s_blend.c
来自「mesa-6.5-minigui源码」· C语言 代码 · 共 873 行 · 第 1/2 页
C
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/* * Mesa 3-D graphics library * Version: 6.3 * * Copyright (C) 1999-2005 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. *//* * 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_blend.h"#include "s_context.h"#include "s_span.h"#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 _BLENDAPIblend_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 _BLENDAPIblend_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. */static void _BLENDAPIblend_transparency( 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_SRC_ALPHA); ASSERT(ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA); (void) ctx; for (i=0;i<n;i++) { if (mask[i]) { const GLchan t = rgba[i][ACOMP]; /* t in [0, CHAN_MAX] */ 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 */ } 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 */#if 0#define DIV255(X) (((X) << 8) + (X) + 256) >> 16#else 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); 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; } } }}/* * Add src and dest. */static void _BLENDAPIblend_add( 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_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]; 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 );#endif } }}/* * Blend min function (for GL_EXT_blend_minmax) */static void _BLENDAPIblend_min( GLcontext *ctx, GLuint n, const GLubyte mask[], GLchan rgba[][4], CONST GLchan dest[][4] ){ GLuint i; 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) 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 } }}/* * Blend max function (for GL_EXT_blend_minmax) */static void _BLENDAPIblend_max( GLcontext *ctx, GLuint n, const GLubyte mask[], GLchan rgba[][4], CONST GLchan dest[][4] ){ 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]) { 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 } }}/* * Modulate: result = src * dest */static void _BLENDAPIblend_modulate( GLcontext *ctx, GLuint n, const GLubyte mask[], GLchan rgba[][4], CONST GLchan dest[][4] ){ GLuint i; (void) ctx; for (i=0;i<n;i++) { if (mask[i]) {#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 } }}/* * 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 _BLENDAPIblend_general( GLcontext *ctx, GLuint n, const GLubyte mask[], GLchan rgba[][4], CONST GLchan dest[][4] ){ 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; /* result 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/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) { 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 = 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 < CHAN_MAX - Ad) { 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; case GL_SRC_COLOR: /* GL_NV_blend_square */ sR = (GLfloat) Rs * rscale; sG = (GLfloat) Gs * gscale; sB = (GLfloat) Bs * bscale; break; case GL_ONE_MINUS_SRC_COLOR: /* GL_NV_blend_square */
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