android: fix cflags and includes for amdgpu winsys
[mesa.git] / src / gallium / drivers / llvmpipe / lp_setup_tri.c
index fbbfa3275f36b84581c4db4689f95f61f40b1f20..98a9d4bc28b791c30bb5378d95ea82427802e2f1 100644 (file)
@@ -1,6 +1,6 @@
 /**************************************************************************
  *
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
  * All Rights Reserved.
  *
  * Permission is hereby granted, free of charge, to any person obtaining a
@@ -18,7 +18,7 @@
  * 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 NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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 "util/u_math.h"
 #include "util/u_memory.h"
+#include "util/u_rect.h"
+#include "util/u_sse.h"
 #include "lp_perf.h"
 #include "lp_setup_context.h"
 #include "lp_rast.h"
+#include "lp_state_fs.h"
+#include "lp_state_setup.h"
+#include "lp_context.h"
+
+#include <inttypes.h>
 
 #define NUM_CHANNELS 4
 
+#if defined(PIPE_ARCH_SSE)
+#include <emmintrin.h>
+#endif
 
-/**
- * Compute a0 for a constant-valued coefficient (GL_FLAT shading).
- */
-static void constant_coef( struct lp_setup_context *setup,
-                           struct lp_rast_triangle *tri,
-                           unsigned slot,
-                          const float value,
-                           unsigned i )
+static inline int
+subpixel_snap(float a)
 {
-   tri->inputs.a0[slot][i] = value;
-   tri->inputs.dadx[slot][i] = 0.0f;
-   tri->inputs.dady[slot][i] = 0.0f;
+   return util_iround(FIXED_ONE * a);
 }
 
-
-/**
- * Compute a0, dadx and dady for a linearly interpolated coefficient,
- * for a triangle.
- */
-static void linear_coef( struct lp_setup_context *setup,
-                         struct lp_rast_triangle *tri,
-                         float oneoverarea,
-                         unsigned slot,
-                         const float (*v1)[4],
-                         const float (*v2)[4],
-                         const float (*v3)[4],
-                         unsigned vert_attr,
-                         unsigned i)
+static inline float
+fixed_to_float(int a)
 {
-   float a1 = v1[vert_attr][i];
-   float a2 = v2[vert_attr][i];
-   float a3 = v3[vert_attr][i];
-
-   float da12 = a1 - a2;
-   float da31 = a3 - a1;
-   float dadx = (da12 * tri->dy31 - tri->dy12 * da31) * oneoverarea;
-   float dady = (da31 * tri->dx12 - tri->dx31 * da12) * oneoverarea;
-
-   tri->inputs.dadx[slot][i] = dadx;
-   tri->inputs.dady[slot][i] = dady;
-
-   /* calculate a0 as the value which would be sampled for the
-    * fragment at (0,0), taking into account that we want to sample at
-    * pixel centers, in other words (0.5, 0.5).
-    *
-    * this is neat but unfortunately not a good way to do things for
-    * triangles with very large values of dadx or dady as it will
-    * result in the subtraction and re-addition from a0 of a very
-    * large number, which means we'll end up loosing a lot of the
-    * fractional bits and precision from a0.  the way to fix this is
-    * to define a0 as the sample at a pixel center somewhere near vmin
-    * instead - i'll switch to this later.
-    */
-   tri->inputs.a0[slot][i] = (a1 -
-                              (dadx * (v1[0][0] - setup->pixel_offset) +
-                               dady * (v1[0][1] - setup->pixel_offset)));
+   return a * (1.0f / FIXED_ONE);
 }
 
 
-/**
- * Compute a0, dadx and dady for a perspective-corrected interpolant,
- * for a triangle.
- * We basically multiply the vertex value by 1/w before computing
- * the plane coefficients (a0, dadx, dady).
- * Later, when we compute the value at a particular fragment position we'll
- * divide the interpolated value by the interpolated W at that fragment.
- */
-static void perspective_coef( struct lp_setup_context *setup,
-                              struct lp_rast_triangle *tri,
-                              float oneoverarea,
-                              unsigned slot,
-                             const float (*v1)[4],
-                             const float (*v2)[4],
-                             const float (*v3)[4],
-                             unsigned vert_attr,
-                              unsigned i)
-{
-   /* premultiply by 1/w  (v[0][3] is always 1/w):
-    */
-   float a1 = v1[vert_attr][i] * v1[0][3];
-   float a2 = v2[vert_attr][i] * v2[0][3];
-   float a3 = v3[vert_attr][i] * v3[0][3];
-   float da12 = a1 - a2;
-   float da31 = a3 - a1;
-   float dadx = (da12 * tri->dy31 - tri->dy12 * da31) * oneoverarea;
-   float dady = (da31 * tri->dx12 - tri->dx31 * da12) * oneoverarea;
-
-   tri->inputs.dadx[slot][i] = dadx;
-   tri->inputs.dady[slot][i] = dady;
-   tri->inputs.a0[slot][i] = (a1 -
-                              (dadx * (v1[0][0] - setup->pixel_offset) +
-                               dady * (v1[0][1] - setup->pixel_offset)));
-}
+/* Position and area in fixed point coordinates */
+struct fixed_position {
+   int32_t x[4];
+   int32_t y[4];
+   int64_t area;
+   int32_t dx01;
+   int32_t dy01;
+   int32_t dx20;
+   int32_t dy20;
+};
 
 
 /**
- * Special coefficient setup for gl_FragCoord.
- * X and Y are trivial
- * Z and W are copied from position_coef which should have already been computed.
- * We could do a bit less work if we'd examine gl_FragCoord's swizzle mask.
+ * Alloc space for a new triangle plus the input.a0/dadx/dady arrays
+ * immediately after it.
+ * The memory is allocated from the per-scene pool, not per-tile.
+ * \param tri_size  returns number of bytes allocated
+ * \param num_inputs  number of fragment shader inputs
+ * \return pointer to triangle space
  */
-static void
-setup_fragcoord_coef(struct lp_setup_context *setup,
-                     struct lp_rast_triangle *tri,
-                     float oneoverarea,
-                     unsigned slot,
-                     const float (*v1)[4],
-                     const float (*v2)[4],
-                     const float (*v3)[4])
+struct lp_rast_triangle *
+lp_setup_alloc_triangle(struct lp_scene *scene,
+                        unsigned nr_inputs,
+                        unsigned nr_planes,
+                        unsigned *tri_size)
 {
-   /*X*/
-   tri->inputs.a0[slot][0] = 0.0;
-   tri->inputs.dadx[slot][0] = 1.0;
-   tri->inputs.dady[slot][0] = 0.0;
-   /*Y*/
-   tri->inputs.a0[slot][1] = 0.0;
-   tri->inputs.dadx[slot][1] = 0.0;
-   tri->inputs.dady[slot][1] = 1.0;
-   /*Z*/
-   linear_coef(setup, tri, oneoverarea, slot, v1, v2, v3, 0, 2);
-   /*W*/
-   linear_coef(setup, tri, oneoverarea, slot, v1, v2, v3, 0, 3);
-}
+   unsigned input_array_sz = NUM_CHANNELS * (nr_inputs + 1) * sizeof(float);
+   unsigned plane_sz = nr_planes * sizeof(struct lp_rast_plane);
+   struct lp_rast_triangle *tri;
 
+   *tri_size = (sizeof(struct lp_rast_triangle) +
+                3 * input_array_sz +
+                plane_sz);
 
