-/* $Id: s_blend.c,v 1.3 2001/03/03 20:33:30 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 7.1
+ *
+ * Copyright (C) 1999-2008 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
*/
+/**
+ * \file swrast/s_blend.c
+ * \brief software blending.
+ * \author Brian Paul
+ *
+ * Only a few blend modes have been optimized (min, max, transparency, add)
+ * more optimized cases can easily be added if needed.
+ * Celestia uses glBlendFunc(GL_SRC_ALPHA, GL_ONE), for example.
+ */
+
+
-#include "glheader.h"
-#include "context.h"
-#include "macros.h"
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/colormac.h"
+#include "main/macros.h"
-#include "s_alphabuf.h"
#include "s_blend.h"
#include "s_context.h"
-#include "s_pb.h"
#include "s_span.h"
#if defined(USE_MMX_ASM)
-#include "X86/mmx.h"
-#include "X86/common_x86_asm.h"
+#include "x86/mmx.h"
+#include "x86/common_x86_asm.h"
#define _BLENDAPI _ASMAPI
#else
#define _BLENDAPI
#endif
-/*
- * Common transparency blending mode.
+/**
+ * Integer divide by 255
+ * Declare "int divtemp" before using.
+ * This satisfies Glean and should be reasonably fast.
+ * Contributed by Nathan Hand.
+ */
+#define DIV255(X) (divtemp = (X), ((divtemp << 8) + divtemp + 256) >> 16)
+
+
+
+/**
+ * Special case for glBlendFunc(GL_ZERO, GL_ONE).
+ * No-op means the framebuffer values remain unchanged.
+ * Any chanType ok.
+ */
+static void _BLENDAPI
+blend_noop(GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLvoid *src, const GLvoid *dst, GLenum chanType)
+{
+ GLint bytes;
+
+ 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;
+
+ /* just memcpy */
+ if (chanType == GL_UNSIGNED_BYTE)
+ bytes = 4 * n * sizeof(GLubyte);
+ else if (chanType == GL_UNSIGNED_SHORT)
+ bytes = 4 * n * sizeof(GLushort);
+ else
+ bytes = 4 * n * sizeof(GLfloat);
+
+ _mesa_memcpy(src, dst, bytes);
+}
+
+
+/**
+ * Special case for glBlendFunc(GL_ONE, GL_ZERO)
+ * Any chanType ok.
+ */
+static void _BLENDAPI
+blend_replace(GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLvoid *src, const GLvoid *dst, GLenum chanType)
+{
+ 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) src;
+ (void) dst;
+}
+
+
+/**
+ * Common transparency blending mode:
+ * glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA).
*/
static void _BLENDAPI
-blend_transparency( GLcontext *ctx, GLuint n, const GLubyte mask[],
- GLchan rgba[][4], CONST GLchan dest[][4] )
+blend_transparency_ubyte(GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLvoid *src, const GLvoid *dst, GLenum chanType)
{
+ GLubyte (*rgba)[4] = (GLubyte (*)[4]) src;
+ const GLubyte (*dest)[4] = (const GLubyte (*)[4]) dst;
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);
+
+ ASSERT(ctx->Color.BlendEquationRGB == GL_FUNC_ADD);
+ ASSERT(ctx->Color.BlendEquationA == GL_FUNC_ADD);
+ ASSERT(ctx->Color.BlendSrcRGB == GL_SRC_ALPHA);
+ ASSERT(ctx->Color.BlendSrcA == GL_SRC_ALPHA);
+ ASSERT(ctx->Color.BlendDstRGB == GL_ONE_MINUS_SRC_ALPHA);
+ ASSERT(ctx->Color.BlendDstA == GL_ONE_MINUS_SRC_ALPHA);
+ ASSERT(chanType == GL_UNSIGNED_BYTE);
+
(void) ctx;
- for (i=0;i<n;i++) {
+ for (i = 0; i < n; i++) {
if (mask[i]) {
- const GLint t = rgba[i][ACOMP]; /* t in [0, CHAN_MAX] */
+ const GLint t = rgba[i][ACOMP]; /* t is in [0, 255] */
if (t == 0) {
/* 0% alpha */
- 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 == CHAN_MAX) {
- /* 100% alpha, no-op */
+ COPY_4UBV(rgba[i], dest[i]);
}
- else {
-#if 0
- /* This is pretty close, but Glean complains */
- const GLint s = CHAN_MAX - t;
- const GLint r = (rgba[i][RCOMP] * t + dest[i][RCOMP] * s + 1) >> 8;
- const GLint g = (rgba[i][GCOMP] * t + dest[i][GCOMP] * s + 1) >> 8;
- const GLint b = (rgba[i][BCOMP] * t + dest[i][BCOMP] * s + 1) >> 8;
- const GLint a = (rgba[i][ACOMP] * t + dest[i][ACOMP] * s + 1) >> 8;
-#elif 0
- /* This is slower but satisfies Glean */
- const GLint s = CHAN_MAX - t;
