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/*
* 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
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
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