Leaked source code of windows server 2003
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//-----------------------------------------------------------------------------
//
// This file contains texture blending functions.
//
// Copyright (C) Microsoft Corporation, 1997.
//
//-----------------------------------------------------------------------------
include(`m4hdr.mh')dnl
#include "rgb_pch.h"
#pragma hdrstop
#include "ctxbd_mh.h"
//-----------------------------------------------------------------------------
//
// TexBlend_Tex1_None
//
// cPix = cSrc
// aPix = aSrc
//
//-----------------------------------------------------------------------------
void C_TexBlend_Tex1_None(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
PD3DI_RASTSPAN pS)
{
pCtx->SI.uBB = pS->uB;
pCtx->SI.uBG = pS->uG;
pCtx->SI.uBR = pS->uR;
pCtx->SI.uBA = pS->uA;
pCtx->pfnTexBlendEnd(pCtx, pP, pS);
}
//-----------------------------------------------------------------------------
//
// TexBlend_Tex1_Decal
//
// cPix = cTex
// aPix = aTex
//
//-----------------------------------------------------------------------------
void C_TexBlend_Tex1_Decal(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
PD3DI_RASTSPAN pS)
{
pCtx->SI.uBB = (UINT16)(RGBA_GETBLUE(pCtx->SI.TexCol[0]) << COLOR_SHIFT);
pCtx->SI.uBG = (UINT16)(RGBA_GETGREEN(pCtx->SI.TexCol[0])<< COLOR_SHIFT);
pCtx->SI.uBR = (UINT16)(RGBA_GETRED(pCtx->SI.TexCol[0]) << COLOR_SHIFT);
pCtx->SI.uBA = (UINT16)(RGBA_GETALPHA(pCtx->SI.TexCol[0])<< COLOR_SHIFT);
pCtx->pfnTexBlendEnd(pCtx, pP, pS);
}
//-----------------------------------------------------------------------------
//
// TexBlend_Tex1_Modulate
//
// cPix = cSrc * cTex
// aPix = aTex
//
//-----------------------------------------------------------------------------
void C_TexBlend_Tex1_Modulate(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
PD3DI_RASTSPAN pS)
{
UINT16 uB = pS->uB>>COLOR_SHIFT;
UINT16 uG = pS->uG>>COLOR_SHIFT;
UINT16 uR = pS->uR>>COLOR_SHIFT;
UINT16 uTB = (UINT16)(RGBA_GETBLUE(pCtx->SI.TexCol[0]));
UINT16 uTG = (UINT16)(RGBA_GETGREEN(pCtx->SI.TexCol[0]));
UINT16 uTR = (UINT16)(RGBA_GETRED(pCtx->SI.TexCol[0]));
UINT16 uTA = (UINT16)(RGBA_GETALPHA(pCtx->SI.TexCol[0]));
// this is a PMULLW, which works on unsigned 16 bit quantities
pCtx->SI.uBB = uB*uTB;
pCtx->SI.uBG = uG*uTG;
pCtx->SI.uBR = uR*uTR;
pCtx->SI.uBA = uTA<<COLOR_SHIFT;
pCtx->pfnTexBlendEnd(pCtx, pP, pS);
}
//-----------------------------------------------------------------------------
//
// TexBlend_Tex1_ModulateAlphaOVR
//
// cPix = cSrc * cTex
// aPix = aSrc
//
//-----------------------------------------------------------------------------
void C_TexBlend_Tex1_ModulateAlphaOVR(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
PD3DI_RASTSPAN pS)
{
UINT16 uB = pS->uB>>COLOR_SHIFT;
UINT16 uG = pS->uG>>COLOR_SHIFT;
UINT16 uR = pS->uR>>COLOR_SHIFT;
UINT16 uTB = (UINT16)(RGBA_GETBLUE(pCtx->SI.TexCol[0]));
UINT16 uTG = (UINT16)(RGBA_GETGREEN(pCtx->SI.TexCol[0]));
UINT16 uTR = (UINT16)(RGBA_GETRED(pCtx->SI.TexCol[0]));
// this is a PMULLW, which works on unsigned 16 bit quantities
pCtx->SI.uBB = uB*uTB;
pCtx->SI.uBG = uG*uTG;
pCtx->SI.uBR = uR*uTR;
pCtx->SI.uBA = pS->uA;
pCtx->pfnTexBlendEnd(pCtx, pP, pS);
}
//-----------------------------------------------------------------------------
//
// TexBlend_Tex1_Gen
//
// Calls first set of function pointers to do general texture blending.