- const GLint r = (rgba[i][RCOMP] * t + dest[i][RCOMP] * s) / 255;
- const GLint g = (rgba[i][GCOMP] * t + dest[i][GCOMP] * s) / 255;
- const GLint b = (rgba[i][BCOMP] * t + dest[i][BCOMP] * s) / 255;
- const GLint a = (rgba[i][ACOMP] * t + dest[i][ACOMP] * s) / 255;
-#else
-#if CHAN_BITS == 8
- /* This satisfies Glean and should be reasonably fast */
- /* Contributed by Nathan Hand */
-#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;
-#endif
-#endif
- ASSERT(r <= CHAN_MAX);
- ASSERT(g <= CHAN_MAX);
- ASSERT(b <= CHAN_MAX);
- ASSERT(a <= CHAN_MAX);
- rgba[i][RCOMP] = (GLchan) r;
- rgba[i][GCOMP] = (GLchan) g;
- rgba[i][BCOMP] = (GLchan) b;
- rgba[i][ACOMP] = (GLchan) a;
+ else if (t != 255) {
+ GLint divtemp;
+ 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];
+ 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;
}
}
}
}
+static void _BLENDAPI
+blend_transparency_ushort(GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLvoid *src, const GLvoid *dst, GLenum chanType)
+{
+ GLushort (*rgba)[4] = (GLushort (*)[4]) src;
+ const GLushort (*dest)[4] = (const GLushort (*)[4]) dst;
+ GLuint i;
+
+ ASSERT(ctx->Color.BlendEquationRGB == GL_FUNC_ADD);
+ ASSERT(ctx->Color.BlendEquationA == GL_FUNC_ADD);
+ ASSERT(ctx->Color.BlendSrcRGB == GL_SRC_ALPHA);
+ ASSERT(ctx->Color.BlendSrcA == GL_SRC_ALPHA);
+ ASSERT(ctx->Color.BlendDstRGB == GL_ONE_MINUS_SRC_ALPHA);
+ ASSERT(ctx->Color.BlendDstA == GL_ONE_MINUS_SRC_ALPHA);
+ ASSERT(chanType == GL_UNSIGNED_SHORT);
+
+ (void) ctx;
+
+ for (i = 0; i < n; i++) {
+ if (mask[i]) {
+ const GLint t = rgba[i][ACOMP];
+ if (t == 0) {
+ /* 0% alpha */
+ COPY_4V(rgba[i], dest[i]);
+ }
+ else if (t != 65535) {
+ const GLfloat tt = (GLfloat) t / 65535.0F;
+ GLushort r = (GLushort) ((rgba[i][RCOMP] - dest[i][RCOMP]) * tt + dest[i][RCOMP]);
+ GLushort g = (GLushort) ((rgba[i][GCOMP] - dest[i][GCOMP]) * tt + dest[i][GCOMP]);
+ GLushort b = (GLushort) ((rgba[i][BCOMP] - dest[i][BCOMP]) * tt + dest[i][BCOMP]);
+ GLushort a = (GLushort) ((rgba[i][ACOMP] - dest[i][ACOMP]) * tt + dest[i][ACOMP]);
+ ASSIGN_4V(rgba[i], r, g, b, a);
+ }
+ }
+ }
+}
+
-/*
- * Add src and dest.
- */
static void _BLENDAPI
-blend_add( GLcontext *ctx, GLuint n, const GLubyte mask[],
- GLchan rgba[][4], CONST GLchan dest[][4] )
+blend_transparency_float(GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLvoid *src, const GLvoid *dst, GLenum chanType)
{
+ GLfloat (*rgba)[4] = (GLfloat (*)[4]) src;
+ const GLfloat (*dest)[4] = (const GLfloat (*)[4]) dst;
GLuint i;
- ASSERT(ctx->Color.BlendEquation==GL_FUNC_ADD_EXT);
- ASSERT(ctx->Color.BlendSrcRGB==GL_ONE);
- ASSERT(ctx->Color.BlendDstRGB==GL_ONE);
+
+ ASSERT(ctx->Color.BlendEquationRGB == GL_FUNC_ADD);
+ ASSERT(ctx->Color.BlendEquationA == GL_FUNC_ADD);
+ ASSERT(ctx->Color.BlendSrcRGB == GL_SRC_ALPHA);
+ ASSERT(ctx->Color.BlendSrcA == GL_SRC_ALPHA);
+ ASSERT(ctx->Color.BlendDstRGB == GL_ONE_MINUS_SRC_ALPHA);
+ ASSERT(ctx->Color.BlendDstA == GL_ONE_MINUS_SRC_ALPHA);
+ ASSERT(chanType == GL_FLOAT);
+
(void) ctx;
- for (i=0;i<n;i++) {
+ 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] = (GLchan) MIN2( r, CHAN_MAX );
- rgba[i][GCOMP] = (GLchan) MIN2( g, CHAN_MAX );
- rgba[i][BCOMP] = (GLchan) MIN2( b, CHAN_MAX );
- rgba[i][ACOMP] = (GLchan) MIN2( a, CHAN_MAX );
+ const GLfloat t = rgba[i][ACOMP]; /* t in [0, 1] */
+ if (t == 0.0F) {
+ /* 0% alpha */
+ COPY_4V(rgba[i], dest[i]);
+ }
+ else if (t != 1.0F) {
+ GLfloat r = (rgba[i][RCOMP] - dest[i][RCOMP]) * t + dest[i][RCOMP];
+ GLfloat g = (rgba[i][GCOMP] - dest[i][GCOMP]) * t + dest[i][GCOMP];
+ GLfloat b = (rgba[i][BCOMP] - dest[i][BCOMP]) * t + dest[i][BCOMP];
+ GLfloat a = (rgba[i][ACOMP] - dest[i][ACOMP]) * t + dest[i][ACOMP];
+ ASSIGN_4V(rgba[i], r, g, b, a);
+ }
}
}
}
-/*
- * Blend min function (for GL_EXT_blend_minmax)
+/**
+ * Add src and dest: glBlendFunc(GL_ONE, GL_ONE).
