGB==GL_FUNC_ADD) {
+ r = Rs * sR + Rd * dR;
+ g = Gs * sG + Gd * dG;
+ b = Bs * sB + Bd * dB;
+ a = As * sA + Ad * dA;
+ }
+ else if (ctx->Color.BlendEquationRGB==GL_FUNC_SUBTRACT) {
+ r = Rs * sR - Rd * dR;
+ g = Gs * sG - Gd * dG;
+ b = Bs * sB - Bd * dB;
+ a = As * sA - Ad * dA;
+ }
+ else if (ctx->Color.BlendEquationRGB==GL_FUNC_REVERSE_SUBTRACT) {
+ r = Rd * dR - Rs * sR;
+ g = Gd * dG - Gs * sG;
+ b = Bd * dB - Bs * sB;
+ a = Ad * dA - As * sA;
+ }
+ else if (ctx->Color.BlendEquationRGB==GL_MIN) {
+ r = MIN2( Rd, Rs );
+ g = MIN2( Gd, Gs );
+ b = MIN2( Bd, Bs );
+ }
+ else if (ctx->Color.BlendEquationRGB==GL_MAX) {
+ r = MAX2( Rd, Rs );
+ g = MAX2( Gd, Gs );
+ b = MAX2( Bd, Bs );
+ }
+ else {
+ /* should never get here */
+ r = g = b = 0.0F; /* silence uninitialized var warning */
+ _mesa_problem(ctx, "unexpected BlendEquation in blend_general()");
+ }
+
+ if (ctx->Color.BlendEquationA==GL_FUNC_ADD) {
+ a = As * sA + Ad * dA;
+ }
+ else if (ctx->Color.BlendEquationA==GL_FUNC_SUBTRACT) {
+ a = As * sA - Ad * dA;
+ }
+ else if (ctx->Color.BlendEquationA==GL_FUNC_REVERSE_SUBTRACT) {
+ a = Ad * dA - As * sA;
+ }
+ else if (ctx->Color.BlendEquationA==GL_MIN) {
+ a = MIN2( Ad, As );
+ }
+ else if (ctx->Color.BlendEquationA==GL_MAX) {
+ a = MAX2( Ad, As );
+ }
+ else {
+ /* should never get here */
+ a = 0.0F; /* silence uninitialized var warning */
+ _mesa_problem(ctx, "unexpected BlendEquation in blend_general()");
+ }
+
+ /* final clamping */
+ rgba[i][RCOMP] = MAX2( r, 0.0F );
+ rgba[i][GCOMP] = MAX2( g, 0.0F );
+ rgba[i][BCOMP] = MAX2( b, 0.0F );
+ rgba[i][ACOMP] = CLAMP( a, 0.0F, CHAN_MAXF );
+#else
+ if (ctx->Color.BlendEquationRGB==GL_FUNC_ADD) {
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) {
+ else if (ctx->Color.BlendEquationRGB==GL_FUNC_SUBTRACT) {
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) {
+ else if (ctx->Color.BlendEquationRGB==GL_FUNC_REVERSE_SUBTRACT) {
r = Rd * dR - Rs * sR + 0.5F;
g = Gd * dG - Gs * sG + 0.5F;
b = Bd * dB - Bs * sB + 0.5F;
+ }
+ else if (ctx->Color.BlendEquationRGB==GL_MIN) {
+ r = MIN2( Rd, Rs );
+ g = MIN2( Gd, Gs );
+ b = MIN2( Bd, Bs );
+ }
+ else if (ctx->Color.BlendEquationRGB==GL_MAX) {
+ r = MAX2( Rd, Rs );
+ g = MAX2( Gd, Gs );
+ b = MAX2( Bd, Bs );
+ }
+ else {
+ /* should never get here */
+ r = g = b = 0.0F; /* silence uninitialized var warning */
+ _mesa_problem(ctx, "unexpected BlendEquation in blend_general()");
+ }
+
+ if (ctx->Color.BlendEquationA==GL_FUNC_ADD) {
+ a = As * sA + Ad * dA + 0.5F;
+ }
+ else if (ctx->Color.BlendEquationA==GL_FUNC_SUBTRACT) {
+ a = As * sA - Ad * dA + 0.5F;
+ }
+ else if (ctx->Color.BlendEquationA==GL_FUNC_REVERSE_SUBTRACT) {
a = Ad * dA - As * sA + 0.5F;
}
+ else if (ctx->Color.BlendEquationA==GL_MIN) {
+ a = MIN2( Ad, As );
+ }
+ else if (ctx->Color.BlendEquationA==GL_MAX) {
+ a = MAX2( Ad, As );
+ }
else {
/* should never get here */
- r = g = b = a = 0.0F; /* silence uninitialized var warning */
- gl_problem(ctx, "unexpected BlendEquation in blend_general()");
+ a = 0.0F; /* silence uninitialized var warning */
+ _mesa_problem(ctx, "unexpected BlendEquation in blend_general()");
}
/* final clamping */
rgba[i][GCOMP] = (GLchan) (GLint) CLAMP( g, 0.0F, CHAN_MAXF );
rgba[i][BCOMP] = (GLchan) (GLint) CLAMP( b, 0.0F, CHAN_MAXF );
rgba[i][ACOMP] = (GLchan) (GLint) CLAMP( a, 0.0F, CHAN_MAXF );
+#endif
}
}
}
-
-#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 )
+void _swrast_choose_blend_func( GLcontext *ctx )
{
- const GLenum eq = ctx->Color.BlendEquation;
+ const GLenum eq = ctx->Color.BlendEquationRGB;
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 (ctx->Color.BlendEquationRGB != ctx->Color.BlendEquationA) {
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_general;
+ }
+ else if (eq==GL_MIN) {
+ /* Note: GL_MIN ignores the blending weight factors */
#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 );
+ if ( cpu_has_mmx ) {
+ SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_min;
+ }
+ else
+#endif
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_min;
}
- else
