i965g: add constant buffer setter
[mesa.git] / src / mesa / swrast / s_texcombine.c
index 550c99b7d23bfacde8137bff7a4fafcb8236bb01..889164b986132e798d2bb902701b6237394e713a 100644 (file)
@@ -29,7 +29,6 @@
 #include "main/colormac.h"
 #include "main/image.h"
 #include "main/imports.h"
-#include "main/macros.h"
 #include "main/pixel.h"
 #include "shader/prog_instruction.h"
 
@@ -48,10 +47,9 @@ typedef float (*float4_array)[4];
  * Return array of texels for given unit.
  */
 static INLINE float4_array
-get_texel_array(const GLfloat *texelBuffer, GLuint unit, GLuint numTexels)
+get_texel_array(SWcontext *swrast, GLuint unit)
 {
-   return (float4_array)
-      (texelBuffer + unit * numTexels * 4 * sizeof(GLfloat));
+   return (float4_array) (swrast->TexelBuffer + unit * MAX_WIDTH * 4);
 }
 
 
@@ -75,11 +73,12 @@ get_texel_array(const GLfloat *texelBuffer, GLuint unit, GLuint numTexels)
  * \param rgba         incoming/result fragment colors
  */
 static void
-texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
+texture_combine( GLcontext *ctx, GLuint unit, GLuint n,
                  const float4_array primary_rgba,
                  const GLfloat *texelBuffer,
                  GLchan (*rgbaChan)[4] )
 {
+   SWcontext *swrast = SWRAST_CONTEXT(ctx);
    const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);
    const struct gl_tex_env_combine_state *combine = textureUnit->_CurrentCombine;
    float4_array argRGB[MAX_COMBINER_TERMS];
@@ -92,8 +91,6 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
    GLfloat rgba[MAX_WIDTH][4];
    GLuint i, term;
 
-   ASSERT(CONST_SWRAST_CONTEXT(ctx)->_AnyTextureCombine);
-
    for (i = 0; i < n; i++) {
       rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]);
       rgba[i][GCOMP] = CHAN_TO_FLOAT(rgbaChan[i][GCOMP]);
@@ -120,7 +117,7 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
 
       switch (srcRGB) {
          case GL_TEXTURE:
-            argRGB[term] = get_texel_array(texelBuffer, unit, n);
+            argRGB[term] = get_texel_array(swrast, unit);
             break;
          case GL_PRIMARY_COLOR:
             argRGB[term] = primary_rgba;
@@ -168,7 +165,7 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
                ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
                if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
                   return;
-               argRGB[term] = get_texel_array(texelBuffer, srcUnit, n);
+               argRGB[term] = get_texel_array(swrast, srcUnit);
             }
       }
 
@@ -216,7 +213,7 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
 
       switch (srcA) {
          case GL_TEXTURE:
-            argA[term] = get_texel_array(texelBuffer, unit, n);
+            argA[term] = get_texel_array(swrast, unit);
             break;
          case GL_PRIMARY_COLOR:
             argA[term] = primary_rgba;
@@ -258,7 +255,7 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
                ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
                if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
                   return;
-               argA[term] = get_texel_array(texelBuffer, srcUnit, n);
+               argA[term] = get_texel_array(swrast, srcUnit);
             }
       }
 
@@ -319,12 +316,12 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
          if (textureUnit->EnvMode == GL_COMBINE4_NV) {
             /* (a * b) + (c * d) - 0.5 */
             for (i = 0; i < n; i++) {
-               rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] *
-                                 arg2[i][RCOMP] + arg3[i][RCOMP] - 0.5) * scaleRGB;
-               rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] *
-                                 arg2[i][GCOMP] + arg3[i][GCOMP] - 0.5) * scaleRGB;
-               rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] *
-                                 arg2[i][BCOMP] + arg3[i][BCOMP] - 0.5) * scaleRGB;
+               rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] +
+                                 arg2[i][RCOMP] * arg3[i][RCOMP] - 0.5) * scaleRGB;
+               rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] +
+                                 arg2[i][GCOMP] * arg3[i][GCOMP] - 0.5) * scaleRGB;
+               rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] +
+                                 arg2[i][BCOMP] * arg3[i][BCOMP] - 0.5) * scaleRGB;
             }
          }
          else {
@@ -407,22 +404,13 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
         }
          break;
       case GL_BUMP_ENVMAP_ATI:
-         {
-            /* this produces a fixed rgba color, and the coord calc is done elsewhere */
-            for (i = 0; i < n; i++) {
+         /* this produces a fixed rgba color, and the coord calc is done elsewhere */
+         for (i = 0; i < n; i++) {
             /* rgba result is 0,0,0,1 */
-#if CHAN_TYPE == GL_FLOAT
-               rgba[i][RCOMP] = 0.0;
-               rgba[i][GCOMP] = 0.0;
-               rgba[i][BCOMP] = 0.0;
-               rgba[i][ACOMP] = 1.0;
-#else
-               rgba[i][RCOMP] = 0;
-               rgba[i][GCOMP] = 0;
-               rgba[i][BCOMP] = 0;
-               rgba[i][ACOMP] = CHAN_MAX;
-#endif
-            }
+            rgba[i][RCOMP] = 0.0;
+            rgba[i][GCOMP] = 0.0;
+            rgba[i][BCOMP] = 0.0;
+            rgba[i][ACOMP] = 1.0;
         }
          return; /* no alpha processing */
       default:
@@ -535,7 +523,6 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
 }
 