+ * Any chanType ok.
*/
static void _BLENDAPI
-blend_min( GLcontext *ctx, GLuint n, const GLubyte mask[],
- GLchan rgba[][4], CONST GLchan dest[][4] )
+blend_add(GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLvoid *src, const GLvoid *dst, GLenum chanType)
{
GLuint i;
- ASSERT(ctx->Color.BlendEquation==GL_MIN_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]) {
- 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] );
- rgba[i][ACOMP] = (GLchan) MIN2( rgba[i][ACOMP], dest[i][ACOMP] );
+ if (chanType == GL_UNSIGNED_BYTE) {
+ GLubyte (*rgba)[4] = (GLubyte (*)[4]) src;
+ const GLubyte (*dest)[4] = (const GLubyte (*)[4]) dst;
+ 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 );
+ }
+ }
+ }
+ else if (chanType == GL_UNSIGNED_SHORT) {
+ GLushort (*rgba)[4] = (GLushort (*)[4]) src;
+ const GLushort (*dest)[4] = (const GLushort (*)[4]) dst;
+ 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] = (GLshort) MIN2( r, 255 );
+ rgba[i][GCOMP] = (GLshort) MIN2( g, 255 );
+ rgba[i][BCOMP] = (GLshort) MIN2( b, 255 );
+ rgba[i][ACOMP] = (GLshort) MIN2( a, 255 );
+ }
+ }
+ }
+ else {
+ GLfloat (*rgba)[4] = (GLfloat (*)[4]) src;
+ const GLfloat (*dest)[4] = (const GLfloat (*)[4]) dst;
+ ASSERT(chanType == GL_FLOAT);
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ /* don't RGB clamp to max */
+ rgba[i][RCOMP] += dest[i][RCOMP];
+ rgba[i][GCOMP] += dest[i][GCOMP];
+ rgba[i][BCOMP] += dest[i][BCOMP];
+ rgba[i][ACOMP] += dest[i][ACOMP];
+ }
}
}
}
-/*
- * Blend max function (for GL_EXT_blend_minmax)
+/**
+ * Blend min function.
+ * Any chanType ok.
*/
static void _BLENDAPI
-blend_max( GLcontext *ctx, GLuint n, const GLubyte mask[],
- GLchan rgba[][4], CONST GLchan dest[][4] )
+blend_min(GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLvoid *src, const GLvoid *dst, GLenum chanType)
{
GLuint i;
- ASSERT(ctx->Color.BlendEquation==GL_MAX_EXT);
+ ASSERT(ctx->Color.BlendEquationRGB == GL_MIN);
+ ASSERT(ctx->Color.BlendEquationA == GL_MIN);
(void) ctx;
- for (i=0;i<n;i++) {
- if (mask[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] );
- rgba[i][ACOMP] = (GLchan) MAX2( rgba[i][ACOMP], dest[i][ACOMP] );
+ if (chanType == GL_UNSIGNED_BYTE) {
+ GLubyte (*rgba)[4] = (GLubyte (*)[4]) src;
+ const GLubyte (*dest)[4] = (const GLubyte (*)[4]) dst;
+ 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] );
+ }
+ }
+ }
+ else if (chanType == GL_UNSIGNED_SHORT) {
+ GLushort (*rgba)[4] = (GLushort (*)[4]) src;
+ const GLushort (*dest)[4] = (const GLushort (*)[4]) dst;
+ 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] );
+ }
+ }
+ }
+ else {
+ GLfloat (*rgba)[4] = (GLfloat (*)[4]) src;
+ const GLfloat (*dest)[4] = (const GLfloat (*)[4]) dst;
+ ASSERT(chanType == GL_FLOAT);
+ 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] );
+ }
}
}
}
-
-/*
- * Modulate: result = src * dest
+/**
+ * Blend max function.
+ * Any chanType ok.
*/
static void _BLENDAPI
-blend_modulate( GLcontext *ctx, GLuint n, const GLubyte mask[],
- GLchan rgba[][4], CONST GLchan dest[][4] )
+blend_max(GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLvoid *src, const GLvoid *dst, GLenum chanType)
{
GLuint i;
+ ASSERT(ctx->Color.BlendEquationRGB == GL_MAX);
+ ASSERT(ctx->Color.BlendEquationA == GL_MAX);
(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] = (GLchan) r;
- rgba[i][GCOMP] = (GLchan) g;
- rgba[i][BCOMP] = (GLchan) b;
- rgba[i][ACOMP] = (GLchan) a;
+ if (chanType == GL_UNSIGNED_BYTE) {
+ GLubyte (*rgba)[4] = (GLubyte (*)[4]) src;
+ const GLubyte (*dest)[4] = (const GLubyte (*)[4]) dst;
+ 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] );
+ }
+ }
+ }
+ else if (chanType == GL_UNSIGNED_SHORT) {
+ GLushort (*rgba)[4] = (GLushort (*)[4]) src;
+ const GLushort (*dest)[4] = (const GLushort (*)[4]) dst;
+ 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] );
+ }
+ }
+ }
+ else {
+ GLfloat (*rgba)[4] = (GLfloat (*)[4]) src;
+ const GLfloat (*dest)[4] = (const GLfloat (*)[4]) dst;
+ ASSERT(chanType == GL_FLOAT);
+ 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] );
+ }
}
}
}
-/*
- * 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
+/**
+ * Modulate: result = src * dest
+ * Any chanType ok.