//
//-----------------------------------------------------------------------------
void C_TexBlend_Tex1_Gen(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
PD3DI_RASTSPAN pS)
{
// Initialize input to diffuse color (the default)
D3DI_RASTCOLOR Input = *(D3DI_RASTCOLOR*)&pS->uB;
D3DI_RASTCOLOR Arg1;
D3DI_RASTCOLOR Arg2;
pCtx->pfnTexBlendGetAlpha[0](&Arg1, &Arg2, &Input, pCtx, pS, 0);
pCtx->pfnTexBlendOpAlpha[0]((D3DI_RASTCOLOR*)&pCtx->SI.uBB, &Arg1, &Arg2, pCtx, pS, 0);
pCtx->pfnTexBlendGetColor[0](&Arg1, &Arg2, &Input, pCtx, pS, 0);
pCtx->pfnTexBlendOpColor[0]((D3DI_RASTCOLOR*)&pCtx->SI.uBB, &Arg1, &Arg2, pCtx, pS, 0);
pCtx->pfnTexBlendEnd(pCtx, pP, pS);
}
//-----------------------------------------------------------------------------
//
// TexBlend_TexM_Gen
//
// Does general multi-texture blending.
//
//-----------------------------------------------------------------------------
void C_TexBlend_TexM_Gen(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
PD3DI_RASTSPAN pS)
{
// Initialize input to diffuse color (the default)
D3DI_RASTCOLOR Input0 = *(D3DI_RASTCOLOR*)&pS->uB;
D3DI_RASTCOLOR Input1;
D3DI_RASTCOLOR Arg1;
D3DI_RASTCOLOR Arg2;
pCtx->pfnTexBlendGetAlpha[0](&Arg1, &Arg2, &Input0, pCtx, pS, 0);
pCtx->pfnTexBlendOpAlpha[0](&Input1, &Arg1, &Arg2, pCtx, pS, 0);
pCtx->pfnTexBlendGetColor[0](&Arg1, &Arg2, &Input0, pCtx, pS, 0);
pCtx->pfnTexBlendOpColor[0](&Input1, &Arg1, &Arg2, pCtx, pS, 0);
for (INT32 i = 1; i < (INT32)pCtx->cActBldStage; i++)
{
Input0 = Input1;
pCtx->pfnTexBlendGetAlpha[i](&Arg1, &Arg2, &Input0, pCtx, pS, i);
pCtx->pfnTexBlendOpAlpha[i](&Input1, &Arg1, &Arg2, pCtx, pS, i);
pCtx->pfnTexBlendGetColor[i](&Arg1, &Arg2, &Input0, pCtx, pS, i);
pCtx->pfnTexBlendOpColor[i](&Input1, &Arg1, &Arg2, pCtx, pS, i);
}
*((D3DI_RASTCOLOR*)&pCtx->SI.uBB) = Input1;
pCtx->pfnTexBlendEnd(pCtx, pP, pS);
}
dnl
dnl d_TexBlendGetAlpha
dnl
dnl Generates all the differentiated texture alpha blend gets.
dnl
dnl It takes 2 parameters.