-/**
- * Setup the fragment input attribute with the front-facing value.
- * \param frontface  is the triangle front facing?
- */
-static void setup_facing_coef( struct lp_setup_context *setup,
-                               struct lp_rast_triangle *tri,
-                               unsigned slot,
-                               boolean frontface )
-{
-   /* convert TRUE to 1.0 and FALSE to -1.0 */
-   constant_coef( setup, tri, slot, 2.0f * frontface - 1.0f, 0 );
-   constant_coef( setup, tri, slot, 0.0f, 1 ); /* wasted */
-   constant_coef( setup, tri, slot, 0.0f, 2 ); /* wasted */
-   constant_coef( setup, tri, slot, 0.0f, 3 ); /* wasted */
-}
+   tri = lp_scene_alloc_aligned( scene, *tri_size, 16 );
+   if (tri == NULL)
+      return NULL;
 
+   tri->inputs.stride = input_array_sz;
 
-/**
- * Compute the tri->coef[] array dadx, dady, a0 values.
- */
-static void setup_tri_coefficients( struct lp_setup_context *setup,
-                                   struct lp_rast_triangle *tri,
-                                    float oneoverarea,
-                                   const float (*v1)[4],
-                                   const float (*v2)[4],
-                                   const float (*v3)[4],
-                                   boolean frontface)
-{
-   unsigned slot;
+   {
+      char *a = (char *)tri;
+      char *b = (char *)&GET_PLANES(tri)[nr_planes];
+      assert(b - a == *tri_size);
+   }
 
-   /* The internal position input is in slot zero:
-    */
-   setup_fragcoord_coef(setup, tri, oneoverarea, 0, v1, v2, v3);
+   return tri;
+}
 
-   /* setup interpolation for all the remaining attributes:
-    */
-   for (slot = 0; slot < setup->fs.nr_inputs; slot++) {
-      unsigned vert_attr = setup->fs.input[slot].src_index;
-      unsigned i;
-
-      switch (setup->fs.input[slot].interp) {
-      case LP_INTERP_CONSTANT:
-         if (setup->flatshade_first) {
-            for (i = 0; i < NUM_CHANNELS; i++)
-               constant_coef(setup, tri, slot+1, v1[vert_attr][i], i);
-         }
-         else {
-            for (i = 0; i < NUM_CHANNELS; i++)
-               constant_coef(setup, tri, slot+1, v3[vert_attr][i], i);
-         }
-         break;
+void
+lp_setup_print_vertex(struct lp_setup_context *setup,
+                      const char *name,
+                      const float (*v)[4])
+{
+   const struct lp_setup_variant_key *key = &setup->setup.variant->key;
+   int i, j;
 
-      case LP_INTERP_LINEAR:
-         for (i = 0; i < NUM_CHANNELS; i++)
-            linear_coef(setup, tri, oneoverarea, slot+1, v1, v2, v3, vert_attr, i);
-         break;
+   debug_printf("   wpos (%s[0]) xyzw %f %f %f %f\n",
+                name,
+                v[0][0], v[0][1], v[0][2], v[0][3]);
 
-      case LP_INTERP_PERSPECTIVE:
-         for (i = 0; i < NUM_CHANNELS; i++)
-            perspective_coef(setup, tri, oneoverarea, slot+1, v1, v2, v3, vert_attr, i);
-         break;
+   for (i = 0; i < key->num_inputs; i++) {
+      const float *in = v[key->inputs[i].src_index];
 
-      case LP_INTERP_POSITION:
-         /* XXX: fix me - duplicates the values in slot zero.
-          */
-         setup_fragcoord_coef(setup, tri, oneoverarea, slot+1, v1, v2, v3);
-         break;
+      debug_printf("  in[%d] (%s[%d]) %s%s%s%s ",
+                   i, 
+                   name, key->inputs[i].src_index,
+                   (key->inputs[i].usage_mask & 0x1) ? "x" : " ",
+                   (key->inputs[i].usage_mask & 0x2) ? "y" : " ",
+                   (key->inputs[i].usage_mask & 0x4) ? "z" : " ",
+                   (key->inputs[i].usage_mask & 0x8) ? "w" : " ");
 
-      case LP_INTERP_FACING:
-         setup_facing_coef(setup, tri, slot+1, frontface);
-         break;
+      for (j = 0; j < 4; j++)
+         if (key->inputs[i].usage_mask & (1<<j))
+            debug_printf("%.5f ", in[j]);
 
-      default:
-         assert(0);
-      }
+      debug_printf("\n");
    }
 }
 
 
-
-static INLINE int subpixel_snap( float a )
-{
-   return util_iround(FIXED_ONE * a - (FIXED_ONE / 2));
-}
-
-
-
 /**
- * Alloc space for a new triangle plus the input.a0/dadx/dady arrays
- * immediately after it.
- * The memory is allocated from the per-scene pool, not per-tile.
- * \param tri_size  returns number of bytes allocated
- * \param nr_inputs  number of fragment shader inputs
- * \return pointer to triangle space
+ * Print triangle vertex attribs (for debug).
  */
-static INLINE struct lp_rast_triangle *
-alloc_triangle(struct lp_scene *scene, unsigned nr_inputs, unsigned *tri_size)
+void
+lp_setup_print_triangle(struct lp_setup_context *setup,
+                        const float (*v0)[4],
+                        const float (*v1)[4],
+                        const float (*v2)[4])
 {
-   unsigned input_array_sz = NUM_CHANNELS * (nr_inputs + 1) * sizeof(float);
-   struct lp_rast_triangle *tri;
-   unsigned bytes;
-   char *inputs;
+   debug_printf("triangle\n");
 
-   assert(sizeof(*tri) % 16 == 0);
-
-   bytes = sizeof(*tri) + (3 * input_array_sz);
+   {
+      const float ex = v0[0][0] - v2[0][0];
+      const float ey = v0[0][1] - v2[0][1];
+      const float fx = v1[0][0] - v2[0][0];
+      const float fy = v1[0][1] - v2[0][1];
+
+      /* det = cross(e,f).z */
+      const float det = ex * fy - ey * fx;
+      if (det < 0.0f) 
+         debug_printf("   - ccw\n");
+      else if (det > 0.0f)
+         debug_printf("   - cw\n");
+      else
+         debug_printf("   - zero area\n");
+   }
 
-   tri = lp_scene_alloc_aligned( scene, bytes, 16 );
+   lp_setup_print_vertex(setup, "v0", v0);
+   lp_setup_print_vertex(setup, "v1", v1);
+   lp_setup_print_vertex(setup, "v2", v2);
+}
 
-   inputs = (char *) (tri + 1);
-   tri->inputs.a0   = (float (*)[4]) inputs;
-   tri->inputs.dadx = (float (*)[4]) (inputs + input_array_sz);
-   tri->inputs.dady = (float (*)[4]) (inputs + 2 * input_array_sz);
 