*/
static void _BLENDAPI
-blend_general( GLcontext *ctx, GLuint n, const GLubyte mask[],
- GLchan rgba[][4], CONST GLchan dest[][4] )
+blend_modulate(GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLvoid *src, const GLvoid *dst, GLenum chanType)
{
- GLfloat rscale = 1.0F / CHAN_MAXF;
- GLfloat gscale = 1.0F / CHAN_MAXF;
- GLfloat bscale = 1.0F / CHAN_MAXF;
- GLfloat ascale = 1.0F / CHAN_MAXF;
GLuint i;
+ (void) ctx;
- for (i=0;i<n;i++) {
+ if (chanType == GL_UNSIGNED_BYTE) {
+ GLubyte (*rgba)[4] = (GLubyte (*)[4]) src;
+ const GLubyte (*dest)[4] = (const GLubyte (*)[4]) dst;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLint divtemp;
+ rgba[i][RCOMP] = DIV255(rgba[i][RCOMP] * dest[i][RCOMP]);
+ rgba[i][GCOMP] = DIV255(rgba[i][GCOMP] * dest[i][GCOMP]);
+ rgba[i][BCOMP] = DIV255(rgba[i][BCOMP] * dest[i][BCOMP]);
+ rgba[i][ACOMP] = DIV255(rgba[i][ACOMP] * dest[i][ACOMP]);
+ }
+ }
+ }
+ else if (chanType == GL_UNSIGNED_SHORT) {
+ GLushort (*rgba)[4] = (GLushort (*)[4]) src;
+ const GLushort (*dest)[4] = (const GLushort (*)[4]) dst;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ rgba[i][RCOMP] = (rgba[i][RCOMP] * dest[i][RCOMP] + 65535) >> 16;
+ rgba[i][GCOMP] = (rgba[i][GCOMP] * dest[i][GCOMP] + 65535) >> 16;
+ rgba[i][BCOMP] = (rgba[i][BCOMP] * dest[i][BCOMP] + 65535) >> 16;
+ rgba[i][ACOMP] = (rgba[i][ACOMP] * dest[i][ACOMP] + 65535) >> 16;
+ }
+ }
+ }
+ else {
+ GLfloat (*rgba)[4] = (GLfloat (*)[4]) src;
+ const GLfloat (*dest)[4] = (const GLfloat (*)[4]) dst;
+ ASSERT(chanType == GL_FLOAT);
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ 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];
+ }
+ }
+ }
+}
+
+
+/**
+ * Do any blending operation, using floating point.
+ * \param n number of pixels
+ * \param mask fragment writemask array
+ * \param rgba array of incoming (and modified) pixels
+ * \param dest array of pixels from the dest color buffer
+ */
+static void
+blend_general_float(GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLfloat rgba[][4], GLfloat dest[][4],
+ GLenum chanType)
+{
+ 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];
+ /* Incoming/source Color */
+ const GLfloat Rs = rgba[i][RCOMP];
+ const GLfloat Gs = rgba[i][GCOMP];
+ const GLfloat Bs = rgba[i][BCOMP];
+ const GLfloat As = rgba[i][ACOMP];
+
+ /* Frame buffer/dest color */
+ const GLfloat Rd = dest[i][RCOMP];
+ const GLfloat Gd = dest[i][GCOMP];
+ const GLfloat Bd = dest[i][BCOMP];
+ const GLfloat Ad = dest[i][ACOMP];
+
+ GLfloat sR, sG, sB, sA; /* Source factor */
+ GLfloat dR, dG, dB, dA; /* Dest factor */
+ GLfloat r, g, b, a; /* result color */
+
+ /* XXX for the case of constant blend terms we could init
+ * the sX and dX variables just once before the loop.