dnl
dnl $1 is one of TextureAlpha, InvTextureAlpha
dnl $2 is one of DiffuseAlpha, InputAlpha, FactorAlpha, InvDiffuseAlpha, InvInputAlpha, InvFactorAlpha,
dnl SpecularAlpha, InvSpecularAlpha
dnl
dnl Assumes that the Arg1 and Arg2 are 8 bit colors, and that Input is a 8.8.
dnl
define(`d_TexBlendGetAlpha', `void C_TexBlend_Get_Alpha_$1_$2(PD3DI_RASTCOLOR pArg1, PD3DI_RASTCOLOR pArg2, PD3DI_RASTCOLOR pInput,
PD3DI_RASTCTX pCtx, PD3DI_RASTSPAN pS, INT32 iTex)
{
ifelse(`$1', `TextureAlpha', `
pArg1->uA = (UINT8)RGBA_GETALPHA(pCtx->SI.TexCol[iTex]);', `$1', `InvTextureAlpha', `
pArg1->uA = (UINT8)~(RGBA_GETALPHA(pCtx->SI.TexCol[iTex]));')
dnl
ifelse(`$2', `DiffuseAlpha', `
pArg2->uA = (UINT8)(pS->uA>>COLOR_SHIFT);', `$2', `InputAlpha', `
pArg2->uA = (UINT8)(pInput->uA>>COLOR_SHIFT);', `$2', `FactorAlpha', `
pArg2->uA = (UINT8)RGBA_GETALPHA(pCtx->pdwRenderState[D3DRS_TEXTUREFACTOR]);', `$2', `InvDiffuseAlpha', `
pArg2->uA = (UINT8)~((pS->uA>>COLOR_SHIFT));', `$2', `InvInputAlpha', `
pArg2->uA = (UINT8)~((pInput->uA>>COLOR_SHIFT));', `$2', `InvFactorAlpha', `
pArg2->uA = (UINT8)~(RGBA_GETALPHA(pCtx->pdwRenderState[D3DRS_TEXTUREFACTOR]));', `$2', `SpecularAlpha', `
pArg2->uA = (UINT8)(pS->uFog>>COLOR_SHIFT);', `$2', `InvSpecularAlpha', `
pArg2->uA = (UINT8)~((pS->uFog>>COLOR_SHIFT));')
}
')
dnl
d_RepStr(`d_RepStr(`d_TexBlendGetAlpha(AA, BB)',
`AA', TextureAlpha, InvTextureAlpha)',
`BB', DiffuseAlpha, InputAlpha, FactorAlpha, InvDiffuseAlpha, InvInputAlpha, InvFactorAlpha,
SpecularAlpha, InvSpecularAlpha)
dnl
dnl
dnl d_TexBlendOpAlpha
dnl
dnl Generates all the differentiated texture alpha operations.
dnl
dnl It takes 1 parameter.
dnl
dnl $1 is one of None, Copy, Modulate, Modulate2, Modulate4, Add, AddSigned, BlendDiffuseAlpha, BlendTextureAlpha, BlendFactorAlpha
dnl
dnl Assumes that the Arg1 and Arg2 are 8 bit colors. Produces 8.8 output.