-   *tri_size = bytes;
+#define MAX_PLANES 8
+static unsigned
+lp_rast_tri_tab[MAX_PLANES+1] = {
+   0,               /* should be impossible */
+   LP_RAST_OP_TRIANGLE_1,
+   LP_RAST_OP_TRIANGLE_2,
+   LP_RAST_OP_TRIANGLE_3,
+   LP_RAST_OP_TRIANGLE_4,
+   LP_RAST_OP_TRIANGLE_5,
+   LP_RAST_OP_TRIANGLE_6,
+   LP_RAST_OP_TRIANGLE_7,
+   LP_RAST_OP_TRIANGLE_8
+};
+
+static unsigned
+lp_rast_32_tri_tab[MAX_PLANES+1] = {
+   0,               /* should be impossible */
+   LP_RAST_OP_TRIANGLE_32_1,
+   LP_RAST_OP_TRIANGLE_32_2,
+   LP_RAST_OP_TRIANGLE_32_3,
+   LP_RAST_OP_TRIANGLE_32_4,
+   LP_RAST_OP_TRIANGLE_32_5,
+   LP_RAST_OP_TRIANGLE_32_6,
+   LP_RAST_OP_TRIANGLE_32_7,
+   LP_RAST_OP_TRIANGLE_32_8
+};
 
-   return tri;
-}
 
 
 /**
- * Print triangle vertex attribs (for debug).
+ * The primitive covers the whole tile- shade whole tile.
+ *
+ * \param tx, ty  the tile position in tiles, not pixels
  */
-static void
-print_triangle(struct lp_setup_context *setup,
-               const float (*v1)[4],
-               const float (*v2)[4],
-               const float (*v3)[4])
+static boolean
+lp_setup_whole_tile(struct lp_setup_context *setup,
+                    const struct lp_rast_shader_inputs *inputs,
+                    int tx, int ty)
 {
-   uint i;
+   struct lp_scene *scene = setup->scene;
+
+   LP_COUNT(nr_fully_covered_64);
+
+   /* if variant is opaque and scissor doesn't effect the tile */
+   if (inputs->opaque) {
+      /* Several things prevent this optimization from working:
+       * - For layered rendering we can't determine if this covers the same layer
+       * as previous rendering (or in case of clears those actually always cover
+       * all layers so optimization is impossible). Need to use fb_max_layer and
+       * not setup->layer_slot to determine this since even if there's currently
+       * no slot assigned previous rendering could have used one.
+       * - If there were any Begin/End query commands in the scene then those
+       * would get removed which would be very wrong. Furthermore, if queries
+       * were just active we also can't do the optimization since to get
+       * accurate query results we unfortunately need to execute the rendering
+       * commands.
+       */
+      if (!scene->fb.zsbuf && scene->fb_max_layer == 0 && !scene->had_queries) {
+         /*
+          * All previous rendering will be overwritten so reset the bin.
+          */
+         lp_scene_bin_reset( scene, tx, ty );
+      }
 
-   debug_printf("llvmpipe triangle\n");
-   for (i = 0; i < setup->fs.nr_inputs; i++) {
-      debug_printf("  v1[%d]:  %f %f %f %f\n", i,
-                   v1[i][0], v1[i][1], v1[i][2], v1[i][3]);
-   }
-   for (i = 0; i < setup->fs.nr_inputs; i++) {
-      debug_printf("  v2[%d]:  %f %f %f %f\n", i,
-                   v2[i][0], v2[i][1], v2[i][2], v2[i][3]);
-   }
-   for (i = 0; i < setup->fs.nr_inputs; i++) {
-      debug_printf("  v3[%d]:  %f %f %f %f\n", i,
-                   v3[i][0], v3[i][1], v3[i][2], v3[i][3]);
+      LP_COUNT(nr_shade_opaque_64);
+      return lp_scene_bin_cmd_with_state( scene, tx, ty,
+                                          setup->fs.stored,
+                                          LP_RAST_OP_SHADE_TILE_OPAQUE,
+                                          lp_rast_arg_inputs(inputs) );
+   } else {
+      LP_COUNT(nr_shade_64);
+      return lp_scene_bin_cmd_with_state( scene, tx, ty,
+                                          setup->fs.stored, 
+                                          LP_RAST_OP_SHADE_TILE,
+                                          lp_rast_arg_inputs(inputs) );
    }
 }
 
@@ -315,327 +259,704 @@ print_triangle(struct lp_setup_context *setup,
  * framebuffer tiles are touched.  Put the triangle in the scene's
  * bins for the tiles which we overlap.
  */
-static void 
+static boolean
 do_triangle_ccw(struct lp_setup_context *setup,
-               const float (*v1)[4],
-               const float (*v2)[4],
-               const float (*v3)[4],
-               boolean frontfacing )
+                struct fixed_position* position,
+                const float (*v0)[4],
+                const float (*v1)[4],
+                const float (*v2)[4],
+                boolean frontfacing )
 {
-   /* x/y positions in fixed point */
-   const int x1 = subpixel_snap(v1[0][0] + 0.5 - setup->pixel_offset);
-   const int x2 = subpixel_snap(v2[0][0] + 0.5 - setup->pixel_offset);
-   const int x3 = subpixel_snap(v3[0][0] + 0.5 - setup->pixel_offset);
-   const int y1 = subpixel_snap(v1[0][1] + 0.5 - setup->pixel_offset);
-   const int y2 = subpixel_snap(v2[0][1] + 0.5 - setup->pixel_offset);
-   const int y3 = subpixel_snap(v3[0][1] + 0.5 - setup->pixel_offset);
-
-   struct lp_scene *scene = lp_setup_get_current_scene(setup);
+   struct lp_scene *scene = setup->scene;
+   const struct lp_setup_variant_key *key = &setup->setup.variant->key;
    struct lp_rast_triangle *tri;
-   int area;
-   float oneoverarea;
-   int minx, maxx, miny, maxy;
+   struct lp_rast_plane *plane;
+   struct u_rect bbox;
    unsigned tri_bytes;
+   int nr_planes = 3;
+   unsigned viewport_index = 0;
+   unsigned layer = 0;
 
-   if (0)
-      print_triangle(setup, v1, v2, v3);
-
-   tri = alloc_triangle(scene, setup->fs.nr_inputs, &tri_bytes);
-
-#ifdef DEBUG
-   tri->v[0][0] = v1[0][0];
-   tri->v[1][0] = v2[0][0];
-   tri->v[2][0] = v3[0][0];
-   tri->v[0][1] = v1[0][1];
-   tri->v[1][1] = v2[0][1];
-   tri->v[2][1] = v3[0][1];
-#endif
+   /* Area should always be positive here */
+   assert(position->area > 0);
 
-   tri->dx12 = x1 - x2;
-   tri->dx23 = x2 - x3;
-   tri->dx31 = x3 - x1;
+   if (0)
+      lp_setup_print_triangle(setup, v0, v1, v2);
 
-   tri->dy12 = y1 - y2;
-   tri->dy23 = y2 - y3;
-   tri->dy31 = y3 - y1;
+   if (setup->scissor_test) {
+      nr_planes = 7;
+      if (setup->viewport_index_slot > 0) {
+         unsigned *udata = (unsigned*)v0[setup->viewport_index_slot];
+         viewport_index = lp_clamp_viewport_idx(*udata);
+      }
+   }
+   else {
+      nr_planes = 3;
+   }
+   if (setup->layer_slot > 0) {
+      layer = *(unsigned*)v1[setup->layer_slot];
+      layer = MIN2(layer, scene->fb_max_layer);
+   }
 
-   area = (tri->dx12 * tri->dy31 - tri->dx31 * tri->dy12);
+   /* Bounding rectangle (in pixels) */
+   {
+      /* Yes this is necessary to accurately calculate bounding boxes
+       * with the two fill-conventions we support.  GL (normally) ends
+       * up needing a bottom-left fill convention, which requires
+       * slightly different rounding.
+       */
+      int adj = (setup->bottom_edge_rule != 0) ? 1 : 0;
 
