/* * Mesa 3-D graphics library * Version: 5.1 * * Copyright (C) 1999-2003 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. */ #include "glheader.h" #include "context.h" #include "colormac.h" #include "macros.h" #include "s_alphabuf.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 _BLENDAPI blend_noop( GLcontext *ctx, GLuint n, const GLubyte mask[], GLchan rgba[][4], CONST GLchan dest[][4] ) { GLuint i; ASSERT(ctx->Color.BlendEquation==GL_FUNC_ADD_EXT); 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 _BLENDAPI blend_replace( GLcontext *ctx, GLuint n, const GLubyte mask[], GLchan rgba[][4], CONST GLchan dest[][4] ) { ASSERT(ctx->Color.BlendEquation==GL_FUNC_ADD_EXT); 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 _BLENDAPI blend_transparency( GLcontext *ctx, GLuint n, const GLubyte mask[], GLchan rgba[][4], CONST GLchan dest[][4] ) { GLuint i; ASSERT(ctx->Color.BlendEquation==GL_FUNC_ADD_EXT); ASSERT(ctx->Color.BlendSrcRGB==GL_SRC_ALPHA); ASSERT(ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA); (void) ctx; for (i=0;i> 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 _BLENDAPI blend_add( GLcontext *ctx, GLuint n, const GLubyte mask[], GLchan rgba[][4], CONST GLchan dest[][4] ) { GLuint i; ASSERT(ctx->Color.BlendEquation==GL_FUNC_ADD_EXT); ASSERT(ctx->Color.BlendSrcRGB==GL_ONE); ASSERT(ctx->Color.BlendDstRGB==GL_ONE); (void) ctx; for (i=0;iColor.BlendEquation==GL_MIN_EXT); (void) ctx; for (i=0;iColor.BlendEquation==GL_MAX_EXT); (void) ctx; for (i=0;i> 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 _BLENDAPI blend_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;iColor.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 */ sR = 1.0F - (GLfloat) Rs * rscale; sG = 1.0F - (GLfloat) Gs * gscale; sB = 1.0F - (GLfloat) Bs * bscale; break; default: /* this should never happen */ _mesa_problem(ctx, "Bad blend source RGB factor in do_blend"); return; } /* Source Alpha factor */ switch (ctx->Color.BlendSrcA) { case GL_ZERO: sA = 0.0F; break; case GL_ONE: sA = 1.0F; break; case GL_DST_COLOR: sA = (GLfloat) Ad * ascale; break; case GL_ONE_MINUS_DST_COLOR: sA = 1.0F - (GLfloat) Ad * ascale; break; case GL_SRC_ALPHA: sA = (GLfloat) As * ascale; break; case GL_ONE_MINUS_SRC_ALPHA: sA = 1.0F - (GLfloat) As * ascale; break; case GL_DST_ALPHA: sA =(GLfloat) Ad * ascale; break; case GL_ONE_MINUS_DST_ALPHA: sA = 1.0F - (GLfloat) Ad * ascale; break; case GL_SRC_ALPHA_SATURATE: sA = 1.0; break; case GL_CONSTANT_COLOR: sA = ctx->Color.BlendColor[3]; break; case GL_ONE_MINUS_CONSTANT_COLOR: sA = 1.0F - ctx->Color.BlendColor[3]; break; case GL_CONSTANT_ALPHA: sA = ctx->Color.BlendColor[3]; break; case GL_ONE_MINUS_CONSTANT_ALPHA: sA = 1.0F - ctx->Color.BlendColor[3]; break; case GL_SRC_COLOR: /* GL_NV_blend_square */ sA = (GLfloat) As * ascale; break; case GL_ONE_MINUS_SRC_COLOR: /* GL_NV_blend_square */ sA = 1.0F - (GLfloat) As * ascale; break; default: /* this should never happen */ sA = 0.0F; _mesa_problem(ctx, "Bad blend source A factor in do_blend"); } /* Dest RGB factor */ switch (ctx->Color.BlendDstRGB) { case GL_ZERO: dR = dG = dB = 0.0F; break; case GL_ONE: dR = dG = dB = 1.0F; break; case GL_SRC_COLOR: dR = (GLfloat) Rs * rscale; dG = (GLfloat) Gs * gscale; dB = (GLfloat) Bs * bscale; break; case GL_ONE_MINUS_SRC_COLOR: dR = 1.0F - (GLfloat) Rs * rscale; dG = 1.0F - (GLfloat) Gs * gscale; dB = 1.0F - (GLfloat) Bs * bscale; break; case GL_SRC_ALPHA: dR = dG = dB = (GLfloat) As * ascale; break; case GL_ONE_MINUS_SRC_ALPHA: dR = dG = dB = 1.0F - (GLfloat) As * ascale; break; case