GL_(UN)PACK_SKIP_IMAGES should only be applied to 3D texture pack/unpacking
[mesa.git] / src / mesa / drivers / x11 / xm_tri.c
index 4bb33ce66e3938a679c9ee8941f6762fc89fc76a..01585b05b4d5bb82ee7e4ccf95ed4bb0693fe530 100644 (file)
@@ -1,10 +1,8 @@
-/* $Id: xm_tri.c,v 1.17 2001/01/23 23:39:37 brianp Exp $ */
-
 /*
  * Mesa 3-D graphics library
- * Version:  3.5
+ * Version:  6.3
  *
- * Copyright (C) 1999-2000  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2004  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"),
@@ -35,7 +33,7 @@
 #include "glxheader.h"
 #include "depth.h"
 #include "macros.h"
-#include "mmath.h"
+#include "imports.h"
 #include "mtypes.h"
 #include "xmesaP.h"
 
@@ -47,7 +45,6 @@
 
 
 
-
 /**********************************************************************/
 /***                   Triangle rendering                           ***/
 /**********************************************************************/
 /*
  * XImage, smooth, depth-buffered, PF_TRUECOLOR triangle.
  */
-static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx,
-                                         const SWvertex *v0,
-                                        const SWvertex *v1,
-                                        const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUECOLOR_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer, Y);                 \
-   GLint len = RIGHT-LEFT;                                             \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++,xx++) {                                          \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-         unsigned long p;                                              \
-         PACK_TRUECOLOR(p, FixedToInt(ffr), FixedToInt(ffg), FixedToInt(ffb));\
-         XMesaPutPixel( img, xx, yy, p );                              \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   XMesaImage *img = xmesa->xm_buffer->backimage;
+
+#define RENDER_SPAN( span )                                    \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   GLuint i;                                                   \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         unsigned long p;                                      \
+         PACK_TRUECOLOR(p, FixedToInt(span.red),               \
+            FixedToInt(span.green), FixedToInt(span.blue));    \
+         XMesaPutPixel(img, x, y, p);                          \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+      span.z += span.zStep;                                    \
+   }
+
 #include "swrast/s_tritemp.h"
-}
+
 
 
 
 /*
  * XImage, smooth, depth-buffered, PF_8A8B8G8R triangle.
  */
-static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx,
-                                       const SWvertex *v0,
-                                       const SWvertex *v1,
-                                       const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8A8B8G8R_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLuint
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, len = RIGHT-LEFT;                                          \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++) {                                               \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-         pRow[i] = PACK_8B8G8R( FixedToInt(ffr), FixedToInt(ffg),      \
-                                FixedToInt(ffb) );                     \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   for (i = 0; i < span.end; i++) {                            \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         pRow[i] = PACK_8B8G8R(FixedToInt(span.red),           \
+            FixedToInt(span.green), FixedToInt(span.blue));    \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+      span.z += span.zStep;                                    \
+   }
+
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, depth-buffered, PF_8R8G8B triangle.
  */
-static void smooth_8R8G8B_z_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8R8G8B_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLuint
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, len = RIGHT-LEFT;                                          \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++) {                                               \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-         pRow[i] = PACK_8R8G8B( FixedToInt(ffr), FixedToInt(ffg),      \
-                                FixedToInt(ffb) );                     \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   for (i = 0; i < span.end; i++) {                            \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         pRow[i] = PACK_8R8G8B(FixedToInt(span.red),           \
+            FixedToInt(span.green), FixedToInt(span.blue));    \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+      span.z += span.zStep;                                    \
+   }
+
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, depth-buffered, PF_8R8G8B24 triangle.
  */
-static void smooth_8R8G8B24_z_triangle( GLcontext *ctx,
-                                        const SWvertex *v0,
-                                       const SWvertex *v1,
-                                       const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8R8G8B24_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE bgr_t
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, len = RIGHT-LEFT;                                          \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++) {                                               \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-        PIXEL_TYPE *ptr = pRow + i;                                    \
-         ptr->r = FixedToInt(ffr);                                     \
-         ptr->g = FixedToInt(ffg);                                     \
-         ptr->b = FixedToInt(ffb);                                     \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   for (i = 0; i < span.end; i++) {                            \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+        PIXEL_TYPE *ptr = pRow + i;                            \
+         ptr->r = FixedToInt(span.red);                                \
+         ptr->g = FixedToInt(span.green);                      \
+         ptr->b = FixedToInt(span.blue);                       \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, depth-buffered, PF_TRUEDITHER triangle.
  */
-static void smooth_TRUEDITHER_z_triangle( GLcontext *ctx,
-                                         const SWvertex *v0,
-                                         const SWvertex *v1,
-                                         const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUEDITHER_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++,xx++) {                                          \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-         unsigned long p;                                              \
-         PACK_TRUEDITHER( p, xx, yy, FixedToInt(ffr),                  \
-                          FixedToInt(ffg), FixedToInt(ffb) );          \
-         XMesaPutPixel( img, xx, yy, p );                              \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         unsigned long p;                                      \
+         PACK_TRUEDITHER(p, x, y, FixedToInt(span.red),                \
+            FixedToInt(span.green), FixedToInt(span.blue));    \
+         XMesaPutPixel(img, x, y, p);                          \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, depth-buffered, PF_5R6G5B triangle.
  */
-static void smooth_5R6G5B_z_triangle( GLcontext *ctx,
-                                      const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_5R6G5B_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLushort
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, len = RIGHT-LEFT;                                          \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++) {                                               \
-      DEPTH_TYPE z = FixedToDepth(ffz);                                        \
-      if (z < zRow[i]) {                                               \
-         pRow[i] = PACK_5R6G5B( FixedToInt(ffr), FixedToInt(ffg),      \
-                                FixedToInt(ffb) );                     \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   for (i = 0; i < span.end; i++) {                            \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         pRow[i] = PACK_5R6G5B(FixedToInt(span.red),           \
+            FixedToInt(span.green), FixedToInt(span.blue));    \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, depth-buffered, PF_DITHER_5R6G5B triangle.
  */
-static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
-                                             const SWvertex *v0,
-                                            const SWvertex *v1,
-                                            const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_DITHER_5R6G5B_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLushort
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, len = RIGHT-LEFT;                                          \
-   GLint yy = FLIP(xmesa->xm_buffer, Y);                               \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++) {                                               \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-         PACK_TRUEDITHER(pRow[i], LEFT+i, yy, FixedToInt(ffr),         \
-                        FixedToInt(ffg), FixedToInt(ffb) );            \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red),  \
+            FixedToInt(span.green), FixedToInt(span.blue));    \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, depth-buffered, 8-bit, PF_DITHER8 triangle.
  */
-static void smooth_DITHER8_z_triangle( GLcontext *ctx,
-                                       const SWvertex *v0,
-                                      const SWvertex *v1,
-                                      const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_DITHER8_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLubyte
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
-   XDITHER_SETUP(yy);                                                  \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++,xx++) {                                          \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-         pRow[i] = (PIXEL_TYPE) XDITHER( xx, FixedToInt(ffr),          \
-                       FixedToInt(ffg), FixedToInt(ffb) );             \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   XDITHER_SETUP(y);                                           \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span.red),\
+            FixedToInt(span.green), FixedToInt(span.blue) );   \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, depth-buffered, PF_DITHER triangle.
  */
-static void smooth_DITHER_z_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_DITHER_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
-   XDITHER_SETUP(yy);                                                  \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++,xx++) {                                          \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-        unsigned long p = XDITHER( xx, FixedToInt(ffr),                \
-                                FixedToInt(ffg), FixedToInt(ffb) );    \
-        XMesaPutPixel( img, xx, yy, p );                               \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   XDITHER_SETUP(y);                                           \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         unsigned long p = XDITHER(x, FixedToInt(span.red),    \
+            FixedToInt(span.green), FixedToInt(span.blue));    \
+        XMesaPutPixel(img, x, y, p);                           \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, depth-buffered, 8-bit PF_LOOKUP triangle.
  */
-static void smooth_LOOKUP8_z_triangle( GLcontext *ctx,
-                                      const SWvertex *v0,
-                                      const SWvertex *v1,
-                                      const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_LOOKUP8_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLubyte
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, len = RIGHT-LEFT;                                          \
-   LOOKUP_SETUP;                                                       \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++) {                                               \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-         pRow[i] = LOOKUP( FixedToInt(ffr), FixedToInt(ffg),           \
-                                FixedToInt(ffb) );                     \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   LOOKUP_SETUP;                                               \
+   for (i = 0; i < span.end; i++) {                            \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         pRow[i] = LOOKUP(FixedToInt(span.red),                        \
+            FixedToInt(span.green), FixedToInt(span.blue));    \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
 
 
 
 /*
  * XImage, smooth, depth-buffered, 8-bit PF_HPCR triangle.
  */
-static void smooth_HPCR_z_triangle( GLcontext *ctx,
-                                   const SWvertex *v0,
-                                   const SWvertex *v1,
-                                   const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_HPCR_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLubyte
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++,xx++) {                                          \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-         pRow[i] = DITHER_HPCR( xx, yy, FixedToInt(ffr),               \
-                                FixedToInt(ffg), FixedToInt(ffb) );    \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red),     \
+            FixedToInt(span.green), FixedToInt(span.blue) );   \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, depth-buffered, PF_TRUECOLOR triangle.
  */
-static void flat_TRUECOLOR_z_triangle( GLcontext *ctx,
-                                      const SWvertex *v0,
-                                      const SWvertex *v1,
-                                      const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME flat_TRUECOLOR_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   XMesaImage *img = xmesa->xm_buffer->backimage;              \
    unsigned long pixel;                                                \
    PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]);
-
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++,xx++) {                                          \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-         XMesaPutPixel( img, xx, yy, pixel );                          \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         XMesaPutPixel(img, x, y, pixel);                      \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, depth-buffered, PF_8A8B8G8R triangle.
  */
-static void flat_8A8B8G8R_z_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_8A8B8G8R_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLuint
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
 #define SETUP_CODE                                     \
-   unsigned long p = PACK_8B8G8R( v2->color[0],        \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);            \
+   unsigned long p = PACK_8B8G8R( v2->color[0],                \
                 v2->color[1], v2->color[2] );
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, len = RIGHT-LEFT;                                          \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++) {                                               \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-        pRow[i] = (PIXEL_TYPE) p;                                      \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define RENDER_SPAN( span )                            \
+   GLuint i;                                           \
+   for (i = 0; i < span.end; i++) {                    \
+      const DEPTH_TYPE z = FixedToDepth(span.z);       \
+      if (z < zRow[i]) {                               \
+        pRow[i] = (PIXEL_TYPE) p;                      \
+         zRow[i] = z;                                  \
+      }                                                        \
+      span.z += span.zStep;                            \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, depth-buffered, PF_8R8G8B triangle.
  */
-static void flat_8R8G8B_z_triangle( GLcontext *ctx,
-                                   const SWvertex *v0,
-                                   const SWvertex *v1,
-                                   const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_8R8G8B_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLuint
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
 #define SETUP_CODE                                     \
-   unsigned long p = PACK_8R8G8B( v2->color[0],        \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);            \
+   unsigned long p = PACK_8R8G8B( v2->color[0],                \
                 v2->color[1], v2->color[2] );
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-{                                                      \
-   GLint i, len = RIGHT-LEFT;                          \
-   (void) fffog;                                       \
-   for (i=0;i<len;i++) {                               \
-      GLdepth z = FixedToDepth(ffz);                   \
-      if (z < zRow[i]) {                               \
-        pRow[i] = (PIXEL_TYPE) p;                      \
-         zRow[i] = z;                                  \
-      }                                                        \
-      ffz += fdzdx;                                    \
-   }                                                   \
-}
+#define RENDER_SPAN( span )                    \
+   GLuint i;                                   \
+   for (i = 0; i < span.end; i++) {            \
+      DEPTH_TYPE z = FixedToDepth(span.z);     \
+      if (z < zRow[i]) {                       \
+        pRow[i] = (PIXEL_TYPE) p;              \
+         zRow[i] = z;                          \
+      }                                                \
+      span.z += span.zStep;                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, depth-buffered, PF_8R8G8B24 triangle.
  */
-static void flat_8R8G8B24_z_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   const GLubyte *color = v2->color;
+#define NAME flat_8R8G8B24_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE bgr_t
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-{                                                      \
-   GLint i, len = RIGHT-LEFT;                          \
-   (void) fffog;                                       \
-   for (i=0;i<len;i++) {                               \
-      GLdepth z = FixedToDepth(ffz);                   \
+#define SETUP_CODE                                     \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);            \
+   const GLubyte *color = v2->color;
+#define RENDER_SPAN( span )                            \
+   GLuint i;                                           \
+   for (i = 0; i < span.end; i++) {                    \
+      const DEPTH_TYPE z = FixedToDepth(span.z);       \
       if (z < zRow[i]) {                               \
-        PIXEL_TYPE *ptr = pRow+i;                      \
+        PIXEL_TYPE *ptr = pRow + i;                    \
          ptr->r = color[RCOMP];                                \
          ptr->g = color[GCOMP];                                \
          ptr->b = color[BCOMP];                                \
          zRow[i] = z;                                  \
       }                                                        \
-      ffz += fdzdx;                                    \
-   }                                                   \
-}
+      span.z += span.zStep;                            \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, depth-buffered, PF_TRUEDITHER triangle.
  */
-static void flat_TRUEDITHER_z_triangle( GLcontext *ctx,
-                                       const SWvertex *v0,
-                                       const SWvertex *v1,
-                                       const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME flat_TRUEDITHER_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++,xx++) {                                          \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-         unsigned long p;                                              \
-         PACK_TRUEDITHER( p, xx, yy, v2->color[0],             \
-            v2->color[1], v2->color[2] );      \
-         XMesaPutPixel( img, xx, yy, p );                              \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         unsigned long p;                                      \
+         PACK_TRUEDITHER(p, x, y, v2->color[0],                        \
+            v2->color[1], v2->color[2]);                       \
+         XMesaPutPixel(img, x, y, p);                          \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, depth-buffered, PF_5R6G5B triangle.
  */
-static void flat_5R6G5B_z_triangle( GLcontext *ctx,
-                                   const SWvertex *v0,
-                                   const SWvertex *v1,
-                                   const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_5R6G5B_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLushort
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE                                                     \
+#define SETUP_CODE                                     \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);            \
    unsigned long p = PACK_5R6G5B( v2->color[0],                \
             v2->color[1], v2->color[2] );
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-{                                                      \
-   GLint i, len = RIGHT-LEFT;                          \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++) {                               \
-      DEPTH_TYPE z = FixedToDepth(ffz);                        \
+#define RENDER_SPAN( span )                            \
+   GLuint i;                                           \
+   for (i = 0; i < span.end; i++) {                    \
+      const DEPTH_TYPE z = FixedToDepth(span.z);       \
       if (z < zRow[i]) {                               \
         pRow[i] = (PIXEL_TYPE) p;                      \
          zRow[i] = z;                                  \
       }                                                        \
-      ffz += fdzdx;                                    \
-   }                                                   \
-}
+      span.z += span.zStep;                            \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, depth-buffered, PF_DITHER_5R6G5B triangle.
  */
-static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
-                                          const SWvertex *v0,
-                                          const SWvertex *v1,
-                                          const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   const GLubyte *color = v2->color;
+#define NAME flat_DITHER_5R6G5B_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLushort
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                           \
-{                                                              \
-   GLint i, len = RIGHT-LEFT;                                  \
-   GLint yy = FLIP(xmesa->xm_buffer, Y);                       \
-   (void) fffog;                                               \
-   for (i=0;i<len;i++) {                                       \
-      DEPTH_TYPE z = FixedToDepth(ffz);                                \
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   const GLubyte *color = v2->color;
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
       if (z < zRow[i]) {                                       \
-        PACK_TRUEDITHER(pRow[i], LEFT+i, yy, color[RCOMP],     \
+        PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP],           \
                         color[GCOMP], color[BCOMP]);           \
          zRow[i] = z;                                          \
       }                                                                \
-      ffz += fdzdx;                                            \
-   }                                                           \
-}
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, depth-buffered, 8-bit PF_DITHER triangle.
  */
-static void flat_DITHER8_z_triangle( GLcontext *ctx,
-                                    const SWvertex *v0,
-                                    const SWvertex *v1,
-                                    const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_DITHER8_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLubyte
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE     \
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
    FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
-
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
-   FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, yy));                  \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++,xx++) {                                          \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-        pRow[i] = (PIXEL_TYPE) FLAT_DITHER(xx);                        \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, y));           \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+        pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x);                 \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, depth-buffered, PF_DITHER triangle.
  */
-static void flat_DITHER_z_triangle( GLcontext *ctx,
-                                   const SWvertex *v0,
-                                   const SWvertex *v1,
-                                   const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME flat_DITHER_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define SETUP_CODE     \
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   XMesaImage *img = xmesa->xm_buffer->backimage;              \
    FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
-
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
-   FLAT_DITHER_ROW_SETUP(yy);                                          \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++,xx++) {                                          \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-         unsigned long p = FLAT_DITHER(xx);                            \
-        XMesaPutPixel( img, xx, yy, p );                               \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   FLAT_DITHER_ROW_SETUP(y);                                   \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+         unsigned long p = FLAT_DITHER(x);                     \
+        XMesaPutPixel(img, x, y, p);                           \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, depth-buffered, 8-bit PF_HPCR triangle.
  */
-static void flat_HPCR_z_triangle( GLcontext *ctx,
-                                 const SWvertex *v0,
-                                 const SWvertex *v1,
-                                 const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_HPCR_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLubyte
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE                             \
-   GLubyte r = v2->color[0];   \
-   GLubyte g = v2->color[1];   \
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   GLubyte r = v2->color[0];                                   \
+   GLubyte g = v2->color[1];                                   \
    GLubyte b = v2->color[2];
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++,xx++) {                                          \
-      GLdepth z = FixedToDepth(ffz);                                   \
-      if (z < zRow[i]) {                                               \
-        pRow[i] = (PIXEL_TYPE) DITHER_HPCR( xx, yy, r, g, b );         \
-         zRow[i] = z;                                                  \
-      }                                                                        \
-      ffz += fdzdx;                                                    \
-   }                                                                   \
-}
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      const DEPTH_TYPE z = FixedToDepth(span.z);               \
+      if (z < zRow[i]) {                                       \
+        pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b);     \
+         zRow[i] = z;                                          \
+      }                                                                \
+      span.z += span.zStep;                                    \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, depth-buffered, 8-bit PF_LOOKUP triangle.
  */
-static void flat_LOOKUP8_z_triangle( GLcontext *ctx,
-                                    const SWvertex *v0,
-                                    const SWvertex *v1,
-                                    const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_LOOKUP8_z_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLubyte
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE                             \
-   LOOKUP_SETUP;                               \
-   GLubyte r = v2->color[0];   \
-   GLubyte g = v2->color[1];   \
-   GLubyte b = v2->color[2];   \
+#define SETUP_CODE                                     \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);            \
+   LOOKUP_SETUP;                                       \
+   GLubyte r = v2->color[0];                           \
+   GLubyte g = v2->color[1];                           \
+   GLubyte b = v2->color[2];                           \
    GLubyte p = LOOKUP(r,g,b);
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-{                                                      \
-   GLint i, len = RIGHT-LEFT;                          \
-   (void) fffog;                                                       \
-   for (i=0;i<len;i++) {                               \
-      GLdepth z = FixedToDepth(ffz);                   \
+#define RENDER_SPAN( span )                            \
+   GLuint i;                                           \
+   for (i = 0; i < span.end; i++) {                    \
+      const DEPTH_TYPE z = FixedToDepth(span.z);       \
       if (z < zRow[i]) {                               \
         pRow[i] = p;                                   \
          zRow[i] = z;                                  \
       }                                                        \
-      ffz += fdzdx;                                    \
-   }                                                   \
-}
+      span.z += span.zStep;                            \
+   }
 #include "swrast/s_tritemp.h"
-}
 
 
 
 /*
  * XImage, smooth, NON-depth-buffered, PF_TRUECOLOR triangle.
  */
-static void smooth_TRUECOLOR_triangle( GLcontext *ctx,
-                                      const SWvertex *v0,
-                                      const SWvertex *v1,
-                                      const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUECOLOR_triangle
 #define INTERP_RGB 1
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint xx, yy = FLIP(xmesa->xm_buffer, Y);                           \
-   for (xx=LEFT;xx<RIGHT;xx++) {                                       \
-      unsigned long p;                                                 \
-      PACK_TRUECOLOR(p, FixedToInt(ffr), FixedToInt(ffg), FixedToInt(ffb));\
-      XMesaPutPixel( img, xx, yy, p );                                 \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      unsigned long p;                                         \
+      PACK_TRUECOLOR(p, FixedToInt(span.red),                  \
+         FixedToInt(span.green), FixedToInt(span.blue));       \
+      XMesaPutPixel(img, x, y, p);                             \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, NON-depth-buffered, PF_8A8B8G8R triangle.
  */
-static void smooth_8A8B8G8R_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8A8B8G8R_triangle
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLuint
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint xx;                                                           \
-   PIXEL_TYPE *pixel = pRow;                                           \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {                               \
-      *pixel = PACK_8B8G8R( FixedToInt(ffr), FixedToInt(ffg),          \
-                               FixedToInt(ffb) );                      \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   for (i = 0; i < span.end; i++) {                            \
+      pRow[i] = PACK_8B8G8R(FixedToInt(span.red),              \
+         FixedToInt(span.green), FixedToInt(span.blue) );      \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
  */
-static void smooth_8R8G8B_triangle( GLcontext *ctx,
-                                   const SWvertex *v0,
-                                   const SWvertex *v1,
-                                   const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8R8G8B_triangle
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLuint
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint xx;                                                           \
-   PIXEL_TYPE *pixel = pRow;                                           \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {                               \
-      *pixel = PACK_8R8G8B( FixedToInt(ffr), FixedToInt(ffg),          \
-                               FixedToInt(ffb) );                      \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   for (i = 0; i < span.end; i++) {                            \
+      pRow[i] = PACK_8R8G8B(FixedToInt(span.red),              \
+         FixedToInt(span.green), FixedToInt(span.blue) );      \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
  */
-static void smooth_8R8G8B24_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8R8G8B24_triangle
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE bgr_t
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                           \
-{                                                              \
-   GLint xx;                                                   \
-   PIXEL_TYPE *pixel = pRow;                                   \
-   for (xx=LEFT;xx<RIGHT;xx++) {                               \
-      pixel->r = FixedToInt(ffr);                              \
-      pixel->g = FixedToInt(ffg);                              \
-      pixel->b = FixedToInt(ffb);                              \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;              \
-      pixel++;                                                 \
-   }                                                           \
-}
+#define SETUP_CODE                                     \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                            \
+   GLuint i;                                           \
+   PIXEL_TYPE *pixel = pRow;                           \
+   for (i = 0; i < span.end; i++, pixel++) {           \
+      pixel->r = FixedToInt(span.red);                 \
+      pixel->g = FixedToInt(span.green);               \
+      pixel->b = FixedToInt(span.blue);                        \
+      span.red += span.redStep;                                \
+      span.green += span.greenStep;                    \
+      span.blue += span.blueStep;                      \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, NON-depth-buffered, PF_TRUEDITHER triangle.
  */
-static void smooth_TRUEDITHER_triangle( GLcontext *ctx,
-                                       const SWvertex *v0,
-                                       const SWvertex *v1,
-                                       const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUEDITHER_triangle
 #define INTERP_RGB 1
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint xx, yy = FLIP(xmesa->xm_buffer, Y);                           \
-   for (xx=LEFT;xx<RIGHT;xx++) {                                       \
-      unsigned long p;                                                 \
-      PACK_TRUEDITHER( p, xx, yy, FixedToInt(ffr), FixedToInt(ffg),    \
-                               FixedToInt(ffb) );                      \
-      XMesaPutPixel( img, xx, yy, p );                                 \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      unsigned long p;                                         \
+      PACK_TRUEDITHER(p, x, y, FixedToInt(span.red),           \
+         FixedToInt(span.green), FixedToInt(span.blue));       \
+      XMesaPutPixel(img, x, y, p );                            \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, NON-depth-buffered, PF_5R6G5B triangle.
  */
-static void smooth_5R6G5B_triangle( GLcontext *ctx,
-                                   const SWvertex *v0,
-                                   const SWvertex *v1,
-                                   const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_5R6G5B_triangle
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLushort
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint xx;                                                           \
-   PIXEL_TYPE *pixel = pRow;                                           \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {                               \
-      *pixel = (PIXEL_TYPE) PACK_5R6G5B( FixedToInt(ffr),              \
-                                FixedToInt(ffg), FixedToInt(ffb) );    \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   for (i = 0; i < span.end; i++) {                            \
+      pRow[i] = (PIXEL_TYPE) PACK_5R6G5B(FixedToInt(span.red), \
+         FixedToInt(span.green), FixedToInt(span.blue));       \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
  */
-static void smooth_DITHER_5R6G5B_triangle( GLcontext *ctx,
-                                          const SWvertex *v0,
-                                          const SWvertex *v1,
-                                          const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_DITHER_5R6G5B_triangle
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLushort
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint xx, yy = FLIP(xmesa->xm_buffer, Y);                           \
-   PIXEL_TYPE *pixel = pRow;                                           \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {                               \
-      PACK_TRUEDITHER(*pixel, xx, yy, FixedToInt(ffr),                 \
-                                FixedToInt(ffg), FixedToInt(ffb) );    \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red),     \
+         FixedToInt(span.green), FixedToInt(span.blue));       \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, NON-depth-buffered, 8-bit PF_DITHER triangle.
  */
-static void smooth_DITHER8_triangle( GLcontext *ctx,
-                                    const SWvertex *v0,
-                                    const SWvertex *v1,
-                                    const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_DITHER8_triangle
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLubyte
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint xx, yy = FLIP(xmesa->xm_buffer, Y);                           \
-   PIXEL_TYPE *pixel = pRow;                                           \
-   XDITHER_SETUP(yy);                                                  \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {                               \
-      *pixel = (PIXEL_TYPE) XDITHER( xx, FixedToInt(ffr),              \
-                                FixedToInt(ffg), FixedToInt(ffb) );    \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   XDITHER_SETUP(y);                                           \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span.red),  \
+         FixedToInt(span.green), FixedToInt(span.blue) );      \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, NON-depth-buffered, PF_DITHER triangle.
  */
-static void smooth_DITHER_triangle( GLcontext *ctx,
-                                   const SWvertex *v0,
-                                   const SWvertex *v1,
-                                   const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   XMesaImage *img = xmesa->xm_buffer->backimage;
-
+#define NAME smooth_DITHER_triangle
 #define INTERP_RGB 1
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint xx, yy = FLIP(xmesa->xm_buffer, Y);                           \
-   XDITHER_SETUP(yy);                                                  \
-   for (xx=LEFT;xx<RIGHT;xx++) {                                       \
-      unsigned long p = XDITHER( xx, FixedToInt(ffr),                  \
-                               FixedToInt(ffg), FixedToInt(ffb) );     \
-      XMesaPutPixel( img, xx, yy, p );                                 \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   XDITHER_SETUP(y);                                           \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      unsigned long p = XDITHER(x, FixedToInt(span.red),       \
+         FixedToInt(span.green), FixedToInt(span.blue) );      \
+      XMesaPutPixel(img, x, y, p);                             \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, smooth, NON-depth-buffered, 8-bit PF_LOOKUP triangle.
  */
-static void smooth_LOOKUP8_triangle( GLcontext *ctx,
-                                    const SWvertex *v0,
-                                    const SWvertex *v1,
-                                    const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-
+#define NAME smooth_LOOKUP8_triangle
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLubyte
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint xx;                                                           \
-   PIXEL_TYPE *pixel = pRow;                                           \
-   LOOKUP_SETUP;                                                       \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {                               \
-      *pixel = LOOKUP( FixedToInt(ffr), FixedToInt(ffg),               \
-                       FixedToInt(ffb) );                              \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   LOOKUP_SETUP;                                               \
+   for (i = 0; i < span.end; i++) {                            \
+      pRow[i] = LOOKUP(FixedToInt(span.red),                   \
+         FixedToInt(span.green), FixedToInt(span.blue));       \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+   }
 #include "swrast/s_tritemp.h"
-}
 
 
 
 /*
  * XImage, smooth, NON-depth-buffered, 8-bit PF_HPCR triangle.
  */
-static void smooth_HPCR_triangle( GLcontext *ctx,
-                                 const SWvertex *v0,
-                                 const SWvertex *v1,
-                                 const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-
+#define NAME smooth_HPCR_triangle
 #define INTERP_RGB 1
 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLubyte
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint xx, yy = FLIP(xmesa->xm_buffer, Y);                           \
-   PIXEL_TYPE *pixel = pRow;                                           \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {                               \
-      *pixel = DITHER_HPCR( xx, yy, FixedToInt(ffr),                   \
-                               FixedToInt(ffg), FixedToInt(ffb) );     \
-      ffr += fdrdx;  ffg += fdgdx;  ffb += fdbdx;                      \
-   }                                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red),                \
+         FixedToInt(span.green), FixedToInt(span.blue));       \
+      span.red += span.redStep;                                        \
+      span.green += span.greenStep;                            \
+      span.blue += span.blueStep;                              \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, NON-depth-buffered, PF_TRUECOLOR triangle.
  */
-static void flat_TRUECOLOR_triangle( GLcontext *ctx,
-                                    const SWvertex *v0,
-                                    const SWvertex *v1,
-                                    const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME flat_TRUECOLOR_triangle
 #define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   XMesaImage *img = xmesa->xm_buffer->backimage;              \
    unsigned long pixel;                                                \
    PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]);
-
-#define INNER_LOOP( LEFT, RIGHT, Y )                           \
-{                                                              \
-   GLint xx, yy = FLIP(xmesa->xm_buffer, Y);                   \
-   for (xx=LEFT;xx<RIGHT;xx++) {                               \
-      XMesaPutPixel( img, xx, yy, pixel );                     \
-   }                                                           \
-}
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      XMesaPutPixel(img, x, y, pixel);                         \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, NON-depth-buffered, PF_8A8B8G8R triangle.
  */
-static void flat_8A8B8G8R_triangle( GLcontext *ctx,
-                                   const SWvertex *v0,
-                                   const SWvertex *v1,
-                                   const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_8A8B8G8R_triangle
 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLuint
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
 #define SETUP_CODE                                     \
-   unsigned long p = PACK_8B8G8R( v2->color[0],        \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);            \
+   unsigned long p = PACK_8B8G8R( v2->color[0],                \
                 v2->color[1], v2->color[2] );
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-{                                                      \
-   GLint xx;                                           \
-   PIXEL_TYPE *pixel = pRow;                           \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {               \
-      *pixel = (PIXEL_TYPE) p;                         \
-   }                                                   \
-}
+#define RENDER_SPAN( span )                            \
+   GLuint i;                                           \
+   for (i = 0; i < span.end; i++) {                    \
+      pRow[i] = (PIXEL_TYPE) p;                                \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, NON-depth-buffered, PF_8R8G8B triangle.
  */
-static void flat_8R8G8B_triangle( GLcontext *ctx,
-                                 const SWvertex *v0,
-                                 const SWvertex *v1,
-                                 const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_8R8G8B_triangle
 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLuint
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
 #define SETUP_CODE                                     \
-   unsigned long p = PACK_8R8G8B( v2->color[0],        \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);            \
+   unsigned long p = PACK_8R8G8B( v2->color[0],                \
                 v2->color[1], v2->color[2] );
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-{                                                      \
-   GLint xx;                                           \
-   PIXEL_TYPE *pixel = pRow;                           \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {               \
-      *pixel = (PIXEL_TYPE) p;                         \
-   }                                                   \
-}
+#define RENDER_SPAN( span )                            \
+   GLuint i;                                           \
+   for (i = 0; i < span.end; i++) {                    \
+      pRow[i] = (PIXEL_TYPE) p;                                \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, NON-depth-buffered, PF_8R8G8B24 triangle.
  */
-static void flat_8R8G8B24_triangle( GLcontext *ctx,
-                                   const SWvertex *v0,
-                                   const SWvertex *v1,
-                                   const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   const GLubyte *color = v2->color;
+#define NAME flat_8R8G8B24_triangle
 #define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE bgr_t
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-{                                                      \
-   GLint xx;                                           \
+#define SETUP_CODE                                     \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);            \
+   const GLubyte *color = v2->color;
+#define RENDER_SPAN( span )                            \
+   GLuint i;                                           \
    PIXEL_TYPE *pixel = pRow;                           \
-   for (xx=LEFT;xx<RIGHT;xx++) {                       \
+   for (i = 0; i < span.end; i++, pixel++) {           \
       pixel->r = color[RCOMP];                         \
       pixel->g = color[GCOMP];                         \
       pixel->b = color[BCOMP];                         \
-      pixel++;                                         \
-   }                                                   \
-}
+   }
 #include "swrast/s_tritemp.h"
-}
+
+
 
 /*
  * XImage, flat, NON-depth-buffered, PF_TRUEDITHER triangle.
  */
-static void flat_TRUEDITHER_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_TRUEDITHER_triangle
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
    XMesaImage *img = xmesa->xm_buffer->backimage;
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-{                                                                      \
-   GLint xx, yy = FLIP(xmesa->xm_buffer, Y);                           \
-   for (xx=LEFT;xx<RIGHT;xx++) {                                       \
-      unsigned long p;                                                 \
-      PACK_TRUEDITHER( p, xx, yy, v2->color[0],                \
-               v2->color[1], v2->color[2] );   \
-      XMesaPutPixel( img, xx, yy, p );                                 \
-   }                                                                   \
-}
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      unsigned long p;                                         \
+      PACK_TRUEDITHER(p, x, y, v2->color[0],                   \
+               v2->color[1], v2->color[2] );                   \
+      XMesaPutPixel(img, x, y, p);                             \
+   }
 #include "swrast/s_tritemp.h"
-}
 
 
 
 /*
  * XImage, flat, NON-depth-buffered, PF_5R6G5B triangle.
  */
-static void flat_5R6G5B_triangle( GLcontext *ctx,
-                                 const SWvertex *v0,
-                                 const SWvertex *v1,
-                                 const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_5R6G5B_triangle
 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLushort
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
 #define SETUP_CODE                                     \
-   unsigned long p = PACK_5R6G5B( v2->color[0],        \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);            \
+   unsigned long p = PACK_5R6G5B( v2->color[0],                \
                 v2->color[1], v2->color[2] );
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-{                                                      \
-   GLint xx;                                           \
-   PIXEL_TYPE *pixel = pRow;                           \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {               \
-      *pixel = (PIXEL_TYPE) p;                         \
-   }                                                   \
-}
+#define RENDER_SPAN( span )                            \
+   GLuint i;                                           \
+   for (i = 0; i < span.end; i++) {                    \
+      pRow[i] = (PIXEL_TYPE) p;                                \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
  */
-static void flat_DITHER_5R6G5B_triangle( GLcontext *ctx,
-                                        const SWvertex *v0,
-                                        const SWvertex *v1,
-                                        const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   const GLubyte *color = v2->color;
+#define NAME flat_DITHER_5R6G5B_triangle
 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLushort
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-{                                                      \
-   GLint xx, yy = FLIP(xmesa->xm_buffer, Y);           \
-   PIXEL_TYPE *pixel = pRow;                           \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {               \
-      PACK_TRUEDITHER(*pixel, xx, yy, color[RCOMP],    \
-                     color[GCOMP], color[BCOMP]);      \
-   }                                                   \
-}
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   const GLubyte *color = v2->color;
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP],             \
+         color[GCOMP], color[BCOMP]);                          \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, NON-depth-buffered, 8-bit PF_DITHER triangle.
  */
-static void flat_DITHER8_triangle( GLcontext *ctx,
-                                  const SWvertex *v0,
-                                  const SWvertex *v1,
-                                  const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_DITHER8_triangle
 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLubyte
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE     \
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
    FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
-
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-{                                                      \
-   GLint xx;                                           \
-   PIXEL_TYPE *pixel = pRow;                           \
-   FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, Y));   \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {               \
-      *pixel = (PIXEL_TYPE) FLAT_DITHER(xx);           \
-   }                                                   \
-}
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, y));           \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x);                   \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, NON-depth-buffered, PF_DITHER triangle.
  */
-static void flat_DITHER_triangle( GLcontext *ctx,
-                                 const SWvertex *v0,
-                                 const SWvertex *v1,
-                                 const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-   XMesaImage *img = xmesa->xm_buffer->backimage;
-#define SETUP_CODE     \
+#define NAME flat_DITHER_triangle
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   XMesaImage *img = xmesa->xm_buffer->backimage;              \
    FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
-
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-{                                                      \
-   GLint xx, yy = FLIP(xmesa->xm_buffer, Y);           \
-   FLAT_DITHER_ROW_SETUP(yy);                          \
-   for (xx=LEFT;xx<RIGHT;xx++) {                       \
-      unsigned long p = FLAT_DITHER(xx);               \
-      XMesaPutPixel( img, xx, yy, p );                 \
-   }                                                   \
-}
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   FLAT_DITHER_ROW_SETUP(y);                                   \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      unsigned long p = FLAT_DITHER(x);                                \
+      XMesaPutPixel(img, x, y, p );                            \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, NON-depth-buffered, 8-bit PF_HPCR triangle.
  */
-static void flat_HPCR_triangle( GLcontext *ctx,
-                               const SWvertex *v0,
-                               const SWvertex *v1,
-                               const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_HPCR_triangle
 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLubyte
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE                             \
-   GLubyte r = v2->color[0];   \
-   GLubyte g = v2->color[1];   \
+#define SETUP_CODE                                             \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);                    \
+   GLubyte r = v2->color[0];                                   \
+   GLubyte g = v2->color[1];                                   \
    GLubyte b = v2->color[2];
-#define INNER_LOOP( LEFT, RIGHT, Y )                           \
-{                                                              \
-   GLint xx, yy = FLIP(xmesa->xm_buffer, Y);                   \
-   PIXEL_TYPE *pixel = pRow;                                   \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {                       \
-      *pixel = (PIXEL_TYPE) DITHER_HPCR( xx, yy, r, g, b );    \
-   }                                                           \
-}
+#define RENDER_SPAN( span )                                    \
+   GLuint i;                                                   \
+   GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y);       \
+   for (i = 0; i < span.end; i++, x++) {                       \
+      pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b);       \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 /*
  * XImage, flat, NON-depth-buffered, 8-bit PF_LOOKUP triangle.
  */
-static void flat_LOOKUP8_triangle( GLcontext *ctx,
-                                  const SWvertex *v0,
-                                  const SWvertex *v1,
-                                  const SWvertex *v2 )
-{
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_LOOKUP8_triangle
 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
 #define PIXEL_TYPE GLubyte
 #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE                             \
-   LOOKUP_SETUP;                               \
-   GLubyte r = v2->color[0];           \
-   GLubyte g = v2->color[1];           \
-   GLubyte b = v2->color[2];           \
+#define SETUP_CODE                                     \
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);            \
+   LOOKUP_SETUP;                                       \
+   GLubyte r = v2->color[0];                           \
+   GLubyte g = v2->color[1];                           \
+   GLubyte b = v2->color[2];                           \
    GLubyte p = LOOKUP(r,g,b);
-#define INNER_LOOP( LEFT, RIGHT, Y )           \
-{                                              \
-   GLint xx;                                   \
-   PIXEL_TYPE *pixel = pRow;                   \
-   for (xx=LEFT;xx<RIGHT;xx++,pixel++) {       \
-      *pixel = p;                              \
-   }                                           \
-}
+#define RENDER_SPAN( span )                            \
+   GLuint i;                                           \
+   for (i = 0; i < span.end; i++) {                    \
+      pRow[i] = (PIXEL_TYPE) p;                                \
+   }
 #include "swrast/s_tritemp.h"
-}
+
 
 
 #ifdef DEBUG
 extern void _xmesa_print_triangle_func( swrast_tri_func triFunc );
 void _xmesa_print_triangle_func( swrast_tri_func triFunc )
 {
-   printf("XMesa tri func = ");
+   _mesa_printf("XMesa tri func = ");
    if (triFunc ==smooth_TRUECOLOR_z_triangle)
-      printf("smooth_TRUECOLOR_z_triangle\n");
+      _mesa_printf("smooth_TRUECOLOR_z_triangle\n");
    else if (triFunc ==smooth_8A8B8G8R_z_triangle)
-      printf("smooth_8A8B8G8R_z_triangle\n");
+      _mesa_printf("smooth_8A8B8G8R_z_triangle\n");
    else if (triFunc ==smooth_8R8G8B_z_triangle)
-      printf("smooth_8R8G8B_z_triangle\n");
+      _mesa_printf("smooth_8R8G8B_z_triangle\n");
    else if (triFunc ==smooth_8R8G8B24_z_triangle)
-      printf("smooth_8R8G8B24_z_triangle\n");
+      _mesa_printf("smooth_8R8G8B24_z_triangle\n");
    else if (triFunc ==smooth_TRUEDITHER_z_triangle)
-      printf("smooth_TRUEDITHER_z_triangle\n");
+      _mesa_printf("smooth_TRUEDITHER_z_triangle\n");
    else if (triFunc ==smooth_5R6G5B_z_triangle)
-      printf("smooth_5R6G5B_z_triangle\n");
+      _mesa_printf("smooth_5R6G5B_z_triangle\n");
    else if (triFunc ==smooth_DITHER_5R6G5B_z_triangle)
-      printf("smooth_DITHER_5R6G5B_z_triangle\n");
+      _mesa_printf("smooth_DITHER_5R6G5B_z_triangle\n");
    else if (triFunc ==smooth_HPCR_z_triangle)
-      printf("smooth_HPCR_z_triangle\n");
+      _mesa_printf("smooth_HPCR_z_triangle\n");
    else if (triFunc ==smooth_DITHER8_z_triangle)
-      printf("smooth_DITHER8_z_triangle\n");
+      _mesa_printf("smooth_DITHER8_z_triangle\n");
    else if (triFunc ==smooth_LOOKUP8_z_triangle)
-      printf("smooth_LOOKUP8_z_triangle\n");
+      _mesa_printf("smooth_LOOKUP8_z_triangle\n");
    else if (triFunc ==flat_TRUECOLOR_z_triangle)
-      printf("flat_TRUECOLOR_z_triangle\n");
+      _mesa_printf("flat_TRUECOLOR_z_triangle\n");
    else if (triFunc ==flat_8A8B8G8R_z_triangle)
-      printf("flat_8A8B8G8R_z_triangle\n");
+      _mesa_printf("flat_8A8B8G8R_z_triangle\n");
    else if (triFunc ==flat_8R8G8B_z_triangle)
-      printf("flat_8R8G8B_z_triangle\n");
+      _mesa_printf("flat_8R8G8B_z_triangle\n");
    else if (triFunc ==flat_8R8G8B24_z_triangle)
-      printf("flat_8R8G8B24_z_triangle\n");
+      _mesa_printf("flat_8R8G8B24_z_triangle\n");
    else if (triFunc ==flat_TRUEDITHER_z_triangle)
-      printf("flat_TRUEDITHER_z_triangle\n");
+      _mesa_printf("flat_TRUEDITHER_z_triangle\n");
    else if (triFunc ==flat_5R6G5B_z_triangle)
-      printf("flat_5R6G5B_z_triangle\n");
+      _mesa_printf("flat_5R6G5B_z_triangle\n");
    else if (triFunc ==flat_DITHER_5R6G5B_z_triangle)
-      printf("flat_DITHER_5R6G5B_z_triangle\n");
+      _mesa_printf("flat_DITHER_5R6G5B_z_triangle\n");
    else if (triFunc ==flat_HPCR_z_triangle)
-      printf("flat_HPCR_z_triangle\n");
+      _mesa_printf("flat_HPCR_z_triangle\n");
    else if (triFunc ==flat_DITHER8_z_triangle)
-      printf("flat_DITHER8_z_triangle\n");
+      _mesa_printf("flat_DITHER8_z_triangle\n");
    else if (triFunc ==flat_LOOKUP8_z_triangle)
-      printf("flat_LOOKUP8_z_triangle\n");
+      _mesa_printf("flat_LOOKUP8_z_triangle\n");
    else if (triFunc ==smooth_TRUECOLOR_triangle)
-      printf("smooth_TRUECOLOR_triangle\n");
+      _mesa_printf("smooth_TRUECOLOR_triangle\n");
    else if (triFunc ==smooth_8A8B8G8R_triangle)
-      printf("smooth_8A8B8G8R_triangle\n");
+      _mesa_printf("smooth_8A8B8G8R_triangle\n");
    else if (triFunc ==smooth_8R8G8B_triangle)
-      printf("smooth_8R8G8B_triangle\n");
+      _mesa_printf("smooth_8R8G8B_triangle\n");
    else if (triFunc ==smooth_8R8G8B24_triangle)
-      printf("smooth_8R8G8B24_triangle\n");
+      _mesa_printf("smooth_8R8G8B24_triangle\n");
    else if (triFunc ==smooth_TRUEDITHER_triangle)
-      printf("smooth_TRUEDITHER_triangle\n");
+      _mesa_printf("smooth_TRUEDITHER_triangle\n");
    else if (triFunc ==smooth_5R6G5B_triangle)
-      printf("smooth_5R6G5B_triangle\n");
+      _mesa_printf("smooth_5R6G5B_triangle\n");
    else if (triFunc ==smooth_DITHER_5R6G5B_triangle)
-      printf("smooth_DITHER_5R6G5B_triangle\n");
+      _mesa_printf("smooth_DITHER_5R6G5B_triangle\n");
    else if (triFunc ==smooth_HPCR_triangle)
-      printf("smooth_HPCR_triangle\n");
+      _mesa_printf("smooth_HPCR_triangle\n");
    else if (triFunc ==smooth_DITHER8_triangle)
-      printf("smooth_DITHER8_triangle\n");
+      _mesa_printf("smooth_DITHER8_triangle\n");
    else if (triFunc ==smooth_LOOKUP8_triangle)
-      printf("smooth_LOOKUP8_triangle\n");
+      _mesa_printf("smooth_LOOKUP8_triangle\n");
    else if (triFunc ==flat_TRUECOLOR_triangle)
-      printf("flat_TRUECOLOR_triangle\n");
+      _mesa_printf("flat_TRUECOLOR_triangle\n");
    else if (triFunc ==flat_TRUEDITHER_triangle)
-      printf("flat_TRUEDITHER_triangle\n");
+      _mesa_printf("flat_TRUEDITHER_triangle\n");
    else if (triFunc ==flat_8A8B8G8R_triangle)
-      printf("flat_8A8B8G8R_triangle\n");
+      _mesa_printf("flat_8A8B8G8R_triangle\n");
    else if (triFunc ==flat_8R8G8B_triangle)
-      printf("flat_8R8G8B_triangle\n");
+      _mesa_printf("flat_8R8G8B_triangle\n");
    else if (triFunc ==flat_8R8G8B24_triangle)
-      printf("flat_8R8G8B24_triangle\n");
+      _mesa_printf("flat_8R8G8B24_triangle\n");
    else if (triFunc ==flat_5R6G5B_triangle)
-      printf("flat_5R6G5B_triangle\n");
+      _mesa_printf("flat_5R6G5B_triangle\n");
    else if (triFunc ==flat_DITHER_5R6G5B_triangle)
-      printf("flat_DITHER_5R6G5B_triangle\n");
+      _mesa_printf("flat_DITHER_5R6G5B_triangle\n");
    else if (triFunc ==flat_HPCR_triangle)
-      printf("flat_HPCR_triangle\n");
+      _mesa_printf("flat_HPCR_triangle\n");
    else if (triFunc ==flat_DITHER8_triangle)
-      printf("flat_DITHER8_triangle\n");
+      _mesa_printf("flat_DITHER8_triangle\n");
    else if (triFunc ==flat_LOOKUP8_triangle)
-      printf("flat_LOOKUP8_triangle\n");
+      _mesa_printf("flat_LOOKUP8_triangle\n");
    else
-      printf("???\n");
+      _mesa_printf("???\n");
 }
 #endif
 
@@ -1511,7 +1292,6 @@ static const char *triFuncName = NULL;
 #define USE(triFunc)                   \
 do {                                   \
     triFuncName = #triFunc;            \
-    /*printf("%s\n", triFuncName);*/   \
     return triFunc;                    \
 } while (0)
 
@@ -1521,22 +1301,26 @@ do {                                   \
 
 #endif
 
-   
+
 static swrast_tri_func get_triangle_func( GLcontext *ctx )
 {
    SWcontext *swrast = SWRAST_CONTEXT(ctx);
-   XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+   XMesaContext xmesa = XMESA_CONTEXT(ctx);
    int depth = GET_VISUAL_DEPTH(xmesa->xm_visual);
 
-   (void) kernel1;
-
 #ifdef DEBUG
    triFuncName = NULL;
 #endif
 
+   if ((ctx->Color._DrawDestMask[0] & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)) ==0)
+      return (swrast_tri_func) NULL;
    if (ctx->RenderMode != GL_RENDER)  return (swrast_tri_func) NULL;
    if (ctx->Polygon.SmoothFlag)       return (swrast_tri_func) NULL;
-   if (ctx->Texture._ReallyEnabled)   return (swrast_tri_func) NULL;
+   if (ctx->Texture._EnabledUnits)    return (swrast_tri_func) NULL;
+   if (swrast->_RasterMask & MULTI_DRAW_BIT) return (swrast_tri_func) NULL;
+   if (ctx->Polygon.CullFlag && 
+       ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
+                                        return (swrast_tri_func) NULL;
 
    if (xmesa->xm_buffer->buffer==XIMAGE) {
       if (   ctx->Light.ShadeModel==GL_SMOOTH
@@ -1546,7 +1330,7 @@ static swrast_tri_func get_triangle_func( GLcontext *ctx )
           && ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
           && ctx->Polygon.StippleFlag==GL_FALSE) {
          switch (xmesa->pixelformat) {
-            case PF_TRUECOLOR:
+            case PF_Truecolor:
               USE(smooth_TRUECOLOR_z_triangle);
             case PF_8A8B8G8R:
                USE(smooth_8A8B8G8R_z_triangle);
@@ -1554,21 +1338,21 @@ static swrast_tri_func get_triangle_func( GLcontext *ctx )
                USE(smooth_8R8G8B_z_triangle);
             case PF_8R8G8B24:
                USE(smooth_8R8G8B24_z_triangle);
-            case PF_TRUEDITHER:
+            case PF_Dither_True:
                USE(smooth_TRUEDITHER_z_triangle);
             case PF_5R6G5B:
                USE(smooth_5R6G5B_z_triangle);
-            case PF_DITHER_5R6G5B:
+            case PF_Dither_5R6G5B:
                USE(smooth_DITHER_5R6G5B_z_triangle);
             case PF_HPCR:
               USE(smooth_HPCR_z_triangle);
-            case PF_DITHER:
+            case PF_Dither:
                if (depth == 8)
                   USE(smooth_DITHER8_z_triangle);
                else
                   USE(smooth_DITHER_z_triangle);
                break;
-            case PF_LOOKUP:
+            case PF_Lookup:
                if (depth == 8)
                   USE(smooth_LOOKUP8_z_triangle);
                else
@@ -1584,7 +1368,7 @@ static swrast_tri_func get_triangle_func( GLcontext *ctx )
           && ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
           && ctx->Polygon.StippleFlag==GL_FALSE) {
          switch (xmesa->pixelformat) {
-            case PF_TRUECOLOR:
+            case PF_Truecolor:
               USE(flat_TRUECOLOR_z_triangle);
             case PF_8A8B8G8R:
                USE(flat_8A8B8G8R_z_triangle);
@@ -1592,21 +1376,21 @@ static swrast_tri_func get_triangle_func( GLcontext *ctx )
                USE(flat_8R8G8B_z_triangle);
             case PF_8R8G8B24:
                USE(flat_8R8G8B24_z_triangle);
-            case PF_TRUEDITHER:
+            case PF_Dither_True:
                USE(flat_TRUEDITHER_z_triangle);
             case PF_5R6G5B:
                USE(flat_5R6G5B_z_triangle);
-            case PF_DITHER_5R6G5B:
+            case PF_Dither_5R6G5B:
                USE(flat_DITHER_5R6G5B_z_triangle);
             case PF_HPCR:
               USE(flat_HPCR_z_triangle);
-            case PF_DITHER:
+            case PF_Dither:
                if (depth == 8)
                   USE(flat_DITHER8_z_triangle);
                else
                   USE(flat_DITHER_z_triangle);
                break;
-            case PF_LOOKUP:
+            case PF_Lookup:
                if (depth == 8)
                   USE(flat_LOOKUP8_z_triangle);
                else
@@ -1619,7 +1403,7 @@ static swrast_tri_func get_triangle_func( GLcontext *ctx )
           && ctx->Light.ShadeModel==GL_SMOOTH
           && ctx->Polygon.StippleFlag==GL_FALSE) {
          switch (xmesa->pixelformat) {
-            case PF_TRUECOLOR:
+            case PF_Truecolor:
               USE(smooth_TRUECOLOR_triangle);
             case PF_8A8B8G8R:
                USE(smooth_8A8B8G8R_triangle);
@@ -1627,21 +1411,21 @@ static swrast_tri_func get_triangle_func( GLcontext *ctx )
                USE(smooth_8R8G8B_triangle);
             case PF_8R8G8B24:
                USE(smooth_8R8G8B24_triangle);
-            case PF_TRUEDITHER:
+            case PF_Dither_True:
                USE(smooth_TRUEDITHER_triangle);
             case PF_5R6G5B:
                USE(smooth_5R6G5B_triangle);
-            case PF_DITHER_5R6G5B:
+            case PF_Dither_5R6G5B:
                USE(smooth_DITHER_5R6G5B_triangle);
             case PF_HPCR:
               USE(smooth_HPCR_triangle);
-            case PF_DITHER:
+            case PF_Dither:
                if (depth == 8)
                   USE(smooth_DITHER8_triangle);
                else
                   USE(smooth_DITHER_triangle);
                break;
-            case PF_LOOKUP:
+            case PF_Lookup:
                if (depth == 8)
                   USE(smooth_LOOKUP8_triangle);
                else
@@ -1655,9 +1439,9 @@ static swrast_tri_func get_triangle_func( GLcontext *ctx )
           && ctx->Light.ShadeModel==GL_FLAT
           && ctx->Polygon.StippleFlag==GL_FALSE) {
          switch (xmesa->pixelformat) {
-            case PF_TRUECOLOR:
+            case PF_Truecolor:
               USE(flat_TRUECOLOR_triangle);
-            case PF_TRUEDITHER:
+            case PF_Dither_True:
               USE(flat_TRUEDITHER_triangle);
             case PF_8A8B8G8R:
                USE(flat_8A8B8G8R_triangle);
@@ -1667,17 +1451,17 @@ static swrast_tri_func get_triangle_func( GLcontext *ctx )
                USE(flat_8R8G8B24_triangle);
             case PF_5R6G5B:
                USE(flat_5R6G5B_triangle);
-            case PF_DITHER_5R6G5B:
+            case PF_Dither_5R6G5B:
                USE(flat_DITHER_5R6G5B_triangle);
             case PF_HPCR:
               USE(flat_HPCR_triangle);
-            case PF_DITHER:
+            case PF_Dither:
                if (depth == 8)
                   USE(flat_DITHER8_triangle);
                else
                   USE(flat_DITHER_triangle);
                break;
-            case PF_LOOKUP:
+            case PF_Lookup:
                if (depth == 8)
                   USE(flat_LOOKUP8_triangle);
                else