dnl
define(`d_TexBlendOpAlpha', `void C_TexBlend_Op_Alpha_$1(PD3DI_RASTCOLOR pOut, PD3DI_RASTCOLOR pArg1, PD3DI_RASTCOLOR pArg2,
PD3DI_RASTCTX pCtx, PD3DI_RASTSPAN pS, INT32 iTex)
{
ifelse(`$1', `None', `
pOut->uA = pS->uA;', `$1', `CopyArg1', `
pOut->uA = pArg1->uA<<COLOR_SHIFT;', `$1', `CopyArg2', `
pOut->uA = pArg2->uA<<COLOR_SHIFT;', `$1', `Modulate', `
pOut->uA = pArg1->uA*pArg2->uA;', `$1', `Modulate2', `
pOut->uA = (UINT16)min< UINT32>(((UINT32)pArg1->uA*pArg2->uA)<<1, 0xffff);', `$1', `Modulate4', `
pOut->uA = (UINT16)min< UINT32>(((UINT32)pArg1->uA*pArg2->uA)<<2, 0xffff);', `$1', `Add', `
pOut->uA = (UINT16)min< UINT32>(((UINT32)pArg1->uA+pArg2->uA)<<COLOR_SHIFT, 0xffff);', `$1', `AddSigned', `
pOut->uA = (UINT16)(min< UINT32>(max< UINT32>((INT32)pArg1->uA+pArg2->uA-128, 0x0), 0xff))<<COLOR_SHIFT;', `$1', `BlendDiffuseAlpha', `
INT32 iA = pS->uA>>COLOR_SHIFT;
pOut->uA = (UINT16)(iA*(pArg1->uA - pArg2->uA) + (pArg2->uA<<COLOR_SHIFT));', `$1', `BlendTextureAlpha', `
INT32 iA = RGBA_GETALPHA(pCtx->SI.TexCol[iTex]);
pOut->uA = (UINT16)(iA*(pArg1->uA - pArg2->uA) + (pArg2->uA<<COLOR_SHIFT));', `$1', `BlendFactorAlpha', `
INT32 iA = RGBA_GETALPHA(pCtx->pdwRenderState[D3DRS_TEXTUREFACTOR]);
pOut->uA = (UINT16)(iA*(pArg1->uA - pArg2->uA) + (pArg2->uA<<COLOR_SHIFT));', `$1', `BlendTextureAlphaPM', `
INT32 iA = 255 - RGBA_GETALPHA(pCtx->SI.TexCol[iTex]);
pOut->uA = (UINT16)min< UINT32>((UINT32)((pArg1->uA<<COLOR_SHIFT) + iA*pArg2->uA), 0xffff);', `$1', `AddSigned2', `
pOut->uA = (UINT16)(min< UINT32>(max< UINT32>(((INT32)pArg1->uA+pArg2->uA-128)<<1, 0x0), 0xff))<<COLOR_SHIFT;', `$1', `Subtract', `
pOut->uA = (UINT16)(max< UINT32>(((INT32)pArg1->uA + pArg2->uA), 0x0))<<COLOR_SHIFT;', `$1', `AddSmooth', `
pOut->uA = (UINT16)(min< UINT32>(max< UINT32>(((INT32)pArg1->uA<<COLOR_SHIFT)+(~(INT32)pArg1->uA)*pArg2->uA, 0x0), 0xffff));')
}
')
dnl
dnl
d_RepStr(`d_TexBlendOpAlpha(AA)',
`AA', None, CopyArg1, CopyArg2, Modulate, Modulate2, Modulate4, Add, AddSigned,
BlendDiffuseAlpha, BlendTextureAlpha, BlendFactorAlpha, BlendTextureAlphaPM,
AddSigned2, Subtract, AddSmooth)
dnl
dnl d_TexBlendGetColor
dnl
dnl Generates all the differentiated texture color blend gets.
dnl
dnl It takes 2 parameters.
dnl
dnl $1 is one of Texure, InvTexture, TextureAlpha, InvTextureAlpha
dnl $2 is one of DiffuseAlpha, InputAlpha, FactorAlpha, InvDiffuseAlpha, InvInputAlpha, InvFactorAlpha, Specular
dnl
dnl Assumes that the Arg1 and Arg2 are 8 bit colors, and that Input is a 8.8.