-   LP_COUNT(nr_tris);
+      /* Inclusive x0, exclusive x1 */
+      bbox.x0 =  MIN3(position->x[0], position->x[1], position->x[2]) >> FIXED_ORDER;
+      bbox.x1 = (MAX3(position->x[0], position->x[1], position->x[2]) - 1) >> FIXED_ORDER;
 
-   /* Cull non-ccw and zero-sized triangles. 
-    *
-    * XXX: subject to overflow??
-    */
-   if (area <= 0) {
-      lp_scene_putback_data( scene, tri_bytes );
-      LP_COUNT(nr_culled_tris);
-      return;
+      /* Inclusive / exclusive depending upon adj (bottom-left or top-right) */
+      bbox.y0 = (MIN3(position->y[0], position->y[1], position->y[2]) + adj) >> FIXED_ORDER;
+      bbox.y1 = (MAX3(position->y[0], position->y[1], position->y[2]) - 1 + adj) >> FIXED_ORDER;
    }
 
-   /* Bounding rectangle (in pixels) */
-   minx = (MIN3(x1, x2, x3) + (FIXED_ONE-1)) >> FIXED_ORDER;
-   maxx = (MAX3(x1, x2, x3) + (FIXED_ONE-1)) >> FIXED_ORDER;
-   miny = (MIN3(y1, y2, y3) + (FIXED_ONE-1)) >> FIXED_ORDER;
-   maxy = (MAX3(y1, y2, y3) + (FIXED_ONE-1)) >> FIXED_ORDER;
-   
-   if (setup->scissor_test) {
-      minx = MAX2(minx, setup->scissor.current.minx);
-      maxx = MIN2(maxx, setup->scissor.current.maxx);
-      miny = MAX2(miny, setup->scissor.current.miny);
-      maxy = MIN2(maxy, setup->scissor.current.maxy);
+   if (bbox.x1 < bbox.x0 ||
+       bbox.y1 < bbox.y0) {
+      if (0) debug_printf("empty bounding box\n");
+      LP_COUNT(nr_culled_tris);
+      return TRUE;
    }
 
-   if (miny == maxy || 
-       minx == maxx) {
-      lp_scene_putback_data( scene, tri_bytes );
+   if (!u_rect_test_intersection(&setup->draw_regions[viewport_index], &bbox)) {
+      if (0) debug_printf("offscreen\n");
       LP_COUNT(nr_culled_tris);
-      return;
+      return TRUE;
    }
 
-   /* 
+   /* Can safely discard negative regions, but need to keep hold of
+    * information about when the triangle extends past screen
+    * boundaries.  See trimmed_box in lp_setup_bin_triangle().
     */
-   oneoverarea = ((float)FIXED_ONE) / (float)area;
+   bbox.x0 = MAX2(bbox.x0, 0);
+   bbox.y0 = MAX2(bbox.y0, 0);
+
+   tri = lp_setup_alloc_triangle(scene,
+                                 key->num_inputs,
+                                 nr_planes,
+                                 &tri_bytes);
+   if (!tri)
+      return FALSE;
+
+#if 0
+   tri->v[0][0] = v0[0][0];
+   tri->v[1][0] = v1[0][0];
+   tri->v[2][0] = v2[0][0];
+   tri->v[0][1] = v0[0][1];
+   tri->v[1][1] = v1[0][1];
+   tri->v[2][1] = v2[0][1];
+#endif
+
+   LP_COUNT(nr_tris);
 
    /* Setup parameter interpolants:
     */
-   setup_tri_coefficients( setup, tri, oneoverarea, v1, v2, v3, frontfacing );
+   setup->setup.variant->jit_function( v0,
+                                      v1,
+                                      v2,
+                                      frontfacing,
+                                      GET_A0(&tri->inputs),
+                                      GET_DADX(&tri->inputs),
+                                      GET_DADY(&tri->inputs) );
+
+   tri->inputs.frontfacing = frontfacing;
+   tri->inputs.disable = FALSE;
+   tri->inputs.opaque = setup->fs.current.variant->opaque;
+   tri->inputs.layer = layer;
+   tri->inputs.viewport_index = viewport_index;
 
-   tri->inputs.facing = frontfacing ? 1.0F : -1.0F;
+   if (0)
+      lp_dump_setup_coef(&setup->setup.variant->key,
+                        (const float (*)[4])GET_A0(&tri->inputs),
+                        (const float (*)[4])GET_DADX(&tri->inputs),
+                        (const float (*)[4])GET_DADY(&tri->inputs));
+
+   plane = GET_PLANES(tri);
+
+#if defined(PIPE_ARCH_SSE)
+   if (setup->fb.width <= MAX_FIXED_LENGTH32 &&
+       setup->fb.height <= MAX_FIXED_LENGTH32 &&
+       (bbox.x1 - bbox.x0) <= MAX_FIXED_LENGTH32 &&
+       (bbox.y1 - bbox.y0) <= MAX_FIXED_LENGTH32) {
+      __m128i vertx, verty;
+      __m128i shufx, shufy;
+      __m128i dcdx, dcdy, c;
+      __m128i unused;
+      __m128i dcdx_neg_mask;
+      __m128i dcdy_neg_mask;
+      __m128i dcdx_zero_mask;
+      __m128i top_left_flag;
+      __m128i c_inc_mask, c_inc;
+      __m128i eo, p0, p1, p2;
+      __m128i zero = _mm_setzero_si128();
+      PIPE_ALIGN_VAR(16) int32_t temp_vec[4];
+
+      vertx = _mm_loadu_si128((__m128i *)position->x); /* vertex x coords */
+      verty = _mm_loadu_si128((__m128i *)position->y); /* vertex y coords */
+
+      shufx = _mm_shuffle_epi32(vertx, _MM_SHUFFLE(3,0,2,1));
+      shufy = _mm_shuffle_epi32(verty, _MM_SHUFFLE(3,0,2,1));
+
+      dcdx = _mm_sub_epi32(verty, shufy);
+      dcdy = _mm_sub_epi32(vertx, shufx);
+
+      dcdx_neg_mask = _mm_srai_epi32(dcdx, 31);
+      dcdx_zero_mask = _mm_cmpeq_epi32(dcdx, zero);
+      dcdy_neg_mask = _mm_srai_epi32(dcdy, 31);
+
+      top_left_flag = _mm_set1_epi32((setup->bottom_edge_rule == 0) ? ~0 : 0);
+
+      c_inc_mask = _mm_or_si128(dcdx_neg_mask,
+                                _mm_and_si128(dcdx_zero_mask,
+                                              _mm_xor_si128(dcdy_neg_mask,
+                                                            top_left_flag)));
+
+      c_inc = _mm_srli_epi32(c_inc_mask, 31);
+
+      c = _mm_sub_epi32(mm_mullo_epi32(dcdx, vertx),
+                        mm_mullo_epi32(dcdy, verty));
+
+      c = _mm_add_epi32(c, c_inc);
+
+      /* Scale up to match c:
+       */
+      dcdx = _mm_slli_epi32(dcdx, FIXED_ORDER);
+      dcdy = _mm_slli_epi32(dcdy, FIXED_ORDER);
 
-   /* half-edge constants, will be interated over the whole render target.
-    */
-   tri->c1 = tri->dy12 * x1 - tri->dx12 * y1;
-   tri->c2 = tri->dy23 * x2 - tri->dx23 * y2;
-   tri->c3 = tri->dy31 * x3 - tri->dx31 * y3;
+      /* Calculate trivial reject values:
+       */
+      eo = _mm_sub_epi32(_mm_andnot_si128(dcdy_neg_mask, dcdy),
+                         _mm_and_si128(dcdx_neg_mask, dcdx));
 
