s_blend.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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