dnl
define(`d_TexBlendGetColor', `void C_TexBlend_Get_Color_$1_$2(PD3DI_RASTCOLOR pArg1, PD3DI_RASTCOLOR pArg2, PD3DI_RASTCOLOR pInput,
PD3DI_RASTCTX pCtx, PD3DI_RASTSPAN pS, INT32 iTex)
{
ifelse(`$1', `Texture', `
pArg1->uB = (UINT8)RGBA_GETBLUE(pCtx->SI.TexCol[iTex]);
pArg1->uG = (UINT8)RGBA_GETGREEN(pCtx->SI.TexCol[iTex]);
pArg1->uR = (UINT8)RGBA_GETRED(pCtx->SI.TexCol[iTex]);', `$1', `InvTexture', `
pArg1->uB = (UINT8)~(RGBA_GETBLUE(pCtx->SI.TexCol[iTex]));
pArg1->uG = (UINT8)~(RGBA_GETGREEN(pCtx->SI.TexCol[iTex]));
pArg1->uR = (UINT8)~(RGBA_GETRED(pCtx->SI.TexCol[iTex]));', `$1', `TextureAlpha', `
pArg1->uB = (UINT8)RGBA_GETALPHA(pCtx->SI.TexCol[iTex]);
pArg1->uG = pArg1->uB;
pArg1->uR = pArg1->uB;', `$1', `InvTextureAlpha', `
pArg1->uB = (UINT8)~(RGBA_GETALPHA(pCtx->SI.TexCol[iTex]));
pArg1->uG = pArg1->uB;
pArg1->uR = pArg1->uB;')
dnl
ifelse(`$2', `Diffuse', `
pArg2->uB = (UINT8)(pS->uB>>COLOR_SHIFT);
pArg2->uG = (UINT8)(pS->uG>>COLOR_SHIFT);
pArg2->uR = (UINT8)(pS->uR>>COLOR_SHIFT);', `$2', `Specular', `
pArg2->uB = (UINT8)(pS->uBS>>COLOR_SHIFT);
pArg2->uG = (UINT8)(pS->uGS>>COLOR_SHIFT);
pArg2->uR = (UINT8)(pS->uRS>>COLOR_SHIFT);', `$2', `Input', `
pArg2->uB = (UINT8)(pInput->uB>>COLOR_SHIFT);
pArg2->uG = (UINT8)(pInput->uG>>COLOR_SHIFT);
pArg2->uR = (UINT8)(pInput->uR>>COLOR_SHIFT);', `$2', `Factor', `
pArg2->uB = (UINT8)RGBA_GETBLUE(pCtx->pdwRenderState[D3DRS_TEXTUREFACTOR]);
pArg2->uG = (UINT8)RGBA_GETGREEN(pCtx->pdwRenderState[D3DRS_TEXTUREFACTOR]);
pArg2->uR = (UINT8)RGBA_GETRED(pCtx->pdwRenderState[D3DRS_TEXTUREFACTOR]);', `$2', `InvDiffuse', `
pArg2->uB = (UINT8)~((pS->uB>>COLOR_SHIFT));
pArg2->uG = (UINT8)~((pS->uG>>COLOR_SHIFT));
pArg2->uR = (UINT8)~((pS->uR>>COLOR_SHIFT));', `$2', `InvSpecular', `
pArg2->uB = (UINT8)~((pS->uBS>>COLOR_SHIFT));
pArg2->uG = (UINT8)~((pS->uGS>>COLOR_SHIFT));
pArg2->uR = (UINT8)~((pS->uRS>>COLOR_SHIFT));', `$2', `InvInput', `
pArg2->uB = (UINT8)~((pInput->uB>>COLOR_SHIFT));
pArg2->uG = (UINT8)~((pInput->uG>>COLOR_SHIFT));