-   /* correct for top-left fill convention:
-    */
-   if (tri->dy12 < 0 || (tri->dy12 == 0 && tri->dx12 > 0)) tri->c1++;
-   if (tri->dy23 < 0 || (tri->dy23 == 0 && tri->dx23 > 0)) tri->c2++;
-   if (tri->dy31 < 0 || (tri->dy31 == 0 && tri->dx31 > 0)) tri->c3++;
-
-   tri->dy12 *= FIXED_ONE;
-   tri->dy23 *= FIXED_ONE;
-   tri->dy31 *= FIXED_ONE;
-
-   tri->dx12 *= FIXED_ONE;
-   tri->dx23 *= FIXED_ONE;
-   tri->dx31 *= FIXED_ONE;
-
-   /* find trivial reject offsets for each edge for a single-pixel
-    * sized block.  These will be scaled up at each recursive level to
-    * match the active blocksize.  Scaling in this way works best if
-    * the blocks are square.
-    */
-   tri->eo1 = 0;
-   if (tri->dy12 < 0) tri->eo1 -= tri->dy12;
-   if (tri->dx12 > 0) tri->eo1 += tri->dx12;
+      /* ei = _mm_sub_epi32(_mm_sub_epi32(dcdy, dcdx), eo); */
 
-   tri->eo2 = 0;
-   if (tri->dy23 < 0) tri->eo2 -= tri->dy23;
-   if (tri->dx23 > 0) tri->eo2 += tri->dx23;
+      /* Pointless transpose which gets undone immediately in
+       * rasterization:
+       */
+      transpose4_epi32(&c, &dcdx, &dcdy, &eo,
+                       &p0, &p1, &p2, &unused);
+
+#define STORE_PLANE(plane, vec) do {                 \
+         _mm_store_si128((__m128i *)&temp_vec, vec); \
+         plane.c    = (int64_t)temp_vec[0];          \
+         plane.dcdx = temp_vec[1];                   \
+         plane.dcdy = temp_vec[2];                   \
+         plane.eo   = temp_vec[3];                   \
+      } while(0)
+
+      STORE_PLANE(plane[0], p0);
+      STORE_PLANE(plane[1], p1);
+      STORE_PLANE(plane[2], p2);
+#undef STORE_PLANE
+   } else
+#endif
+   {
+      int i;
+      plane[0].dcdy = position->dx01;
+      plane[1].dcdy = position->x[1] - position->x[2];
+      plane[2].dcdy = position->dx20;
+      plane[0].dcdx = position->dy01;
+      plane[1].dcdx = position->y[1] - position->y[2];
+      plane[2].dcdx = position->dy20;
+  
+      for (i = 0; i < 3; i++) {
+         /* half-edge constants, will be interated over the whole render
+          * target.
+          */
+         plane[i].c = IMUL64(plane[i].dcdx, position->x[i]) -
+               IMUL64(plane[i].dcdy, position->y[i]);
+
+         /* correct for top-left vs. bottom-left fill convention.
+          */         
+         if (plane[i].dcdx < 0) {
+            /* both fill conventions want this - adjust for left edges */
+            plane[i].c++;            
+         }
+         else if (plane[i].dcdx == 0) {
+            if (setup->bottom_edge_rule == 0){
+               /* correct for top-left fill convention:
+                */
+               if (plane[i].dcdy > 0) plane[i].c++;
+            }
+            else {
+               /* correct for bottom-left fill convention:
+                */
+               if (plane[i].dcdy < 0) plane[i].c++;
+            }
+         }
 
-   tri->eo3 = 0;
-   if (tri->dy31 < 0) tri->eo3 -= tri->dy31;
-   if (tri->dx31 > 0) tri->eo3 += tri->dx31;
+         /* Scale up to match c:
+          */
+         assert((plane[i].dcdx << FIXED_ORDER) >> FIXED_ORDER == plane[i].dcdx);
+         assert((plane[i].dcdy << FIXED_ORDER) >> FIXED_ORDER == plane[i].dcdy);
+         plane[i].dcdx <<= FIXED_ORDER;
+         plane[i].dcdy <<= FIXED_ORDER;
+
+         /* find trivial reject offsets for each edge for a single-pixel
+          * sized block.  These will be scaled up at each recursive level to
+          * match the active blocksize.  Scaling in this way works best if
+          * the blocks are square.
+          */
+         plane[i].eo = 0;
+         if (plane[i].dcdx < 0) plane[i].eo -= plane[i].dcdx;
+         if (plane[i].dcdy > 0) plane[i].eo += plane[i].dcdy;
+      }
+   }
+
+   if (0) {
+      debug_printf("p0: %"PRIx64"/%08x/%08x/%"PRIx64"\n",
+                   plane[0].c,
+                   plane[0].dcdx,
+                   plane[0].dcdy,
+                   plane[0].eo);
+      
+      debug_printf("p1: %"PRIx64"/%08x/%08x/%"PRIx64"\n",
+                   plane[1].c,
+                   plane[1].dcdx,
+                   plane[1].dcdy,
+                   plane[1].eo);
+      
+      debug_printf("p2: %"PRIx64"/%08x/%08x/%"PRIx64"\n",
+                   plane[2].c,
+                   plane[2].dcdx,
+                   plane[2].dcdy,
+                   plane[2].eo);
+   }
 
-   /* Calculate trivial accept offsets from the above.
-    */
-   tri->ei1 = tri->dx12 - tri->dy12 - tri->eo1;
-   tri->ei2 = tri->dx23 - tri->dy23 - tri->eo2;
-   tri->ei3 = tri->dx31 - tri->dy31 - tri->eo3;
 
-   /* Fill in the inputs.step[][] arrays.
-    * We've manually unrolled some loops here.
+   /* 
+    * When rasterizing scissored tris, use the intersection of the
+    * triangle bounding box and the scissor rect to generate the
+    * scissor planes.
+    *
+    * This permits us to cut off the triangle "tails" that are present
+    * in the intermediate recursive levels caused when two of the
+    * triangles edges don't diverge quickly enough to trivially reject
+    * exterior blocks from the triangle.
+    *
+    * It's not really clear if it's worth worrying about these tails,
+    * but since we generate the planes for each scissored tri, it's
+    * free to trim them in this case.
+    * 
+    * Note that otherwise, the scissor planes only vary in 'C' value,
+    * and even then only on state-changes.  Could alternatively store
+    * these planes elsewhere.
     */
-   {
-      const int xstep1 = -tri->dy12;
-      const int xstep2 = -tri->dy23;
-      const int xstep3 = -tri->dy31;
-      const int ystep1 = tri->dx12;
-      const int ystep2 = tri->dx23;
-      const int ystep3 = tri->dx31;
-
-#define SETUP_STEP(i, x, y)                                \
-      do {                                                 \
-         tri->inputs.step[0][i] = x * xstep1 + y * ystep1; \
-         tri->inputs.step[1][i] = x * xstep2 + y * ystep2; \
-         tri->inputs.step[2][i] = x * xstep3 + y * ystep3; \
-      } while (0)
-
-      SETUP_STEP(0, 0, 0);
-      SETUP_STEP(1, 1, 0);
-      SETUP_STEP(2, 0, 1);
-      SETUP_STEP(3, 1, 1);
-
-      SETUP_STEP(4, 2, 0);
-      SETUP_STEP(5, 3, 0);
-      SETUP_STEP(6, 2, 1);
-      SETUP_STEP(7, 3, 1);
-
-      SETUP_STEP(8, 0, 2);
-      SETUP_STEP(9, 1, 2);
-      SETUP_STEP(10, 0, 3);
-      SETUP_STEP(11, 1, 3);
-
-      SETUP_STEP(12, 2, 2);
-      SETUP_STEP(13, 3, 2);
-      SETUP_STEP(14, 2, 3);
-      SETUP_STEP(15, 3, 3);
-#undef STEP
+   if (nr_planes == 7) {
+      const struct u_rect *scissor = &setup->scissors[viewport_index];
+
+      plane[3].dcdx = -1;
+      plane[3].dcdy = 0;
+      plane[3].c = 1-scissor->x0;
+      plane[3].eo = 1;
+
+      plane[4].dcdx = 1;
+      plane[4].dcdy = 0;
+      plane[4].c = scissor->x1+1;
+      plane[4].eo = 0;
+
+      plane[5].dcdx = 0;
+      plane[5].dcdy = 1;
+      plane[5].c = 1-scissor->y0;
+      plane[5].eo = 1;
+
+      plane[6].dcdx = 0;
+      plane[6].dcdy = -1;
+      plane[6].c = scissor->y1+1;
+      plane[6].eo = 0;
    }
 
