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diff --git a/src/mesa/x86/mmx.h b/src/mesa/x86/mmx.h
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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