+ */
/* Source RGB factor */
switch (ctx->Color.BlendSrcRGB) {
sR = sG = sB = 1.0F;
break;
case GL_DST_COLOR:
- sR = (GLfloat) Rd * rscale;
- sG = (GLfloat) Gd * gscale;
- sB = (GLfloat) Bd * bscale;
+ sR = Rd;
+ sG = Gd;
+ sB = Bd;
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;
+ sR = 1.0F - Rd;
+ sG = 1.0F - Gd;
+ sB = 1.0F - Bd;
break;
case GL_SRC_ALPHA:
- sR = sG = sB = (GLfloat) As * ascale;
+ sR = sG = sB = As;
break;
case GL_ONE_MINUS_SRC_ALPHA:
- sR = sG = sB = (GLfloat) 1.0F - (GLfloat) As * ascale;
+ sR = sG = sB = 1.0F - As;
break;
case GL_DST_ALPHA:
- sR = sG = sB = (GLfloat) Ad * ascale;
+ sR = sG = sB = Ad;
break;
case GL_ONE_MINUS_DST_ALPHA:
- sR = sG = sB = 1.0F - (GLfloat) Ad * ascale;
+ sR = sG = sB = 1.0F - Ad;
break;
case GL_SRC_ALPHA_SATURATE:
- if (As < CHAN_MAX - Ad) {
- sR = sG = sB = (GLfloat) As * ascale;
+ if (As < 1.0F - Ad) {
+ sR = sG = sB = As;
}
else {
- sR = sG = sB = 1.0F - (GLfloat) Ad * ascale;
+ sR = sG = sB = 1.0F - Ad;
}
break;
case GL_CONSTANT_COLOR:
case GL_ONE_MINUS_CONSTANT_ALPHA:
sR = sG = sB = 1.0F - ctx->Color.BlendColor[3];
break;
- case GL_SRC_COLOR: /* GL_NV_blend_square */
- sR = (GLfloat) Rs * rscale;
- sG = (GLfloat) Gs * gscale;
- sB = (GLfloat) Bs * bscale;
+ case GL_SRC_COLOR:
+ sR = Rs;
+ sG = Gs;
+ sB = Bs;
break;
- case GL_ONE_MINUS_SRC_COLOR: /* GL_NV_blend_square */
- sR = 1.0F - (GLfloat) Rs * rscale;
- sG = 1.0F - (GLfloat) Gs * gscale;
- sB = 1.0F - (GLfloat) Bs * bscale;
+ case GL_ONE_MINUS_SRC_COLOR:
+ sR = 1.0F - Rs;
+ sG = 1.0F - Gs;
+ sB = 1.0F - Bs;
break;
default:
/* this should never happen */
- _mesa_problem(ctx, "Bad blend source RGB factor in do_blend");
- return;
+ _mesa_problem(ctx, "Bad blend source RGB factor in blend_general_float");
+ return;
}
/* Source Alpha factor */
sA = 1.0F;
break;
case GL_DST_COLOR:
- sA = (GLfloat) Ad * ascale;
+ sA = Ad;
break;
case GL_ONE_MINUS_DST_COLOR:
- sA = 1.0F - (GLfloat) Ad * ascale;
+ sA = 1.0F - Ad;
break;
case GL_SRC_ALPHA:
- sA = (GLfloat) As * ascale;
+ sA = As;
break;
case GL_ONE_MINUS_SRC_ALPHA:
- sA = (GLfloat) 1.0F - (GLfloat) As * ascale;
+ sA = 1.0F - As;
break;
case GL_DST_ALPHA:
- sA =(GLfloat) Ad * ascale;
+ sA = Ad;
break;
case GL_ONE_MINUS_DST_ALPHA:
- sA = 1.0F - (GLfloat) Ad * ascale;
+ sA = 1.0F - Ad;
break;
case GL_SRC_ALPHA_SATURATE:
sA = 1.0;
case GL_ONE_MINUS_CONSTANT_ALPHA:
sA = 1.0F - ctx->Color.BlendColor[3];
break;
- case GL_SRC_COLOR: /* GL_NV_blend_square */
- sA = (GLfloat) As * ascale;
+ case GL_SRC_COLOR:
+ sA = As;
break;
- case GL_ONE_MINUS_SRC_COLOR: /* GL_NV_blend_square */
- sA = 1.0F - (GLfloat) As * ascale;
+ case GL_ONE_MINUS_SRC_COLOR:
+ sA = 1.0F - As;
break;
default:
/* this should never happen */
sA = 0.0F;
- _mesa_problem(ctx, "Bad blend source A factor in do_blend");
+ _mesa_problem(ctx, "Bad blend source A factor in blend_general_float");
+ return;
}
/* Dest RGB factor */
dR = dG = dB = 1.0F;
break;
case GL_SRC_COLOR:
- dR = (GLfloat) Rs * rscale;
- dG = (GLfloat) Gs * gscale;
- dB = (GLfloat) Bs * bscale;
+ dR = Rs;
+ dG = Gs;
+ dB = Bs;
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;
+ dR = 1.0F - Rs;
+ dG = 1.0F - Gs;
+ dB = 1.0F - Bs;
break;
case GL_SRC_ALPHA:
- dR = dG = dB = (GLfloat) As * ascale;
+ dR = dG = dB = As;
break;
case GL_ONE_MINUS_SRC_ALPHA:
- dR = dG = dB = (GLfloat) 1.0F - (GLfloat) As * ascale;
+ dR = dG = dB = 1.0F - As;
break;
case GL_DST_ALPHA:
- dR = dG = dB = (GLfloat) Ad * ascale;
+ dR = dG = dB = Ad;
break;
case GL_ONE_MINUS_DST_ALPHA:
- dR = dG = dB = 1.0F - (GLfloat) Ad * ascale;
+ dR = dG = dB = 1.0F - Ad;
break;
case GL_CONSTANT_COLOR:
dR = ctx->Color.BlendColor[0];
case GL_ONE_MINUS_CONSTANT_ALPHA:
dR = dG = dB = 1.0F - ctx->Color.BlendColor[3];
break;
- case GL_DST_COLOR: /* GL_NV_blend_square */