GL_DST_ALPHA: dR = dG = dB = (GLfloat) Ad * ascale; break; case GL_ONE_MINUS_DST_ALPHA: dR = dG = dB = 1.0F - (GLfloat) Ad * ascale; break; case GL_CONSTANT_COLOR: dR = ctx->Color.BlendColor[0]; dG = ctx->Color.BlendColor[1]; dB = ctx->Color.BlendColor[2]; break; case GL_ONE_MINUS_CONSTANT_COLOR: dR = 1.0F - ctx->Color.BlendColor[0]; dG = 1.0F - ctx->Color.BlendColor[1]; dB = 1.0F - ctx->Color.BlendColor[2]; break; case GL_CONSTANT_ALPHA: dR = dG = dB = ctx->Color.BlendColor[3]; break; case GL_ONE_MINUS_CONSTANT_ALPHA: dR = dG = dB = 1.0F - ctx->Color.BlendColor[3]; break; case GL_DST_COLOR: /* GL_NV_blend_square */ dR = (GLfloat) Rd * rscale; dG = (GLfloat) Gd * gscale; dB = (GLfloat) Bd * bscale; break; case GL_ONE_MINUS_DST_COLOR: /* GL_NV_blend_square */ dR = 1.0F - (GLfloat) Rd * rscale; dG = 1.0F - (GLfloat) Gd * gscale; dB = 1.0F - (GLfloat) Bd * bscale; break; default: /* this should never happen */ dR = dG = dB = 0.0F; _mesa_problem(ctx, "Bad blend dest RGB factor in do_blend"); } /* Dest Alpha factor */ switch (ctx->Color.BlendDstA) { case GL_ZERO: dA = 0.0F; break; case GL_ONE: dA = 1.0F; break; case GL_SRC_COLOR: dA = (GLfloat) As * ascale; break; case GL_ONE_MINUS_SRC_COLOR: dA = 1.0F - (GLfloat) As * ascale; break; case GL_SRC_ALPHA: dA = (GLfloat) As * ascale; break; case GL_ONE_MINUS_SRC_ALPHA: dA = 1.0F - (GLfloat) As * ascale; break; case GL_DST_ALPHA: dA = (GLfloat) Ad * ascale; break; case GL_ONE_MINUS_DST_ALPHA: dA = 1.0F - (GLfloat) Ad * ascale; break; case GL_CONSTANT_COLOR: dA = ctx->Color.BlendColor[3]; break; case GL_ONE_MINUS_CONSTANT_COLOR: dA = 1.0F - ctx->Color.BlendColor[3]; break; case GL_CONSTANT_ALPHA: dA = ctx->Color.BlendColor[3]; break; case GL_ONE_MINUS_CONSTANT_ALPHA: dA = 1.0F - ctx->Color.BlendColor[3]; break; case GL_DST_COLOR: /* GL_NV_blend_square */ dA = (GLfloat) Ad * ascale; break; case GL_ONE_MINUS_DST_COLOR: /* GL_NV_blend_square */ dA = 1.0F - (GLfloat) Ad * ascale; break; default: /* this should never happen */ dA = 0.0F; _mesa_problem(ctx, "Bad blend dest A factor in do_blend"); return; } /* Due to round-off problems we have to clamp against zero. */ /* Optimization: we don't have to do this for all src & dst factors */ if (dA < 0.0F) dA = 0.0F; if (dR < 0.0F) dR = 0.0F; if (dG < 0.0F) dG = 0.0F; if (dB < 0.0F) dB = 0.0F; if (sA < 0.0F) sA = 0.0F; if (sR < 0.0F) sR = 0.0F; if (sG < 0.0F) sG = 0.0F; if (sB < 0.0F) sB = 0.0F; ASSERT( sR <= 1.0 ); ASSERT( sG <= 1.0 ); ASSERT( sB <= 1.0 ); ASSERT( sA <= 1.0 ); ASSERT( dR <= 1.0 ); ASSERT( dG <= 1.0 ); ASSERT( dB <= 1.0 ); ASSERT( dA <= 1.0 ); /* compute blended color */ #if CHAN_TYPE == GL_FLOAT if (ctx->Color.BlendEquation==GL_FUNC_ADD_EXT) { r = Rs * sR + Rd * dR; g = Gs * sG + Gd * dG; b = Bs * sB + Bd * dB; a = As * sA + Ad * dA; } else if (ctx->Color.BlendEquation==GL_FUNC_SUBTRACT_EXT) { r = Rs * sR - Rd * dR; g = Gs * sG - Gd * dG; b = Bs * sB - Bd * dB; a = As * sA - Ad * dA; } else if (ctx->Color.BlendEquation==GL_FUNC_REVERSE_SUBTRACT_EXT) { r = Rd * dR - Rs * sR; g = Gd * dG - Gs * sG; b = Bd * dB - Bs * sB; a = Ad * dA - As * sA; } else { /* should never get here */ r = g = b = a = 0.0F; /* silence uninitialized var warning */ _mesa_problem(ctx, "unexpected BlendEquation in blend_general()"); } /* final clamping */ rgba[i][RCOMP] = MAX2( r, 0.0F ); rgba[i][GCOMP] = MAX2( g, 0.0F ); rgba[i][BCOMP] = MAX2( b, 0.0F ); rgba[i][ACOMP] = CLAMP( a, 0.0F, CHAN_MAXF ); #else if (ctx->Color.BlendEquation==GL_FUNC_ADD_EXT) { r = Rs * sR + Rd * dR + 0.5F; g = Gs * sG + Gd * dG + 0.5F; b = Bs * sB + Bd * dB + 0.5F; a = As * sA + Ad * dA + 0.5F; } else if (ctx->Color.BlendEquation==GL_FUNC_SUBTRACT_EXT) { r = Rs * sR - Rd * dR + 0.5F; g = Gs * sG - Gd * dG + 0.5F; b = Bs * sB - Bd * dB + 0.5F; a = As * sA - Ad * dA + 0.5F; } else if (ctx->Color.BlendEquation==GL_FUNC_REVERSE_SUBTRACT_EXT) { r = Rd * dR - Rs * sR + 0.5F; g = Gd * dG - Gs * sG + 0.5F; b = Bd * dB - Bs * sB + 0.5F; a = Ad * dA - As * sA + 0.5F; } else { /* should never get here */ r = g = b = a = 0.0F; /* silence uninitialized var warning */ _mesa_problem(ctx, "unexpected BlendEquation in blend_general()"); } /* final clamping */ rgba[i][RCOMP] = (GLchan) (GLint) CLAMP( r, 0.0F, CHAN_MAXF ); rgba[i][GCOMP] = (GLchan) (GLint) CLAMP( g, 0.0F, CHAN_MAXF ); rgba[i][BCOMP] = (GLchan) (GLint) CLAMP( b, 0.0F, CHAN_MAXF ); rgba[i][ACOMP] = (GLchan) (GLint) CLAMP( a, 0.0F, CHAN_MAXF ); #endif } } } /* * Analyze current blending parameters to pick fastest blending function. * Result: the ctx->Color.BlendFunc pointer is updated. */ void _swrast_choose_blend_func( 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) { SWRAST_CONTEXT(ctx)->BlendFunc = blend_general; } else if (eq==GL_FUNC_ADD_EXT && srcRGB==GL_SRC_ALPHA && dstRGB==GL_ONE_MINUS_SRC_ALPHA) { #if defined(USE_MMX_ASM) if ( cpu_has_mmx ) { SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_transparency; } else #endif SWRAST_CONTEXT(ctx)->BlendFunc = blend_transparency; } else if (eq==GL_FUNC_ADD_EXT && srcRGB==GL_ONE && dstRGB==GL_ONE) { #if defined(USE_MMX_ASM) if ( cpu_has_mmx ) { SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_add; } else #endif SWRAST_CONTEXT(ctx)->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))) { #if defined(USE_MMX_ASM) if ( cpu_has_mmx ) { SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_modulate; } else #endif SWRAST_CONTEXT(ctx)->BlendFunc = blend_modulate; } else if (eq==GL_MIN_EXT) { #if defined(USE_MMX_ASM) if ( cpu_has_mmx ) { SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_min; } else #endif SWRAST_CONTEXT(ctx)->BlendFunc = blend_min; } else if (eq==GL_MAX_EXT) { #if defined(USE_MMX_ASM) if ( cpu_has_mmx ) { SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_max; } else #endif SWRAST_CONTEXT(ctx)->BlendFunc = blend_max; } else if (eq==GL_FUNC_ADD_EXT && srcRGB == GL_ZERO && dstRGB == GL_ONE) { SWRAST_CONTEXT(ctx)->BlendFunc = blend_noop; } else if (eq==GL_FUNC_ADD_EXT && srcRGB == GL_ONE && dstRGB == GL_ZERO) { SWRAST_CONTEXT(ctx)->BlendFunc = blend_replace; } else { SWRAST_CONTEXT(ctx)->BlendFunc = blend_general; } } /* * Apply the blending operator to a span of pixels. * We can handle horizontal runs of pixels (spans) or arrays of x/y * pixel coordinates. */ void _swrast_blend_span( GLcontext *ctx, const struct sw_span *span, GLchan rgba[][4] ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); GLchan framebuffer[MAX_WIDTH][4]; ASSERT(span->end <= MAX_WIDTH); ASSERT(span->arrayMask & SPAN_RGBA); ASSERT(!ctx->Color.ColorLogicOpEnabled); /* Read span of current frame buffer pixels */ if (span->arrayMask & SPAN_XY) { /* array of x/y pixel coords */ (*swrast->Driver.ReadRGBAPixels)( ctx, span->end, span->array->x, span->array->y, framebuffer, span->array->mask ); if (swrast->_RasterMask & ALPHABUF_BIT) { _swrast_read_alpha_pixels( ctx, span->end, span->array->x, span->array->y, framebuffer, span->array->mask ); } } else { /* horizontal run of pixels */ _swrast_read_rgba_span( ctx, ctx->DrawBuffer, span->end, span->x, span->y, framebuffer ); } SWRAST_CONTEXT(ctx)->BlendFunc( ctx, span->end, span->array->mask, rgba, (const GLchan (*)[4]) framebuffer ); }