-   /*
-    * All fields of 'tri' are now set.  The remaining code here is
-    * concerned with binning.
-    */
+   return lp_setup_bin_triangle(setup, tri, &bbox, nr_planes, viewport_index);
+}
 
-   /* Convert to tile coordinates:
+/*
+ * Round to nearest less or equal power of two of the input.
+ *
+ * Undefined if no bit set exists, so code should check against 0 first.
+ */
+static inline uint32_t 
+floor_pot(uint32_t n)
+{
+#if defined(PIPE_CC_GCC) && defined(PIPE_ARCH_X86)
+   if (n == 0)
+      return 0;
+
+   __asm__("bsr %1,%0"
+          : "=r" (n)
+          : "rm" (n));
+   return 1 << n;
+#else
+   n |= (n >>  1);
+   n |= (n >>  2);
+   n |= (n >>  4);
+   n |= (n >>  8);
+   n |= (n >> 16);
+   return n - (n >> 1);
+#endif
+}
+
+
+boolean
+lp_setup_bin_triangle( struct lp_setup_context *setup,
+                       struct lp_rast_triangle *tri,
+                       const struct u_rect *bbox,
+                       int nr_planes,
+                       unsigned viewport_index )
+{
+   struct lp_scene *scene = setup->scene;
+   struct u_rect trimmed_box = *bbox;   
+   int i;
+   /* What is the largest power-of-two boundary this triangle crosses:
     */
-   minx = minx / TILE_SIZE;
-   miny = miny / TILE_SIZE;
-   maxx = maxx / TILE_SIZE;
-   maxy = maxy / TILE_SIZE;
+   int dx = floor_pot((bbox->x0 ^ bbox->x1) |
+                     (bbox->y0 ^ bbox->y1));
 
-   /*
-    * Clamp to framebuffer size
+   /* The largest dimension of the rasterized area of the triangle
+    * (aligned to a 4x4 grid), rounded down to the nearest power of two:
     */
-   minx = MAX2(minx, 0);
-   miny = MAX2(miny, 0);
-   maxx = MIN2(maxx, scene->tiles_x - 1);
-   maxy = MIN2(maxy, scene->tiles_y - 1);
+   int max_sz = ((bbox->x1 - (bbox->x0 & ~3)) |
+                 (bbox->y1 - (bbox->y0 & ~3)));
+   int sz = floor_pot(max_sz);
+   boolean use_32bits = max_sz <= MAX_FIXED_LENGTH32;
+
+   /* Now apply scissor, etc to the bounding box.  Could do this
+    * earlier, but it confuses the logic for tri-16 and would force
+    * the rasterizer to also respect scissor, etc, just for the rare
+    * cases where a small triangle extends beyond the scissor.
+    */
+   u_rect_find_intersection(&setup->draw_regions[viewport_index],
+                            &trimmed_box);
 
    /* Determine which tile(s) intersect the triangle's bounding box
     */
-   if (miny == maxy && minx == maxx)
+   if (dx < TILE_SIZE)
    {
+      int ix0 = bbox->x0 / TILE_SIZE;
+      int iy0 = bbox->y0 / TILE_SIZE;
+      unsigned px = bbox->x0 & 63 & ~3;
+      unsigned py = bbox->y0 & 63 & ~3;
+
+      assert(iy0 == bbox->y1 / TILE_SIZE &&
+            ix0 == bbox->x1 / TILE_SIZE);
+
+      if (nr_planes == 3) {
+         if (sz < 4)
+         {
+            /* Triangle is contained in a single 4x4 stamp:
+             */
+            assert(px + 4 <= TILE_SIZE);
+            assert(py + 4 <= TILE_SIZE);
+            return lp_scene_bin_cmd_with_state( scene, ix0, iy0,
+                                                setup->fs.stored,
+                                                use_32bits ?
+                                                LP_RAST_OP_TRIANGLE_32_3_4 :
+                                                LP_RAST_OP_TRIANGLE_3_4,
+                                                lp_rast_arg_triangle_contained(tri, px, py) );
+         }
+
+         if (sz < 16)
+         {
+            /* Triangle is contained in a single 16x16 block:
+             */
+
+            /*
+             * The 16x16 block is only 4x4 aligned, and can exceed the tile
+             * dimensions if the triangle is 16 pixels in one dimension but 4
+             * in the other. So budge the 16x16 back inside the tile.
+             */
+            px = MIN2(px, TILE_SIZE - 16);
+            py = MIN2(py, TILE_SIZE - 16);
+
+            assert(px + 16 <= TILE_SIZE);
+            assert(py + 16 <= TILE_SIZE);
+
+            return lp_scene_bin_cmd_with_state( scene, ix0, iy0,
+                                                setup->fs.stored,
+                                                use_32bits ?
+                                                LP_RAST_OP_TRIANGLE_32_3_16 :
+                                                LP_RAST_OP_TRIANGLE_3_16,
+                                                lp_rast_arg_triangle_contained(tri, px, py) );
+         }
+      }
+      else if (nr_planes == 4 && sz < 16) 
+      {
+         px = MIN2(px, TILE_SIZE - 16);
+         py = MIN2(py, TILE_SIZE - 16);
+
+         assert(px + 16 <= TILE_SIZE);
+         assert(py + 16 <= TILE_SIZE);
+
+         return lp_scene_bin_cmd_with_state(scene, ix0, iy0,
+                                            setup->fs.stored,
+                                            use_32bits ?
+                                            LP_RAST_OP_TRIANGLE_32_4_16 :
+                                            LP_RAST_OP_TRIANGLE_4_16,
+                                            lp_rast_arg_triangle_contained(tri, px, py));
+      }
+
+
       /* Triangle is contained in a single tile:
        */
-      lp_scene_bin_command( scene, minx, miny, lp_rast_triangle, 
-                           lp_rast_arg_triangle(tri) );
+      return lp_scene_bin_cmd_with_state(
+         scene, ix0, iy0, setup->fs.stored,
+         use_32bits ? lp_rast_32_tri_tab[nr_planes] : lp_rast_tri_tab[nr_planes],
+         lp_rast_arg_triangle(tri, (1<<nr_planes)-1));
    }
-   else 
+   else
    {
-      int c1 = (tri->c1 + 
-                tri->dx12 * miny * TILE_SIZE - 
-                tri->dy12 * minx * TILE_SIZE);
-      int c2 = (tri->c2 + 
-                tri->dx23 * miny * TILE_SIZE -
-                tri->dy23 * minx * TILE_SIZE);
-      int c3 = (tri->c3 +
-                tri->dx31 * miny * TILE_SIZE -
-                tri->dy31 * minx * TILE_SIZE);
-
-      int ei1 = tri->ei1 << TILE_ORDER;
-      int ei2 = tri->ei2 << TILE_ORDER;
-      int ei3 = tri->ei3 << TILE_ORDER;
-
-      int eo1 = tri->eo1 << TILE_ORDER;
-      int eo2 = tri->eo2 << TILE_ORDER;
-      int eo3 = tri->eo3 << TILE_ORDER;
-
-      int xstep1 = -(tri->dy12 << TILE_ORDER);
-      int xstep2 = -(tri->dy23 << TILE_ORDER);
-      int xstep3 = -(tri->dy31 << TILE_ORDER);
-
-      int ystep1 = tri->dx12 << TILE_ORDER;
-      int ystep2 = tri->dx23 << TILE_ORDER;
-      int ystep3 = tri->dx31 << TILE_ORDER;
+      struct lp_rast_plane *plane = GET_PLANES(tri);
+      int64_t c[MAX_PLANES];
+      int64_t ei[MAX_PLANES];
+
+      int64_t eo[MAX_PLANES];
+      int64_t xstep[MAX_PLANES];
+      int64_t ystep[MAX_PLANES];
       int x, y;
 