pArg2->uR = (UINT8)~((pInput->uR>>COLOR_SHIFT));', `$2', `InvFactor', `
pArg2->uB = (UINT8)~(RGBA_GETBLUE(pCtx->pdwRenderState[D3DRS_TEXTUREFACTOR]));
pArg2->uG = (UINT8)~(RGBA_GETGREEN(pCtx->pdwRenderState[D3DRS_TEXTUREFACTOR]));
pArg2->uR = (UINT8)~(RGBA_GETRED(pCtx->pdwRenderState[D3DRS_TEXTUREFACTOR]));', `$2', `DiffuseAlpha', `
pArg2->uB = (UINT8)(pS->uA>>COLOR_SHIFT);
pArg2->uG = pArg2->uB;
pArg2->uR = pArg2->uB;', `$2', `SpecularAlpha', `
pArg2->uB = (UINT8)(pS->uFog>>COLOR_SHIFT);
pArg2->uG = pArg2->uB;
pArg2->uR = pArg2->uB;', `$2', `InputAlpha', `
pArg2->uB = (UINT8)(pInput->uA>>COLOR_SHIFT);
pArg2->uG = pArg2->uB;
pArg2->uR = pArg2->uB;', `$2', `FactorAlpha', `
pArg2->uB = (UINT8)RGBA_GETALPHA(pCtx->pdwRenderState[D3DRS_TEXTUREFACTOR]);
pArg2->uG = pArg2->uB;
pArg2->uR = pArg2->uB;', `$2', `InvDiffuseAlpha', `
pArg2->uB = (UINT8)~((pS->uA>>COLOR_SHIFT));
pArg2->uG = pArg2->uB;
pArg2->uR = pArg2->uB;', `$2', `InvSpecularAlpha', `
pArg2->uB = (UINT8)~((pS->uFog>>COLOR_SHIFT));
pArg2->uG = pArg2->uB;
pArg2->uR = pArg2->uB;', `$2', `InvInputAlpha', `
pArg2->uB = (UINT8)~((pInput->uA>>COLOR_SHIFT));
pArg2->uG = pArg2->uB;
pArg2->uR = pArg2->uB;', `$2', `InvFactorAlpha', `
pArg2->uB = (UINT8)~(RGBA_GETALPHA(pCtx->pdwRenderState[D3DRS_TEXTUREFACTOR]));
pArg2->uG = pArg2->uB;
pArg2->uR = pArg2->uB;')
}
')
dnl
d_RepStr(`d_RepStr(`d_TexBlendGetColor(AA, BB)',
`AA', Texture, InvTexture, TextureAlpha, InvTextureAlpha)',
`BB', Diffuse, Input, Factor, InvDiffuse, InvInput, InvFactor,
DiffuseAlpha, InputAlpha, FactorAlpha, InvDiffuseAlpha, InvInputAlpha, InvFactorAlpha,
Specular, InvSpecular, SpecularAlpha, InvSpecularAlpha)
dnl
dnl
dnl d_TexBlendOpColor
dnl
dnl Generates all the differentiated texture color operations.
dnl
dnl It takes 1 parameter.
dnl
dnl $1 is one of None, Copy, Modulate, Modulate2, Modulate4, Add, AddSigned, BlendDiffuseAlpha, BlendTextureAlpha, BlendFactorAlpha
dnl
dnl Assumes that the inputs are 8 bit colors.
dnl
define(`d_TexBlendOpColor', `void C_TexBlend_Op_Color_$1(PD3DI_RASTCOLOR pOut, PD3DI_RASTCOLOR pArg1, PD3DI_RASTCOLOR pArg2,
PD3DI_RASTCTX pCtx, PD3DI_RASTSPAN pS, INT32 iTex)
{
ifelse(`$1', `None', `
pOut->uB = pS->uB;
pOut->uG = pS->uG;
pOut->uR = pS->uR;', `$1', `CopyArg1', `
pOut->uB = pArg1->uB<<COLOR_SHIFT;
pOut->uG = pArg1->uG<<COLOR_SHIFT;
pOut->uR = pArg1->uR<<COLOR_SHIFT;', `$1', `CopyArg2', `
pOut->uB = pArg2->uB<<COLOR_SHIFT;
pOut->uG = pArg2->uG<<COLOR_SHIFT;
pOut->uR = pArg2->uR<<COLOR_SHIFT;', `$1', `Modulate', `
pOut->uB = pArg1->uB*pArg2->uB;
pOut->uG = pArg1->uG*pArg2->uG;
pOut->uR = pArg1->uR*pArg2->uR;', `$1', `Modulate2', `
pOut->uB = (UINT16)min< UINT32>(((UINT32)pArg1->uB*pArg2->uB)<<1, 0xffff);
pOut->uG = (UINT16)min< UINT32>(((UINT32)pArg1->uG*pArg2->uG)<<1, 0xffff);
pOut->uR = (UINT16)min< UINT32>(((UINT32)pArg1->uR*pArg2->uR)<<1, 0xffff);', `$1', `Modulate4', `
pOut->uB = (UINT16)min< UINT32>(((UINT32)pArg1->uB*pArg2->uB)<<2, 0xffff);
pOut->uG = (UINT16)min< UINT32>(((UINT32)pArg1->uG*pArg2->uG)<<2, 0xffff);
pOut->uR = (UINT16)min< UINT32>(((UINT32)pArg1->uR*pArg2->uR)<<2, 0xffff);', `$1', `Add', `
pOut->uB = (UINT16)min< UINT32>(((UINT32)pArg1->uB+pArg2->uB)<<COLOR_SHIFT, 0xffff);
pOut->uG = (UINT16)min< UINT32>(((UINT32)pArg1->uG+pArg2->uG)<<COLOR_SHIFT, 0xffff);
pOut->uR = (UINT16)min< UINT32>(((UINT32)pArg1->uR+pArg2->uR)<<COLOR_SHIFT, 0xffff);', `$1', `AddSigned', `
pOut->uB = (UINT16)(min< UINT32>(max< UINT32>((INT32)pArg1->uB+pArg2->uB-128, 0x0), 0xff))<<COLOR_SHIFT;
pOut->uG = (UINT16)(min< UINT32>(max< UINT32>((INT32)pArg1->uG+pArg2->uG-128, 0x0), 0xff))<<COLOR_SHIFT;
pOut->uR = (UINT16)(min< UINT32>(max< UINT32>((INT32)pArg1->uR+pArg2->uR-128, 0x0), 0xff))<<COLOR_SHIFT;', `$1', `BlendDiffuseAlpha', `
INT32 iA = pS->uA>>COLOR_SHIFT;
pOut->uB = (UINT16)(iA*(pArg1->uB - pArg2->uB) + (pArg2->uB<<COLOR_SHIFT));
pOut->uG = (UINT16)(iA*(pArg1->uG - pArg2->uG) + (pArg2->uG<<COLOR_SHIFT));
pOut->uR = (UINT16)(iA*(pArg1->uR - pArg2->uR) + (pArg2->uR<<COLOR_SHIFT));', `$1', `BlendTextureAlpha', `
INT32 iA = RGBA_GETALPHA(pCtx->SI.TexCol[iTex]);
pOut->uB = (UINT16)(iA*(pArg1->uB - pArg2->uB) + (pArg2->uB<<COLOR_SHIFT));
pOut->uG = (UINT16)(iA*(pArg1->uG - pArg2->uG) + (pArg2->uG<<COLOR_SHIFT));
pOut->uR = (UINT16)(iA*(pArg1->uR - pArg2->uR) + (pArg2->uR<<COLOR_SHIFT));', `$1', `BlendFactorAlpha', `
INT32 iA = RGBA_GETALPHA(pCtx->pdwRenderState[D3DRS_TEXTUREFACTOR]);
