/* * Mesa 3-D graphics library * Version: 3.1 * * Copyright (C) 1999 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. */ #ifndef ASM_MMX_H #define ASM_MMX_H extern void _ASMAPI gl_mmx_blend_transparency( GLcontext *ctx, GLuint n, const GLubyte mask[], GLubyte rgba[][4], const GLubyte dest[][4] ); void gl_mmx_set_blend_function( GLcontext *ctx ) { const GLenum eq = ctx->Color.BlendEquation; 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) { ctx->Color.BlendFunc = blend_general; } else if (eq==GL_FUNC_ADD_EXT && srcRGB==GL_SRC_ALPHA && dstRGB==GL_ONE_MINUS_SRC_ALPHA) { ctx->Color.BlendFunc = gl_mmx_blend_transparency; } else if (eq==GL_FUNC_ADD_EXT && srcRGB==GL_ONE && dstRGB==GL_ONE) { ctx->Color.BlendFunc = blend_add; } 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_MIN_EXT) { ctx->Color.BlendFunc = blend_min; } else if (eq==GL_MAX_EXT) { ctx->Color.BlendFunc = blend_max; } else { ctx->Color.BlendFunc = blend_general; } } #endif