- dR = (GLfloat) Rd * rscale;
- dG = (GLfloat) Gd * gscale;
- dB = (GLfloat) Bd * bscale;
+ case GL_DST_COLOR:
+ dR = Rd;
+ dG = Gd;
+ dB = Bd;
break;
- case GL_ONE_MINUS_DST_COLOR: /* GL_NV_blend_square */
- dR = 1.0F - (GLfloat) Rd * rscale;
- dG = 1.0F - (GLfloat) Gd * gscale;
- dB = 1.0F - (GLfloat) Bd * bscale;
+ case GL_ONE_MINUS_DST_COLOR:
+ dR = 1.0F - Rd;
+ dG = 1.0F - Gd;
+ dB = 1.0F - Bd;
break;
default:
/* this should never happen */
dR = dG = dB = 0.0F;
- _mesa_problem(ctx, "Bad blend dest RGB factor in do_blend");
+ _mesa_problem(ctx, "Bad blend dest RGB factor in blend_general_float");
+ return;
}
/* Dest Alpha factor */
dA = 1.0F;
break;
case GL_SRC_COLOR:
- dA = (GLfloat) As * ascale;
+ dA = As;
break;
case GL_ONE_MINUS_SRC_COLOR:
- dA = 1.0F - (GLfloat) As * ascale;
+ dA = 1.0F - As;
break;
case GL_SRC_ALPHA:
- dA = (GLfloat) As * ascale;
+ dA = As;
break;
case GL_ONE_MINUS_SRC_ALPHA:
- dA = (GLfloat) 1.0F - (GLfloat) As * ascale;
+ dA = 1.0F - As;
break;
case GL_DST_ALPHA:
- dA = (GLfloat) Ad * ascale;
+ dA = Ad;
break;
case GL_ONE_MINUS_DST_ALPHA:
- dA = 1.0F - (GLfloat) Ad * ascale;
+ dA = 1.0F - Ad;
break;
case GL_CONSTANT_COLOR:
dA = ctx->Color.BlendColor[3];
case GL_ONE_MINUS_CONSTANT_ALPHA:
dA = 1.0F - ctx->Color.BlendColor[3];
break;
- case GL_DST_COLOR: /* GL_NV_blend_square */
- dA = (GLfloat) Ad * ascale;
+ case GL_DST_COLOR:
+ dA = Ad;
break;
- case GL_ONE_MINUS_DST_COLOR: /* GL_NV_blend_square */
- dA = 1.0F - (GLfloat) Ad * ascale;
+ case GL_ONE_MINUS_DST_COLOR:
+ dA = 1.0F - Ad;
break;
default:
/* this should never happen */
dA = 0.0F;
- _mesa_problem(ctx, "Bad blend dest A factor in do_blend");
- return;
+ _mesa_problem(ctx, "Bad blend dest A factor in blend_general_float");
+ 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 + 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) {
- 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) {
- r = Rd * dR - Rs * sR + 0.5F;
- g = Gd * dG - Gs * sG + 0.5F;
- b = Bd * dB - Bs * sB + 0.5F;
- a = Ad * dA - As * sA + 0.5F;
+ /* compute the blended RGB */
+ switch (ctx->Color.BlendEquationRGB) {
+ case GL_FUNC_ADD:
+ r = Rs * sR + Rd * dR;
+ g = Gs * sG + Gd * dG;
+ b = Bs * sB + Bd * dB;
+ a = As * sA + Ad * dA;
+ break;
+ case GL_FUNC_SUBTRACT:
+ r = Rs * sR - Rd * dR;
+ g = Gs * sG - Gd * dG;
+ b = Bs * sB - Bd * dB;
+ a = As * sA - Ad * dA;
+ break;
+ case GL_FUNC_REVERSE_SUBTRACT:
+ r = Rd * dR - Rs * sR;
+ g = Gd * dG - Gs * sG;
+ b = Bd * dB - Bs * sB;
+ a = Ad * dA - As * sA;
+ break;
+ case GL_MIN:
+ r = MIN2( Rd, Rs );
+ g = MIN2( Gd, Gs );
+ b = MIN2( Bd, Bs );
+ break;
+ case GL_MAX:
+ r = MAX2( Rd, Rs );
+ g = MAX2( Gd, Gs );
+ b = MAX2( Bd, Bs );
+ break;
+ default:
+ /* should never get here */
+ r = g = b = 0.0F; /* silence uninitialized var warning */
+ _mesa_problem(ctx, "unexpected BlendEquation in blend_general()");
+ return;
}
- else {
+
+ /* compute the blended alpha */
+ switch (ctx->Color.BlendEquationA) {
+ case GL_FUNC_ADD:
+ a = As * sA + Ad * dA;
+ break;
+ case GL_FUNC_SUBTRACT:
+ a = As * sA - Ad * dA;
+ break;
+ case GL_FUNC_REVERSE_SUBTRACT:
+ a = Ad * dA - As * sA;
+ break;
+ case GL_MIN:
+ a = MIN2( Ad, As );
+ break;
+ case GL_MAX:
+ a = MAX2( Ad, As );
+ break;
+ default:
/* should never get here */
- r = g = b = a = 0.0F; /* silence uninitialized var warning */
+ a = 0.0F; /* silence uninitialized var warning */
_mesa_problem(ctx, "unexpected BlendEquation in blend_general()");
+ return;
}
/* final clamping */
- rgba[i][RCOMP] = (GLchan) (GLint) CLAMP( r, 0.0F, CHAN_MAXF );
- 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 );
+#if 0
+ 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, 1.0F );
+#else
+ ASSIGN_4V(rgba[i], r, g, b, a);
+#endif
}
}
}
+/**
+ * Do any blending operation, any chanType.