+      int ix0 = trimmed_box.x0 / TILE_SIZE;
+      int iy0 = trimmed_box.y0 / TILE_SIZE;
+      int ix1 = trimmed_box.x1 / TILE_SIZE;
+      int iy1 = trimmed_box.y1 / TILE_SIZE;
+      
+      for (i = 0; i < nr_planes; i++) {
+         c[i] = (plane[i].c + 
+                 IMUL64(plane[i].dcdy, iy0) * TILE_SIZE -
+                 IMUL64(plane[i].dcdx, ix0) * TILE_SIZE);
+
+         ei[i] = (plane[i].dcdy - 
+                  plane[i].dcdx - 
+                  plane[i].eo) << TILE_ORDER;
+
+         eo[i] = plane[i].eo << TILE_ORDER;
+         xstep[i] = -(((int64_t)plane[i].dcdx) << TILE_ORDER);
+         ystep[i] = ((int64_t)plane[i].dcdy) << TILE_ORDER;
+      }
+
+
 
       /* Test tile-sized blocks against the triangle.
        * Discard blocks fully outside the tri.  If the block is fully
        * contained inside the tri, bin an lp_rast_shade_tile command.
        * Else, bin a lp_rast_triangle command.
        */
-      for (y = miny; y <= maxy; y++)
+      for (y = iy0; y <= iy1; y++)
       {
-        int cx1 = c1;
-        int cx2 = c2;
-        int cx3 = c3;
-        boolean in = FALSE;  /* are we inside the triangle? */
-
-        for (x = minx; x <= maxx; x++)
-        {
-           if (cx1 + eo1 < 0 || 
-               cx2 + eo2 < 0 ||
-               cx3 + eo3 < 0) 
-           {
-              /* do nothing */
+         boolean in = FALSE;  /* are we inside the triangle? */
+         int64_t cx[MAX_PLANES];
+
+         for (i = 0; i < nr_planes; i++)
+            cx[i] = c[i];
+
+         for (x = ix0; x <= ix1; x++)
+         {
+            int out = 0;
+            int partial = 0;
+
+            for (i = 0; i < nr_planes; i++) {
+               int64_t planeout = cx[i] + eo[i];
+               int64_t planepartial = cx[i] + ei[i] - 1;
+               out |= (int) (planeout >> 63);
+               partial |= ((int) (planepartial >> 63)) & (1<<i);
+            }
+
+            if (out) {
+               /* do nothing */
+               if (in)
+                  break;  /* exiting triangle, all done with this row */
                LP_COUNT(nr_empty_64);
-              if (in)
-                 break;  /* exiting triangle, all done with this row */
-           }
-           else if (cx1 + ei1 > 0 &&
-                    cx2 + ei2 > 0 &&
-                    cx3 + ei3 > 0) 
-           {
+            }
+            else if (partial) {
+               /* Not trivially accepted by at least one plane -
+                * rasterize/shade partial tile
+                */
+               int count = util_bitcount(partial);
+               in = TRUE;
+               
+               if (!lp_scene_bin_cmd_with_state( scene, x, y,
+                                                 setup->fs.stored,
+                                                 use_32bits ?
+                                                 lp_rast_32_tri_tab[count] :
+                                                 lp_rast_tri_tab[count],
+                                                 lp_rast_arg_triangle(tri, partial) ))
+                  goto fail;
+
+               LP_COUNT(nr_partially_covered_64);
+            }
+            else {
                /* triangle covers the whole tile- shade whole tile */
                LP_COUNT(nr_fully_covered_64);
-              in = TRUE;
-              if(setup->fs.current.opaque) {
-                 lp_scene_bin_reset( scene, x, y );
-                 lp_scene_bin_command( scene, x, y,
-                                       lp_rast_set_state,
-                                       lp_rast_arg_state(setup->fs.stored) );
-              }
-               lp_scene_bin_command( scene, x, y,
-                                    lp_rast_shade_tile,
-                                    lp_rast_arg_inputs(&tri->inputs) );
-           }
-           else 
-           { 
-               /* rasterizer/shade partial tile */
-               LP_COUNT(nr_partially_covered_64);
-              in = TRUE;
-               lp_scene_bin_command( scene, x, y,
-                                    lp_rast_triangle, 
-                                    lp_rast_arg_triangle(tri) );
-           }
-
-           /* Iterate cx values across the region:
-            */
-           cx1 += xstep1;
-           cx2 += xstep2;
-           cx3 += xstep3;
-        }
-      
-        /* Iterate c values down the region:
-         */
-        c1 += ystep1;
-        c2 += ystep2;
-        c3 += ystep3;    
+               in = TRUE;
+               if (!lp_setup_whole_tile(setup, &tri->inputs, x, y))
+                  goto fail;
+            }
+
+            /* Iterate cx values across the region: */
+            for (i = 0; i < nr_planes; i++)
+               cx[i] += xstep[i];
+         }
+
+         /* Iterate c values down the region: */
+         for (i = 0; i < nr_planes; i++)
+            c[i] += ystep[i];
       }
    }
+
+   return TRUE;
+
+fail:
+   /* Need to disable any partially binned triangle.  This is easier
+    * than trying to locate all the triangle, shade-tile, etc,
+    * commands which may have been binned.
+    */
+   tri->inputs.disable = TRUE;
+   return FALSE;
 }
 
 
 /**
- * Draw triangle if it's CW, cull otherwise.
+ * Try to draw the triangle, restart the scene on failure.
  */
-static void triangle_cw( struct lp_setup_context *setup,
-                        const float (*v0)[4],
-                        const float (*v1)[4],
-                        const float (*v2)[4] )
+static void retry_triangle_ccw( struct lp_setup_context *setup,
+                                struct fixed_position* position,
+                                const float (*v0)[4],
+                                const float (*v1)[4],
+                                const float (*v2)[4],
+                                boolean front)
 {
-   do_triangle_ccw( setup, v1, v0, v2, !setup->ccw_is_frontface );
+   if (!do_triangle_ccw( setup, position, v0, v1, v2, front ))
+   {
+      if (!lp_setup_flush_and_restart(setup))
+         return;
+
+      if (!do_triangle_ccw( setup, position, v0, v1, v2, front ))
+         return;
+   }
+}
+
+/**
+ * Calculate fixed position data for a triangle
+ */
+static inline void
+calc_fixed_position( struct lp_setup_context *setup,
+                     struct fixed_position* position,
+                     const float (*v0)[4],
+                     const float (*v1)[4],
+                     const float (*v2)[4])
+{
+   position->x[0] = subpixel_snap(v0[0][0] - setup->pixel_offset);
+   position->x[1] = subpixel_snap(v1[0][0] - setup->pixel_offset);
+   position->x[2] = subpixel_snap(v2[0][0] - setup->pixel_offset);
+   position->x[3] = 0;
+
+   position->y[0] = subpixel_snap(v0[0][1] - setup->pixel_offset);
+   position->y[1] = subpixel_snap(v1[0][1] - setup->pixel_offset);
+   position->y[2] = subpixel_snap(v2[0][1] - setup->pixel_offset);
+   position->y[3] = 0;
+
+   position->dx01 = position->x[0] - position->x[1];
+   position->dy01 = position->y[0] - position->y[1];
+
+   position->dx20 = position->x[2] - position->x[0];
+   position->dy20 = position->y[2] - position->y[0];
+
+   position->area = IMUL64(position->dx01, position->dy20) -
+         IMUL64(position->dx20, position->dy01);
 }
 
 
 /**
- * Draw triangle if it's CCW, cull otherwise.
+ * Rotate a triangle, flipping its clockwise direction,
+ * Swaps values for xy[0] and xy[1]
  */
-static void triangle_ccw( struct lp_setup_context *setup,
+static inline void
+rotate_fixed_position_01( struct fixed_position* position )
+{
+   int x, y;
+
+   x = position->x[1];
+   y = position->y[1];
+   position->x[1] = position->x[0];
+   position->y[1] = position->y[0];
+   position->x[0] = x;
+   position->y[0] = y;
+
+   position->dx01 = -position->dx01;
+   position->dy01 = -position->dy01;
+   position->dx20 = position->x[2] - position->x[0];
+   position->dy20 = position->y[2] - position->y[0];
+
+   position->area = -position->area;
+}
+
+
+/**
+ * Rotate a triangle, flipping its clockwise direction,
+ * Swaps values for xy[1] and xy[2]
+ */
+static inline void
+rotate_fixed_position_12( struct fixed_position* position )
+{
+   int x, y;
+
+   x = position->x[2];
+   y = position->y[2];
+   position->x[2] = position->x[1];
+   position->y[2] = position->y[1];
+   position->x[1] = x;
+   position->y[1] = y;
+
+   x = position->dx01;
+   y = position->dy01;
+   position->dx01 = -position->dx20;
+   position->dy01 = -position->dy20;
+   position->dx20 = -x;
+   position->dy20 = -y;
+
+   position->area = -position->area;
+}
+
+
+/**
+ * Draw triangle if it's CW, cull otherwise.
+ */
+static void triangle_cw( struct lp_setup_context *setup,
                         const float (*v0)[4],
                         const float (*v1)[4],
                         const float (*v2)[4] )
 {
-   do_triangle_ccw( setup, v0, v1, v2, setup->ccw_is_frontface );
+   struct fixed_position position;
+
+   calc_fixed_position(setup, &position, v0, v1, v2);
+
+   if (position.area < 0) {
+      if (setup->flatshade_first) {
+         rotate_fixed_position_12(&position);
+         retry_triangle_ccw(setup, &position, v0, v2, v1, !setup->ccw_is_frontface);
+      } else {
+         rotate_fixed_position_01(&position);
+         retry_triangle_ccw(setup, &position, v1, v0, v2, !setup->ccw_is_frontface);
+      }
+   }
 }
 
 
+static void triangle_ccw( struct lp_setup_context *setup,
+                          const float (*v0)[4],
+                          const float (*v1)[4],
+                          const float (*v2)[4])
+{
+   struct fixed_position position;
+
+   calc_fixed_position(setup, &position, v0, v1, v2);
+
+   if (position.area > 0)
+      retry_triangle_ccw(setup, &position, v0, v1, v2, setup->ccw_is_frontface);
+}
 
 /**
  * Draw triangle whether it's CW or CCW.
@@ -645,17 +966,36 @@ static void triangle_both( struct lp_setup_context *setup,
                           const float (*v1)[4],
                           const float (*v2)[4] )
 {
-   /* edge vectors e = v0 - v2, f = v1 - v2 */
-   const float ex = v0[0][0] - v2[0][0];
-   const float ey = v0[0][1] - v2[0][1];
-   const float fx = v1[0][0] - v2[0][0];
-   const float fy = v1[0][1] - v2[0][1];
-
-   /* det = cross(e,f).z */
-   if (ex * fy - ey * fx < 0.0f) 
-      triangle_ccw( setup, v0, v1, v2 );
-   else
-      triangle_cw( setup, v0, v1, v2 );
+   struct fixed_position position;
+   struct llvmpipe_context *lp_context = (struct llvmpipe_context *)setup->pipe;
+
+   if (lp_context->active_statistics_queries &&
+       !llvmpipe_rasterization_disabled(lp_context)) {
+      lp_context->pipeline_statistics.c_primitives++;
+   }
+
+   calc_fixed_position(setup, &position, v0, v1, v2);
+
+   if (0) {
+      assert(!util_is_inf_or_nan(v0[0][0]));
+      assert(!util_is_inf_or_nan(v0[0][1]));
+      assert(!util_is_inf_or_nan(v1[0][0]));
+      assert(!util_is_inf_or_nan(v1[0][1]));
+      assert(!util_is_inf_or_nan(v2[0][0]));
+      assert(!util_is_inf_or_nan(v2[0][1]));
+   }
+
+   if (position.area > 0)
+      retry_triangle_ccw( setup, &position, v0, v1, v2, setup->ccw_is_frontface );
+   else if (position.area < 0) {
+      if (setup->flatshade_first) {
+         rotate_fixed_position_12( &position );
+         retry_triangle_ccw( setup, &position, v0, v2, v1, !setup->ccw_is_frontface );
+      } else {
+         rotate_fixed_position_01( &position );
+         retry_triangle_ccw( setup, &position, v1, v0, v2, !setup->ccw_is_frontface );
+      }
+   }
 }
 
 
@@ -674,10 +1014,10 @@ lp_setup_choose_triangle( struct lp_setup_context *setup )
    case PIPE_FACE_NONE:
       setup->triangle = triangle_both;
       break;
-   case PIPE_FACE_FRONT:
+   case PIPE_FACE_BACK:
       setup->triangle = setup->ccw_is_frontface ? triangle_ccw : triangle_cw;
       break;
-   case PIPE_FACE_BACK:
+   case PIPE_FACE_FRONT:
       setup->triangle = setup->ccw_is_frontface ? triangle_cw : triangle_ccw;
       break;
    default: