Previously, we would precalculate "alpha blend factors" on every
configuration update and then calculate the source and destination
blending factors in one go using all these factors. The idea here was
probably that we would get better performance by avoiding branching.
However, by measuring blending performance in Quake III, it seems that
this simpler version that only calculates the required factors reduces
the CPU time spent in `rasterize_triangle` by 3%.
As a bonus, `GL_SRC_ALPHA_SATURATE` is now also implemented.
This remained undetected for a long time as HeaderCheck is disabled by
default. This commit makes the following file compile again:
// file: compile_me.cpp
#include <LibDNS/Question.h>
// That's it, this was enough to cause a compilation error.
Likewise for most other files touched by this commit.
Implement (anti)aliased point drawing and anti-aliased line drawing.
Supported through LibGL's `GL_POINTS`, `GL_LINES`, `GL_LINE_LOOP` and
`GL_LINE_STRIP`.
In order to support this, `LibSoftGPU`s rasterization logic was
reworked. Now, any primitive can be drawn by invoking `rasterize()`
which takes care of the quad loop and fragment testing logic. Three
callbacks need to be passed:
* `set_coverage_mask`: the primitive needs to provide initial coverage
mask information so fragments can be discarded early.
* `set_quad_depth`: fragments survived stencil testing, so depth values
need to be set so depth testing can take place.
* `set_quad_attributes`: fragments survived depth testing, so fragment
shading is going to take place. All attributes like color, tex coords
and fog depth need to be set so alpha testing and eventually,
fragment rasterization can take place.
As of this commit, there are four instantiations of this function:
* Triangle rasterization
* Points - aliased
* Points - anti-aliased
* Lines - anti-aliased
In order to standardize vertex processing for all primitive types,
things like vertex transformation, lighting and tex coord generation
are now taking place before clipping.