+ */
+static void
+blend_general(GLcontext *ctx, GLuint n, const GLubyte mask[],
+ void *src, const void *dst, GLenum chanType)
+{
+ GLfloat rgbaF[MAX_WIDTH][4], destF[MAX_WIDTH][4];
+
+ if (chanType == GL_UNSIGNED_BYTE) {
+ GLubyte (*rgba)[4] = (GLubyte (*)[4]) src;
+ const GLubyte (*dest)[4] = (const GLubyte (*)[4]) dst;
+ GLuint i;
+ /* convert ubytes to floats */
+ for (i = 0; i < n; i++) {
+ if (mask[i]) {
+ rgbaF[i][RCOMP] = UBYTE_TO_FLOAT(rgba[i][RCOMP]);
+ rgbaF[i][GCOMP] = UBYTE_TO_FLOAT(rgba[i][GCOMP]);
+ rgbaF[i][BCOMP] = UBYTE_TO_FLOAT(rgba[i][BCOMP]);
+ rgbaF[i][ACOMP] = UBYTE_TO_FLOAT(rgba[i][ACOMP]);
+ destF[i][RCOMP] = UBYTE_TO_FLOAT(dest[i][RCOMP]);
+ destF[i][GCOMP] = UBYTE_TO_FLOAT(dest[i][GCOMP]);
+ destF[i][BCOMP] = UBYTE_TO_FLOAT(dest[i][BCOMP]);
+ destF[i][ACOMP] = UBYTE_TO_FLOAT(dest[i][ACOMP]);
+ }
+ }
+ /* do blend */
+ blend_general_float(ctx, n, mask, rgbaF, destF, chanType);
+ /* convert back to ubytes */
+ for (i = 0; i < n; i++) {
+ if (mask[i]) {
+ UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][RCOMP], rgbaF[i][RCOMP]);
+ UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][GCOMP], rgbaF[i][GCOMP]);
+ UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][BCOMP], rgbaF[i][BCOMP]);
+ UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][ACOMP], rgbaF[i][ACOMP]);
+ }
+ }
+ }
+ else if (chanType == GL_UNSIGNED_SHORT) {
+ GLushort (*rgba)[4] = (GLushort (*)[4]) src;
+ const GLushort (*dest)[4] = (const GLushort (*)[4]) dst;
+ GLuint i;
+ /* convert ushorts to floats */
+ for (i = 0; i < n; i++) {
+ if (mask[i]) {
+ rgbaF[i][RCOMP] = USHORT_TO_FLOAT(rgba[i][RCOMP]);
+ rgbaF[i][GCOMP] = USHORT_TO_FLOAT(rgba[i][GCOMP]);
+ rgbaF[i][BCOMP] = USHORT_TO_FLOAT(rgba[i][BCOMP]);
+ rgbaF[i][ACOMP] = USHORT_TO_FLOAT(rgba[i][ACOMP]);
+ destF[i][RCOMP] = USHORT_TO_FLOAT(dest[i][RCOMP]);
+ destF[i][GCOMP] = USHORT_TO_FLOAT(dest[i][GCOMP]);
+ destF[i][BCOMP] = USHORT_TO_FLOAT(dest[i][BCOMP]);
+ destF[i][ACOMP] = USHORT_TO_FLOAT(dest[i][ACOMP]);
+ }
+ }
+ /* do blend */
+ blend_general_float(ctx, n, mask, rgbaF, destF, chanType);
+ /* convert back to ushorts */
+ for (i = 0; i < n; i++) {
+ if (mask[i]) {
+ UNCLAMPED_FLOAT_TO_USHORT(rgba[i][RCOMP], rgbaF[i][RCOMP]);
+ UNCLAMPED_FLOAT_TO_USHORT(rgba[i][GCOMP], rgbaF[i][GCOMP]);
+ UNCLAMPED_FLOAT_TO_USHORT(rgba[i][BCOMP], rgbaF[i][BCOMP]);
+ UNCLAMPED_FLOAT_TO_USHORT(rgba[i][ACOMP], rgbaF[i][ACOMP]);
+ }
+ }
+ }
+ else {
+ blend_general_float(ctx, n, mask, (GLfloat (*)[4]) src,
+ (GLfloat (*)[4]) dst, chanType);
+ }
+}
-/*
+/**
* Analyze current blending parameters to pick fastest blending function.
* Result: the ctx->Color.BlendFunc pointer is updated.