+ else if (eq==GL_MAX) {
+ /* Note: GL_MAX ignores the blending weight factors */
+#if defined(USE_MMX_ASM)
+ if ( cpu_has_mmx ) {
+ SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_max;
+ }
+ else
#endif
- if (srcRGB != srcA || dstRGB != dstA) {
- ctx->Color.BlendFunc = blend_general;
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_max;
}
- else if (eq==GL_FUNC_ADD_EXT && srcRGB==GL_SRC_ALPHA
- && dstRGB==GL_ONE_MINUS_SRC_ALPHA) {
- ctx->Color.BlendFunc = blend_transparency;
+ else if (srcRGB != srcA || dstRGB != dstA) {
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_general;
}
- else if (eq==GL_FUNC_ADD_EXT && srcRGB==GL_ONE && dstRGB==GL_ONE) {
- ctx->Color.BlendFunc = blend_add;
+ else if (eq==GL_FUNC_ADD && srcRGB==GL_SRC_ALPHA
+ && dstRGB==GL_ONE_MINUS_SRC_ALPHA) {
+#if defined(USE_MMX_ASM)
+ if ( cpu_has_mmx ) {
+ SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_transparency;
+ }
+ else
+#endif
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_transparency;
}
- 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_FUNC_ADD && srcRGB==GL_ONE && dstRGB==GL_ONE) {
+#if defined(USE_MMX_ASM)
+ if ( cpu_has_mmx ) {
+ SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_add;
+ }
+ else
+#endif
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_add;
}
- else if (eq==GL_MIN_EXT) {
- ctx->Color.BlendFunc = blend_min;
+ else if (((eq==GL_FUNC_ADD || eq==GL_FUNC_REVERSE_SUBTRACT)
+ && (srcRGB==GL_ZERO && dstRGB==GL_SRC_COLOR))
+ ||
+ ((eq==GL_FUNC_ADD || eq==GL_FUNC_SUBTRACT)
+ && (srcRGB==GL_DST_COLOR && dstRGB==GL_ZERO))) {
+#if defined(USE_MMX_ASM)
+ if ( cpu_has_mmx ) {
+ SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_modulate;
+ }
+ else
+#endif
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_modulate;
}
- else if (eq==GL_MAX_EXT) {
- ctx->Color.BlendFunc = blend_max;
+ else if (eq==GL_FUNC_ADD && srcRGB == GL_ZERO && dstRGB == GL_ONE) {
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_noop;
+ }
+ else if (eq==GL_FUNC_ADD && srcRGB == GL_ONE && dstRGB == GL_ZERO) {
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_replace;
}
else {
- ctx->Color.BlendFunc = blend_general;
+ SWRAST_CONTEXT(ctx)->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
+ * We can handle horizontal runs of pixels (spans) or arrays of x/y
+ * pixel coordinates.
*/
void
-_mesa_blend_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- GLchan rgba[][4], const GLubyte mask[] )
+_swrast_blend_span( GLcontext *ctx, const struct sw_span *span,
+ GLchan rgba[][4] )
{
- GLchan dest[MAX_WIDTH][4];
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLchan framebuffer[MAX_WIDTH][4];
- /* Check if device driver can do the work */
- if (ctx->Color.BlendEquation==GL_LOGIC_OP &&
- !ctx->Color.ColorLogicOpEnabled) {
- return;
- }
+ ASSERT(span->end <= MAX_WIDTH);
+ ASSERT(span->arrayMask & SPAN_RGBA);
+ ASSERT(!ctx->Color._LogicOpEnabled);
/* 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 GLchan (*)[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[],
- GLchan rgba[][4], const GLubyte mask[] )
-{
- GLchan dest[PB_SIZE][4];
-
- /* Check if device driver can do the work */
- if (ctx->Color.BlendEquation==GL_LOGIC_OP &&
- !ctx->Color.ColorLogicOpEnabled) {
- return;
+ if (span->arrayMask & SPAN_XY) {
+ /* array of x/y pixel coords */
+ (*swrast->Driver.ReadRGBAPixels)( ctx, span->end,
+ span->array->x, span->array->y,
+ framebuffer, span->array->mask );
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
+ _swrast_read_alpha_pixels( ctx, span->end,
+ span->array->x, span->array->y,
+ framebuffer, span->array->mask );
+ }
}
-
- /* 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 );
+ else {
+ /* horizontal run of pixels */
+ _swrast_read_rgba_span( ctx, ctx->DrawBuffer, span->end,
+ span->x, span->y, framebuffer );
}
- if (!ctx->Color.BlendFunc)
- set_blend_function(ctx);
-
- (*ctx->Color.BlendFunc)( ctx, n, mask, rgba, (const GLchan (*)[4])dest );
+ SWRAST_CONTEXT(ctx)->BlendFunc( ctx, span->end, span->array->mask, rgba,
+ (const GLchan (*)[4]) framebuffer );
}