pOut->uB = (UINT16)(iA*(pArg1->uB - pArg2->uB) + (pArg2->uB<<COLOR_SHIFT));
pOut->uG = (UINT16)(iA*(pArg1->uG - pArg2->uG) + (pArg2->uG<<COLOR_SHIFT));
pOut->uR = (UINT16)(iA*(pArg1->uR - pArg2->uR) + (pArg2->uR<<COLOR_SHIFT));', `$1', `BlendTextureAlphaPM', `
INT32 iA = 255 - RGBA_GETALPHA(pCtx->SI.TexCol[iTex]);
pOut->uB = (UINT16)min< UINT32>((UINT32)((pArg1->uB<<COLOR_SHIFT) + iA*pArg2->uB), 0xffff);
pOut->uG = (UINT16)min< UINT32>((UINT32)((pArg1->uG<<COLOR_SHIFT) + iA*pArg2->uG), 0xffff);
pOut->uR = (UINT16)min< UINT32>((UINT32)((pArg1->uR<<COLOR_SHIFT) + iA*pArg2->uR), 0xffff);', `$1', `AddSigned2', `
pOut->uB = (UINT16)(min< UINT32>(max< UINT32>(((INT32)pArg1->uB+pArg2->uB-128) << 1, 0x0), 0xff))<<COLOR_SHIFT;
pOut->uG = (UINT16)(min< UINT32>(max< UINT32>(((INT32)pArg1->uG+pArg2->uG-128) << 1, 0x0), 0xff))<<COLOR_SHIFT;
pOut->uR = (UINT16)(min< UINT32>(max< UINT32>(((INT32)pArg1->uR+pArg2->uR-128) << 1, 0x0), 0xff))<<COLOR_SHIFT;', `$1', `Subtract', `
pOut->uB = (UINT16)max< UINT32>(((UINT32)pArg1->uB + pArg2->uB), 0x0)<<COLOR_SHIFT;
pOut->uG = (UINT16)max< UINT32>(((UINT32)pArg1->uG + pArg2->uG), 0x0)<<COLOR_SHIFT;
pOut->uR = (UINT16)max< UINT32>(((UINT32)pArg1->uR + pArg2->uR), 0x0)<<COLOR_SHIFT;', `$1', `AddSmooth', `
pOut->uB = (UINT16)min< UINT32>(((pArg1->uB<<COLOR_SHIFT)+(~pArg1->uB)*pArg2->uB), 0xffff);
pOut->uG = (UINT16)min< UINT32>(((pArg1->uG<<COLOR_SHIFT)+(~pArg1->uG)*pArg2->uG), 0xffff);
pOut->uR = (UINT16)min< UINT32>(((pArg1->uR<<COLOR_SHIFT)+(~pArg1->uR)*pArg2->uR), 0xffff);', `$1', `ModulateAlphaAddColor', `
pOut->uB = (UINT16)min< UINT32>(((pArg1->uB<<COLOR_SHIFT)+pArg1->uA*pArg2->uB), 0xffff);
pOut->uG = (UINT16)min< UINT32>(((pArg1->uG<<COLOR_SHIFT)+pArg1->uA*pArg2->uG), 0xffff);
pOut->uR = (UINT16)min< UINT32>(((pArg1->uR<<COLOR_SHIFT)+pArg1->uA*pArg2->uR), 0xffff);', `$1', `ModulateColorAddAlpha', `
pOut->uB = (UINT16)min< UINT32>((pArg2->uB*pArg1->uB+(pArg1->uA<<COLOR_SHIFT)), 0xffff);
pOut->uG = (UINT16)min< UINT32>((pArg2->uG*pArg1->uG+(pArg1->uA<<COLOR_SHIFT)), 0xffff);
pOut->uR = (UINT16)min< UINT32>((pArg2->uR*pArg1->uR+(pArg1->uA<<COLOR_SHIFT)), 0xffff);')
}
')
dnl
dnl
d_RepStr(`d_TexBlendOpColor(AA)',
`AA', None, CopyArg1, CopyArg2, Modulate, Modulate2, Modulate4, Add, AddSigned,
BlendDiffuseAlpha, BlendTextureAlpha, BlendFactorAlpha, BlendTextureAlphaPM,
AddSigned2, Subtract, AddSmooth, ModulateAlphaAddColor, ModulateColorAddAlpha)