*/
-void _swrast_choose_blend_func( GLcontext *ctx )
+void
+_swrast_choose_blend_func(GLcontext *ctx, GLenum chanType)
{
- const GLenum eq = ctx->Color.BlendEquation;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ 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 (srcRGB != srcA || dstRGB != dstA) {
- SWRAST_CONTEXT(ctx)->BlendFunc = blend_general;
+ if (ctx->Color.BlendEquationRGB != ctx->Color.BlendEquationA) {
+ swrast->BlendFunc = blend_general;
}
- else if (eq==GL_FUNC_ADD_EXT && srcRGB==GL_SRC_ALPHA
- && dstRGB==GL_ONE_MINUS_SRC_ALPHA)
- {
+ else if (eq == GL_MIN) {
+ /* Note: GL_MIN ignores the blending weight factors */
#if defined(USE_MMX_ASM)
- if ( cpu_has_mmx ) {
- SWRAST_CONTEXT(ctx)->BlendFunc = gl_mmx_blend_transparency;
+ if (cpu_has_mmx && chanType == GL_UNSIGNED_BYTE) {
+ swrast->BlendFunc = _mesa_mmx_blend_min;
}
else
#endif
- SWRAST_CONTEXT(ctx)->BlendFunc = blend_transparency;
+ swrast->BlendFunc = blend_min;
}
- else if (eq==GL_FUNC_ADD_EXT && srcRGB==GL_ONE && dstRGB==GL_ONE) {
- SWRAST_CONTEXT(ctx)->BlendFunc = blend_add;
+ else if (eq == GL_MAX) {
+ /* Note: GL_MAX ignores the blending weight factors */
+#if defined(USE_MMX_ASM)
+ if (cpu_has_mmx && chanType == GL_UNSIGNED_BYTE) {
+ swrast->BlendFunc = _mesa_mmx_blend_max;
+ }
+ else
+#endif
+ swrast->BlendFunc = blend_max;
}
- else if (((eq==GL_FUNC_ADD_EXT || eq==GL_FUNC_REVERSE_SUBTRACT_EXT)
- && (srcRGB==GL_ZERO && dstRGB==GL_SRC_COLOR))
+ else if (srcRGB != srcA || dstRGB != dstA) {
+ swrast->BlendFunc = blend_general;
+ }
+ 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 && chanType == GL_UNSIGNED_BYTE) {
+ swrast->BlendFunc = _mesa_mmx_blend_transparency;
+ }
+ else
+#endif
+ {
+ if (chanType == GL_UNSIGNED_BYTE)
+ swrast->BlendFunc = blend_transparency_ubyte;
+ else if (chanType == GL_UNSIGNED_SHORT)
+ swrast->BlendFunc = blend_transparency_ushort;
+ else
+ swrast->BlendFunc = blend_transparency_float;
+ }
+ }
+ else if (eq == GL_FUNC_ADD && srcRGB == GL_ONE && dstRGB == GL_ONE) {
+#if defined(USE_MMX_ASM)
+ if (cpu_has_mmx && chanType == GL_UNSIGNED_BYTE) {
+ swrast->BlendFunc = _mesa_mmx_blend_add;
+ }
+ else
+#endif
+ swrast->BlendFunc = blend_add;
+ }
+ else if (((eq == GL_FUNC_ADD || eq == GL_FUNC_REVERSE_SUBTRACT)
+ && (srcRGB == GL_ZERO && dstRGB == GL_SRC_COLOR))
||
- ((eq==GL_FUNC_ADD_EXT || eq==GL_FUNC_SUBTRACT_EXT)
- && (srcRGB==GL_DST_COLOR && dstRGB==GL_ZERO))) {
- SWRAST_CONTEXT(ctx)->BlendFunc = blend_modulate;
+ ((eq == GL_FUNC_ADD || eq == GL_FUNC_SUBTRACT)
+ && (srcRGB == GL_DST_COLOR && dstRGB == GL_ZERO))) {
+#if defined(USE_MMX_ASM)
+ if (cpu_has_mmx && chanType == GL_UNSIGNED_BYTE) {
+ swrast->BlendFunc = _mesa_mmx_blend_modulate;
+ }
+ else
+#endif
+ swrast->BlendFunc = blend_modulate;
}
- else if (eq==GL_MIN_EXT) {
- SWRAST_CONTEXT(ctx)->BlendFunc = blend_min;
+ else if (eq == GL_FUNC_ADD && srcRGB == GL_ZERO && dstRGB == GL_ONE) {
+ swrast->BlendFunc = blend_noop;
}
- else if (eq==GL_MAX_EXT) {
- SWRAST_CONTEXT(ctx)->BlendFunc = blend_max;
+ else if (eq == GL_FUNC_ADD && srcRGB == GL_ONE && dstRGB == GL_ZERO) {
+ swrast->BlendFunc = blend_replace;
}
else {
- SWRAST_CONTEXT(ctx)->BlendFunc = blend_general;
+ swrast->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
-_mesa_blend_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- GLchan rgba[][4], const GLubyte mask[] )
-{
- GLchan dest[MAX_WIDTH][4];
-
- /* Check if device driver can do the work */
- if (ctx->Color.BlendEquation==GL_LOGIC_OP &&
- !ctx->Color.ColorLogicOpEnabled) {
- return;
- }
-
- /* Read span of current frame buffer pixels */
- _mesa_read_rgba_span( ctx, ctx->DrawBuffer, n, x, y, dest );
-
- SWRAST_CONTEXT(ctx)->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
+ * We can handle horizontal runs of pixels (spans) or arrays of x/y
+ * pixel coordinates.
*/
void
-_mesa_blend_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- GLchan rgba[][4], const GLubyte mask[] )
+_swrast_blend_span(GLcontext *ctx, struct gl_renderbuffer *rb, SWspan *span)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLchan dest[PB_SIZE][4];
+ void *rbPixels;
- /* 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(rb->DataType == span->array->ChanType);
+ ASSERT(!ctx->Color._LogicOpEnabled);
- /* Read pixels from current color buffer */
- (*ctx->Driver.ReadRGBAPixels)( ctx, n, x, y, dest, mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_read_alpha_pixels( ctx, n, x, y, dest, mask );
- }
+ rbPixels = _swrast_get_dest_rgba(ctx, rb, span);
- swrast->BlendFunc( ctx, n, mask, rgba, (const GLchan (*)[4])dest );
+ swrast->BlendFunc(ctx, span->end, span->array->mask,
+ span->array->rgba, rbPixels, span->array->ChanType);
}
-
-