📄 s_blend.c
字号:
sR = 1.0F - (GLfloat) Rs * rscale;
sG = 1.0F - (GLfloat) Gs * gscale;
sB = 1.0F - (GLfloat) Bs * bscale;
break;
default:
/* this should never happen */
_mesa_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 = 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;
case GL_SRC_COLOR: /* GL_NV_blend_square */
sA = (GLfloat) As * ascale;
break;
case GL_ONE_MINUS_SRC_COLOR: /* GL_NV_blend_square */
sA = 1.0F - (GLfloat) As * ascale;
break;
default:
/* this should never happen */
sA = 0.0F;
_mesa_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 = 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];
break;
case GL_DST_COLOR: /* GL_NV_blend_square */
dR = (GLfloat) Rd * rscale;
dG = (GLfloat) Gd * gscale;
dB = (GLfloat) Bd * bscale;
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;
break;
default:
/* this should never happen */
dR = dG = dB = 0.0F;
_mesa_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 = 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];
break;
case GL_DST_COLOR: /* GL_NV_blend_square */
dA = (GLfloat) Ad * ascale;
break;
case GL_ONE_MINUS_DST_COLOR: /* GL_NV_blend_square */
dA = 1.0F - (GLfloat) Ad * ascale;
break;
default:
/* this should never happen */
dA = 0.0F;
_mesa_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 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;
}
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;
}
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 */
a = 0.0F; /* silence uninitialized var warning */
_mesa_problem(ctx, "unexpected BlendEquation in blend_general()");
}
/* 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 );
#endif
}
}
}
/*
* Analyze current blending parameters to pick fastest blending function.
* Result: the ctx->Color.BlendFunc pointer is updated.
*/
void _swrast_choose_blend_func( GLcontext *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 (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)
if ( cpu_has_mmx ) {
SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_min;
}
else
#endif
SWRAST_CONTEXT(ctx)->BlendFunc = blend_min;
}
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
SWRAST_CONTEXT(ctx)->BlendFunc = blend_max;
}
else if (srcRGB != srcA || dstRGB != dstA) {
SWRAST_CONTEXT(ctx)->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 ) {
SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_transparency;
}
else
#endif
SWRAST_CONTEXT(ctx)->BlendFunc = blend_transparency;
}
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_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_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 {
SWRAST_CONTEXT(ctx)->BlendFunc = blend_general;
}
}
/*
* Apply the blending operator to a span of pixels.
* We can handle horizontal runs of pixels (spans) or arrays of x/y
* pixel coordinates.
*/
void
_swrast_blend_span(GLcontext *ctx, struct gl_renderbuffer *rb,
const struct sw_span *span, GLchan rgba[][4])
{
GLchan framebuffer[MAX_WIDTH][4];
ASSERT(span->end <= MAX_WIDTH);
ASSERT(span->arrayMask & SPAN_RGBA);
ASSERT(!ctx->Color._LogicOpEnabled);
/* Read span of current frame buffer pixels */
if (span->arrayMask & SPAN_XY) {
/* array of x/y pixel coords */
_swrast_get_values(ctx, rb, span->end, span->array->x, span->array->y,
framebuffer, 4 * sizeof(GLchan));
}
else {
/* horizontal run of pixels */
_swrast_read_rgba_span(ctx, rb, span->end, span->x, span->y,
framebuffer);
}
SWRAST_CONTEXT(ctx)->BlendFunc( ctx, span->end, span->array->mask, rgba,
(const GLchan (*)[4]) framebuffer );
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -