r300: Further reduced the radeon_span.c diff.
[mesa.git] / src / mesa / swrast / s_aatritemp.h
index e142c6fb27978a3a1ec786b9d98d75d221899cb2..4162ed685324fc290bcda070d0e2ae09b8da446b 100644 (file)
@@ -1,10 +1,8 @@
-/* $Id: s_aatritemp.h,v 1.25 2002/01/28 00:07:33 brianp Exp $ */
-
 /*
  * Mesa 3-D graphics library
- * Version:  4.1
+ * Version:  6.5.3
  *
- * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2007  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"),
  *    DO_RGBA      - if defined, compute RGBA values
  *    DO_INDEX     - if defined, compute color index values
  *    DO_SPEC      - if defined, compute specular RGB values
- *    DO_TEX       - if defined, compute unit 0 STRQ texcoords
- *    DO_MULTITEX  - if defined, compute all unit's STRQ texcoords
+ *    DO_ATTRIBS   - if defined, compute texcoords, varying, etc.
  */
 
 /*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/
 {
+   const SWcontext *swrast = SWRAST_CONTEXT(ctx);
    const GLfloat *p0 = v0->win;
    const GLfloat *p1 = v1->win;
    const GLfloat *p2 = v2->win;
@@ -53,7 +51,7 @@
    GLboolean ltor;
    GLfloat majDx, majDy;  /* major (i.e. long) edge dx and dy */
    
-   struct sw_span span;
+   SWspan span;
    
 #ifdef DO_Z
    GLfloat zPlane[4];
 #ifdef DO_SPEC
    GLfloat srPlane[4], sgPlane[4], sbPlane[4];
 #endif
-#ifdef DO_TEX
-   GLfloat sPlane[4], tPlane[4], uPlane[4], vPlane[4];
-   GLfloat texWidth, texHeight;
-#elif defined(DO_MULTITEX)
-   GLfloat sPlane[MAX_TEXTURE_UNITS][4];
-   GLfloat tPlane[MAX_TEXTURE_UNITS][4];
-   GLfloat uPlane[MAX_TEXTURE_UNITS][4];
-   GLfloat vPlane[MAX_TEXTURE_UNITS][4];
-   GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS];
-#endif
-   GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign;
-   
+#if defined(DO_ATTRIBS)
+   GLfloat sPlane[FRAG_ATTRIB_MAX][4];  /* texture S */
+   GLfloat tPlane[FRAG_ATTRIB_MAX][4];  /* texture T */
+   GLfloat uPlane[FRAG_ATTRIB_MAX][4];  /* texture R */
+   GLfloat vPlane[FRAG_ATTRIB_MAX][4];  /* texture Q */
+   GLfloat texWidth[FRAG_ATTRIB_MAX];
+   GLfloat texHeight[FRAG_ATTRIB_MAX];
+#endif
+   GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign;
    
-   INIT_SPAN(span);
-   span.arrayMask |= SPAN_COVERAGE;
+   (void) swrast;
+
+   INIT_SPAN(span, GL_POLYGON, 0, 0, SPAN_COVERAGE);
 
    /* determine bottom to top order of vertices */
    {
       const GLfloat botDx = vMid->win[0] - vMin->win[0];
       const GLfloat botDy = vMid->win[1] - vMin->win[1];
       const GLfloat area = majDx * botDy - botDx * majDy;
-      ltor = (GLboolean) (area < 0.0F);
       /* Do backface culling */
       if (area * bf < 0 || area == 0 || IS_INF_OR_NAN(area))
         return;
+      ltor = (GLboolean) (area < 0.0F);
    }
 
-#ifndef DO_OCCLUSION_TEST
-   ctx->OcclusionResult = GL_TRUE;
-#endif
-
    /* Plane equation setup:
     * We evaluate plane equations at window (x,y) coordinates in order
     * to compute color, Z, fog, texcoords, etc.  This isn't terribly
    span.arrayMask |= SPAN_Z;
 #endif
 #ifdef DO_FOG
-   compute_plane(p0, p1, p2, v0->fog, v1->fog, v2->fog, fogPlane);
+   compute_plane(p0, p1, p2,
+                 v0->attrib[FRAG_ATTRIB_FOGC][0],
+                 v1->attrib[FRAG_ATTRIB_FOGC][0],
+                 v2->attrib[FRAG_ATTRIB_FOGC][0],
+                 fogPlane);
    span.arrayMask |= SPAN_FOG;
 #endif
 #ifdef DO_RGBA
    if (ctx->Light.ShadeModel == GL_SMOOTH) {
-      compute_plane(p0, p1, p2, v0->color[0], v1->color[0], v2->color[0], rPlane);
-      compute_plane(p0, p1, p2, v0->color[1], v1->color[1], v2->color[1], gPlane);
-      compute_plane(p0, p1, p2, v0->color[2], v1->color[2], v2->color[2], bPlane);
-      compute_plane(p0, p1, p2, v0->color[3], v1->color[3], v2->color[3], aPlane);
+      compute_plane(p0, p1, p2, v0->color[RCOMP], v1->color[RCOMP], v2->color[RCOMP], rPlane);
+      compute_plane(p0, p1, p2, v0->color[GCOMP], v1->color[GCOMP], v2->color[GCOMP], gPlane);
+      compute_plane(p0, p1, p2, v0->color[BCOMP], v1->color[BCOMP], v2->color[BCOMP], bPlane);
+      compute_plane(p0, p1, p2, v0->color[ACOMP], v1->color[ACOMP], v2->color[ACOMP], aPlane);
    }
    else {
       constant_plane(v2->color[RCOMP], rPlane);
 #ifdef DO_INDEX
    if (ctx->Light.ShadeModel == GL_SMOOTH) {
       compute_plane(p0, p1, p2, (GLfloat) v0->index,
-                    (GLfloat) v1->index, (GLfloat) v2->index, iPlane);
+                    v1->index, v2->index, iPlane);
    }
    else {
-      constant_plane((GLfloat) v2->index, iPlane);
+      constant_plane(v2->index, iPlane);
    }
    span.arrayMask |= SPAN_INDEX;
 #endif
 #ifdef DO_SPEC
    if (ctx->Light.ShadeModel == GL_SMOOTH) {
-      compute_plane(p0, p1, p2, v0->specular[0], v1->specular[0], v2->specular[0],srPlane);
-      compute_plane(p0, p1, p2, v0->specular[1], v1->specular[1], v2->specular[1],sgPlane);
-      compute_plane(p0, p1, p2, v0->specular[2], v1->specular[2], v2->specular[2],sbPlane);
+      compute_plane(p0, p1, p2, v0->specular[RCOMP], v1->specular[RCOMP], v2->specular[RCOMP], srPlane);
+      compute_plane(p0, p1, p2, v0->specular[GCOMP], v1->specular[GCOMP], v2->specular[GCOMP], sgPlane);
+      compute_plane(p0, p1, p2, v0->specular[BCOMP], v1->specular[BCOMP], v2->specular[BCOMP], sbPlane);
    }
    else {
       constant_plane(v2->specular[RCOMP], srPlane);
    }
    span.arrayMask |= SPAN_SPEC;
 #endif
-#ifdef DO_TEX
+#if defined(DO_ATTRIBS)
    {
-      const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
-      const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
       const GLfloat invW0 = v0->win[3];
       const GLfloat invW1 = v1->win[3];
       const GLfloat invW2 = v2->win[3];
-      const GLfloat s0 = v0->texcoord[0][0] * invW0;
-      const GLfloat s1 = v1->texcoord[0][0] * invW1;
-      const GLfloat s2 = v2->texcoord[0][0] * invW2;
-      const GLfloat t0 = v0->texcoord[0][1] * invW0;
-      const GLfloat t1 = v1->texcoord[0][1] * invW1;
-      const GLfloat t2 = v2->texcoord[0][1] * invW2;
-      const GLfloat r0 = v0->texcoord[0][2] * invW0;
-      const GLfloat r1 = v1->texcoord[0][2] * invW1;
-      const GLfloat r2 = v2->texcoord[0][2] * invW2;
-      const GLfloat q0 = v0->texcoord[0][3] * invW0;
-      const GLfloat q1 = v1->texcoord[0][3] * invW1;
-      const GLfloat q2 = v2->texcoord[0][3] * invW2;
-      compute_plane(p0, p1, p2, s0, s1, s2, sPlane);
-      compute_plane(p0, p1, p2, t0, t1, t2, tPlane);
-      compute_plane(p0, p1, p2, r0, r1, r2, uPlane);
-      compute_plane(p0, p1, p2, q0, q1, q2, vPlane);
-      texWidth = (GLfloat) texImage->Width;
-      texHeight = (GLfloat) texImage->Height;
-   }
-   span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
-#elif defined(DO_MULTITEX)
-   {
-      GLuint u;
-      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-         if (ctx->Texture.Unit[u]._ReallyEnabled) {
+      ATTRIB_LOOP_BEGIN
+         const GLfloat s0 = v0->attrib[attr][0] * invW0;
+         const GLfloat s1 = v1->attrib[attr][0] * invW1;
+         const GLfloat s2 = v2->attrib[attr][0] * invW2;
+         const GLfloat t0 = v0->attrib[attr][1] * invW0;
+         const GLfloat t1 = v1->attrib[attr][1] * invW1;
+         const GLfloat t2 = v2->attrib[attr][1] * invW2;
+         const GLfloat r0 = v0->attrib[attr][2] * invW0;
+         const GLfloat r1 = v1->attrib[attr][2] * invW1;
+         const GLfloat r2 = v2->attrib[attr][2] * invW2;
+         const GLfloat q0 = v0->attrib[attr][3] * invW0;
+         const GLfloat q1 = v1->attrib[attr][3] * invW1;
+         const GLfloat q2 = v2->attrib[attr][3] * invW2;
+         compute_plane(p0, p1, p2, s0, s1, s2, sPlane[attr]);
+         compute_plane(p0, p1, p2, t0, t1, t2, tPlane[attr]);
+         compute_plane(p0, p1, p2, r0, r1, r2, uPlane[attr]);
+         compute_plane(p0, p1, p2, q0, q1, q2, vPlane[attr]);
+         if (attr < FRAG_ATTRIB_VAR0 && attr >= FRAG_ATTRIB_TEX0) {
+            const GLuint u = attr - FRAG_ATTRIB_TEX0;
             const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;
-            const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
-            const GLfloat invW0 = v0->win[3];
-            const GLfloat invW1 = v1->win[3];
-            const GLfloat invW2 = v2->win[3];
-            const GLfloat s0 = v0->texcoord[u][0] * invW0;
-            const GLfloat s1 = v1->texcoord[u][0] * invW1;
-            const GLfloat s2 = v2->texcoord[u][0] * invW2;
-            const GLfloat t0 = v0->texcoord[u][1] * invW0;
-            const GLfloat t1 = v1->texcoord[u][1] * invW1;
-            const GLfloat t2 = v2->texcoord[u][1] * invW2;
-            const GLfloat r0 = v0->texcoord[u][2] * invW0;
-            const GLfloat r1 = v1->texcoord[u][2] * invW1;
-            const GLfloat r2 = v2->texcoord[u][2] * invW2;
-            const GLfloat q0 = v0->texcoord[u][3] * invW0;
-            const GLfloat q1 = v1->texcoord[u][3] * invW1;
-            const GLfloat q2 = v2->texcoord[u][3] * invW2;
-            compute_plane(p0, p1, p2, s0, s1, s2, sPlane[u]);
-            compute_plane(p0, p1, p2, t0, t1, t2, tPlane[u]);
-            compute_plane(p0, p1, p2, r0, r1, r2, uPlane[u]);
-            compute_plane(p0, p1, p2, q0, q1, q2, vPlane[u]);
-            texWidth[u]  = (GLfloat) texImage->Width;
-            texHeight[u] = (GLfloat) texImage->Height;
+            const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel];
+            texWidth[attr]  = (GLfloat) texImage->Width;
+            texHeight[attr] = (GLfloat) texImage->Height;
          }
-      }
+         else {
+            texWidth[attr] = texHeight[attr] = 1.0;
+         }
+      ATTRIB_LOOP_END
    }
-   span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
+   span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA | SPAN_VARYING);
 #endif
 
    /* Begin bottom-to-top scan over the triangle.
          GLint ix, startX = (GLint) (x - xAdj);
          GLuint count;
          GLfloat coverage = 0.0F;
-         SW_SPAN_RESET(span);
 
          /* skip over fragments with zero coverage */
          while (startX < MAX_WIDTH) {
          while (coverage > 0.0F) {
             /* (cx,cy) = center of fragment */
             const GLfloat cx = ix + 0.5F, cy = iy + 0.5F;
+            SWspanarrays *array = span.array;
 #ifdef DO_INDEX
-            span.coverage[count] = (GLfloat) compute_coveragei(pMin, pMid, pMax, ix, iy);
+            array->coverage[count] = (GLfloat) compute_coveragei(pMin, pMid, pMax, ix, iy);
 #else
-            span.coverage[count] = coverage;
+            array->coverage[count] = coverage;
 #endif
 #ifdef DO_Z
-            span.zArray[count] = (GLdepth) solve_plane(cx, cy, zPlane);
+            array->z[count] = (GLuint) solve_plane(cx, cy, zPlane);
 #endif
 #ifdef DO_FOG
-           span.fogArray[count] = solve_plane(cx, cy, fogPlane);
+           array->attribs[FRAG_ATTRIB_FOGC][count][0] = solve_plane(cx, cy, fogPlane);
 #endif
 #ifdef DO_RGBA
-            span.color.rgba[count][RCOMP] = solve_plane_chan(cx, cy, rPlane);
-            span.color.rgba[count][GCOMP] = solve_plane_chan(cx, cy, gPlane);
-            span.color.rgba[count][BCOMP] = solve_plane_chan(cx, cy, bPlane);
-            span.color.rgba[count][ACOMP] = solve_plane_chan(cx, cy, aPlane);
+            array->rgba[count][RCOMP] = solve_plane_chan(cx, cy, rPlane);
+            array->rgba[count][GCOMP] = solve_plane_chan(cx, cy, gPlane);
+            array->rgba[count][BCOMP] = solve_plane_chan(cx, cy, bPlane);
+            array->rgba[count][ACOMP] = solve_plane_chan(cx, cy, aPlane);
 #endif
 #ifdef DO_INDEX
-            span.color.index[count] = (GLint) solve_plane(cx, cy, iPlane);
+            array->index[count] = (GLint) solve_plane(cx, cy, iPlane);
 #endif
 #ifdef DO_SPEC
-            span.specArray[count][RCOMP] = solve_plane_chan(cx, cy, srPlane);
-            span.specArray[count][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
-            span.specArray[count][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
-#endif
-#ifdef DO_TEX
-            {
-               const GLfloat invQ = solve_plane_recip(cx, cy, vPlane);
-               span.texcoords[0][count][0] = solve_plane(cx, cy, sPlane) * invQ;
-               span.texcoords[0][count][1] = solve_plane(cx, cy, tPlane) * invQ;
-               span.texcoords[0][count][2] = solve_plane(cx, cy, uPlane) * invQ;
-               span.lambda[0][count] = compute_lambda(sPlane, tPlane, invQ,
-                                                      texWidth, texHeight);
-            }
-#elif defined(DO_MULTITEX)
-            {
-               GLuint unit;
-               for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
-                  if (ctx->Texture.Unit[unit]._ReallyEnabled) {
-                     GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]);
-                     span.texcoords[unit][count][0] = solve_plane(cx, cy, sPlane[unit]) * invQ;
-                     span.texcoords[unit][count][1] = solve_plane(cx, cy, tPlane[unit]) * invQ;
-                     span.texcoords[unit][count][2] = solve_plane(cx, cy, uPlane[unit]) * invQ;
-                     span.lambda[unit][count] = compute_lambda(sPlane[unit],
-                                                               tPlane[unit], invQ, texWidth[unit], texHeight[unit]);
-                  }
+            array->spec[count][RCOMP] = solve_plane_chan(cx, cy, srPlane);
+            array->spec[count][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
+            array->spec[count][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
+#endif
+#if defined(DO_ATTRIBS)
+            ATTRIB_LOOP_BEGIN
+               GLfloat invQ = solve_plane_recip(cx, cy, vPlane[attr]);
+               array->attribs[attr][count][0] = solve_plane(cx, cy, sPlane[attr]) * invQ;
+               array->attribs[attr][count][1] = solve_plane(cx, cy, tPlane[attr]) * invQ;
+               array->attribs[attr][count][2] = solve_plane(cx, cy, uPlane[attr]) * invQ;
+               if (attr < FRAG_ATTRIB_VAR0 && attr >= FRAG_ATTRIB_TEX0) {
+                  const GLuint unit = attr - FRAG_ATTRIB_TEX0;
+                  array->lambda[unit][count] = compute_lambda(sPlane[attr], tPlane[attr],
+                                                              vPlane[attr], cx, cy, invQ,
+                                                              texWidth[attr], texHeight[attr]);
                }
-            }
+            ATTRIB_LOOP_END
 #endif
             ix++;
             count++;
          span.y = iy;
          span.end = (GLuint) ix - (GLuint) startX;
          ASSERT(span.interpMask == 0);
-#if defined(DO_MULTITEX) || defined(DO_TEX)
-         _mesa_write_texture_span(ctx, &span, GL_POLYGON);
-#elif defined(DO_RGBA)
-         _mesa_write_rgba_span(ctx, &span, GL_POLYGON);
-#elif defined(DO_INDEX)
-         _mesa_write_index_span(ctx, &span, GL_POLYGON);
+#if defined(DO_RGBA)
+         _swrast_write_rgba_span(ctx, &span);
+#else
+         _swrast_write_index_span(ctx, &span);
 #endif
       }
    }
          while (coverage > 0.0F) {
             /* (cx,cy) = center of fragment */
             const GLfloat cx = ix + 0.5F, cy = iy + 0.5F;
+            SWspanarrays *array = span.array;
 #ifdef DO_INDEX
-            span.coverage[ix] = (GLfloat) compute_coveragei(pMin, pMax, pMid, ix, iy);
+            array->coverage[ix] = (GLfloat) compute_coveragei(pMin, pMax, pMid, ix, iy);
 #else
-            span.coverage[ix] = coverage;
+            array->coverage[ix] = coverage;
 #endif
 #ifdef DO_Z
-            span.zArray[ix] = (GLdepth) solve_plane(cx, cy, zPlane);
+            array->z[ix] = (GLuint) solve_plane(cx, cy, zPlane);
 #endif
 #ifdef DO_FOG
-            span.fogArray[ix] = solve_plane(cx, cy, fogPlane);
+            array->attribs[FRAG_ATTRIB_FOGC][ix][0] = solve_plane(cx, cy, fogPlane);
 #endif
 #ifdef DO_RGBA
-            span.color.rgba[ix][RCOMP] = solve_plane_chan(cx, cy, rPlane);
-            span.color.rgba[ix][GCOMP] = solve_plane_chan(cx, cy, gPlane);
-            span.color.rgba[ix][BCOMP] = solve_plane_chan(cx, cy, bPlane);
-            span.color.rgba[ix][ACOMP] = solve_plane_chan(cx, cy, aPlane);
+            array->rgba[ix][RCOMP] = solve_plane_chan(cx, cy, rPlane);
+            array->rgba[ix][GCOMP] = solve_plane_chan(cx, cy, gPlane);
+            array->rgba[ix][BCOMP] = solve_plane_chan(cx, cy, bPlane);
+            array->rgba[ix][ACOMP] = solve_plane_chan(cx, cy, aPlane);
 #endif
 #ifdef DO_INDEX
-            span.color.index[ix] = (GLint) solve_plane(cx, cy, iPlane);
+            array->index[ix] = (GLint) solve_plane(cx, cy, iPlane);
 #endif
 #ifdef DO_SPEC
-            span.specArray[ix][RCOMP] = solve_plane_chan(cx, cy, srPlane);
-            span.specArray[ix][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
-            span.specArray[ix][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
-#endif
-#ifdef DO_TEX
-            {
-               const GLfloat invQ = solve_plane_recip(cx, cy, vPlane);
-               span.texcoords[0][ix][0] = solve_plane(cx, cy, sPlane) * invQ;
-               span.texcoords[0][ix][1] = solve_plane(cx, cy, tPlane) * invQ;
-               span.texcoords[0][ix][2] = solve_plane(cx, cy, uPlane) * invQ;
-               span.lambda[0][ix] = compute_lambda(sPlane, tPlane, invQ,
-                                              texWidth, texHeight);
-            }
-#elif defined(DO_MULTITEX)
-            {
-               GLuint unit;
-               for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
-                  if (ctx->Texture.Unit[unit]._ReallyEnabled) {
-                     GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]);
-                     span.texcoords[unit][ix][0] = solve_plane(cx, cy, sPlane[unit]) * invQ;
-                     span.texcoords[unit][ix][1] = solve_plane(cx, cy, tPlane[unit]) * invQ;
-                     span.texcoords[unit][ix][2] = solve_plane(cx, cy, uPlane[unit]) * invQ;
-                     span.lambda[unit][ix] = compute_lambda(sPlane[unit],
-                                                            tPlane[unit],
-                                                            invQ,
-                                                            texWidth[unit],
-                                                            texHeight[unit]);
-                  }
+            array->spec[ix][RCOMP] = solve_plane_chan(cx, cy, srPlane);
+            array->spec[ix][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
+            array->spec[ix][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
+#endif
+#if defined(DO_ATTRIBS)
+            ATTRIB_LOOP_BEGIN
+               GLfloat invQ = solve_plane_recip(cx, cy, vPlane[attr]);
+               array->attribs[attr][ix][0] = solve_plane(cx, cy, sPlane[attr]) * invQ;
+               array->attribs[attr][ix][1] = solve_plane(cx, cy, tPlane[attr]) * invQ;
+               array->attribs[attr][ix][2] = solve_plane(cx, cy, uPlane[attr]) * invQ;
+               if (attr < FRAG_ATTRIB_VAR0 && attr >= FRAG_ATTRIB_TEX0) {
+                  const GLuint unit = attr - FRAG_ATTRIB_TEX0;
+                  array->lambda[unit][ix] = compute_lambda(sPlane[attr],
+                                                           tPlane[attr],
+                                                           vPlane[attr],
+                                                           cx, cy, invQ,
+                                                           texWidth[attr],
+                                                           texHeight[attr]);
                }
-            }
+            ATTRIB_LOOP_END
 #endif
             ix--;
             count++;
          /* shift all values to the left */
          /* XXX this is temporary */
          {
+            SWspanarrays *array = span.array;
             GLint j;
             for (j = 0; j < (GLint) n; j++) {
 #ifdef DO_RGBA
-               COPY_4V(span.color.rgba[j], span.color.rgba[j + left]);
+               COPY_CHAN4(array->rgba[j], array->rgba[j + left]);
 #endif
 #ifdef DO_SPEC
-               COPY_4V(span.specArray[j], span.specArray[j + left]);
+               COPY_CHAN4(array->spec[j], array->spec[j + left]);
 #endif
 #ifdef DO_INDEX
-               span.color.index[j] = span.color.index[j + left];
+               array->index[j] = array->index[j + left];
 #endif
 #ifdef DO_Z
-               span.zArray[j] = span.zArray[j + left];
+               array->z[j] = array->z[j + left];
 #endif
 #ifdef DO_FOG
-               span.fogArray[j] = span.fogArray[j + left];
+               array->attribs[FRAG_ATTRIB_FOGC][j][0]
+                  = array->attribs[FRAG_ATTRIB_FOGC][j + left][0];
 #endif
-#ifdef DO_TEX
-               COPY_4V(span.texcoords[0][j], span.texcoords[0][j + left]);
+#if defined(DO_ATTRIBS)
+               array->lambda[0][j] = array->lambda[0][j + left];
 #endif
-#if defined(DO_MULTITEX) || defined(DO_TEX)
-               span.lambda[0][j] = span.lambda[0][j + left];
-#endif
-               span.coverage[j] = span.coverage[j + left];
+               array->coverage[j] = array->coverage[j + left];
             }
          }
-#ifdef DO_MULTITEX
-         /* shift texcoords */
+#ifdef DO_ATTRIBS
+         /* shift texcoords, varying */
          {
-            GLuint unit;
-            for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
-               if (ctx->Texture.Unit[unit]._ReallyEnabled) {
-                  GLint j;
-                  for (j = 0; j < (GLint) n; j++) {
-                    span.texcoords[unit][j][0] = span.texcoords[unit][j + left][0];
-                     span.texcoords[unit][j][1] = span.texcoords[unit][j + left][1];
-                     span.texcoords[unit][j][2] = span.texcoords[unit][j + left][2];
-                     span.lambda[unit][j] = span.lambda[unit][j + left];
-                  }
+            SWspanarrays *array = span.array;
+            ATTRIB_LOOP_BEGIN
+               GLint j;
+               for (j = 0; j < (GLint) n; j++) {
+                  array->attribs[attr][j][0] = array->attribs[attr][j + left][0];
+                  array->attribs[attr][j][1] = array->attribs[attr][j + left][1];
+                  array->attribs[attr][j][2] = array->attribs[attr][j + left][2];
+                  /*array->lambda[unit][j] = array->lambda[unit][j + left];*/
                }
-            }
+            ATTRIB_LOOP_END
          }
 #endif
 
          span.y = iy;
          span.end = n;
          ASSERT(span.interpMask == 0);
-#if defined(DO_MULTITEX) || defined(DO_TEX)
-         _mesa_write_texture_span(ctx, &span, GL_POLYGON);
-#elif defined(DO_RGBA)
-         _mesa_write_rgba_span(ctx, &span, GL_POLYGON);
-#elif defined(DO_INDEX)
-         _mesa_write_index_span(ctx, &span, GL_POLYGON);
+#if defined(DO_RGBA)
+         _swrast_write_rgba_span(ctx, &span);
+#else
+         _swrast_write_index_span(ctx, &span);
 #endif
       }
    }
 #undef DO_SPEC
 #endif
 
-#ifdef DO_TEX
-#undef DO_TEX
-#endif
-
-#ifdef DO_MULTITEX
-#undef DO_MULTITEX
+#ifdef DO_ATTRIBS
+#undef DO_ATTRIBS
 #endif
 
 #ifdef DO_OCCLUSION_TEST