 
-
 /**
  * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
  * See GL_EXT_texture_swizzle.
@@ -566,385 +553,6 @@ swizzle_texels(GLuint swizzle, GLuint count, float4_array texels)
 }
 
 
-/**
- * Apply a conventional OpenGL texture env mode (REPLACE, ADD, BLEND,
- * MODULATE, or DECAL) to an array of fragments.
- * Input:  textureUnit - pointer to texture unit to apply
- *         format - base internal texture format
- *         n - number of fragments
- *         primary_rgba - primary colors (may alias rgba for single texture)
- *         texels - array of texel colors
- * InOut:  rgba - incoming fragment colors modified by texel colors
- *                according to the texture environment mode.
- */
-static void
-texture_apply( const GLcontext *ctx,
-               const struct gl_texture_unit *texUnit,
-               GLuint n,
-               float4_array primary_rgba,
-               float4_array texel,
-               GLchan rgbaChan[][4] )
-{
-   GLint baseLevel;
-   GLuint i;
-   GLfloat Rc, Gc, Bc, Ac;
-   GLenum format;
-   GLfloat rgba[MAX_WIDTH][4];
-
-   (void) primary_rgba;
-
-   ASSERT(texUnit);
-   ASSERT(texUnit->_Current);
-
-   baseLevel = texUnit->_Current->BaseLevel;
-   ASSERT(texUnit->_Current->Image[0][baseLevel]);
-
-   format = texUnit->_Current->Image[0][baseLevel]->_BaseFormat;
-
-   if (format == GL_COLOR_INDEX || format == GL_YCBCR_MESA) {
-      format = GL_RGBA;  /* a bit of a hack */
-   }
-   else if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
-      format = texUnit->_Current->DepthMode;
-   }
-
-   if (texUnit->EnvMode != GL_REPLACE) {
-      /* convert GLchan colors to GLfloat */
-      for (i = 0; i < n; i++) {
-         rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]);
-         rgba[i][GCOMP] = CHAN_TO_FLOAT(rgbaChan[i][GCOMP]);
-         rgba[i][BCOMP] = CHAN_TO_FLOAT(rgbaChan[i][BCOMP]);
-         rgba[i][ACOMP] = CHAN_TO_FLOAT(rgbaChan[i][ACOMP]);
-      }
-   }
-
-   switch (texUnit->EnvMode) {
-      case GL_REPLACE:
-        switch (format) {
-           case GL_ALPHA:
-              for (i=0;i<n;i++) {
-                 /* Cv = Cf */
-                  /* Av = At */
-                  rgba[i][ACOMP] = texel[i][ACOMP];
-              }
-              break;
-           case GL_LUMINANCE:
-              for (i=0;i<n;i++) {
-                 /* Cv = Lt */
-                  GLfloat Lt = texel[i][RCOMP];
-                  rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = Lt;
-                  /* Av = Af */
-              }
-              break;
-           case GL_LUMINANCE_ALPHA:
-              for (i=0;i<n;i++) {
-                  GLfloat Lt = texel[i][RCOMP];
-                 /* Cv = Lt */
-                 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = Lt;
-                 /* Av = At */
-                 rgba[i][ACOMP] = texel[i][ACOMP];
-              }
-              break;
-           case GL_INTENSITY:
-              for (i=0;i<n;i++) {
-                 /* Cv = It */
-                  GLfloat It = texel[i][RCOMP];
-                  rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = It;
-                  /* Av = It */
-                  rgba[i][ACOMP] = It;
-              }
-              break;
-           case GL_RGB:
-              for (i=0;i<n;i++) {
-                 /* Cv = Ct */
-                 rgba[i][RCOMP] = texel[i][RCOMP];
-                 rgba[i][GCOMP] = texel[i][GCOMP];
-                 rgba[i][BCOMP] = texel[i][BCOMP];
-                 /* Av = Af */
-              }
-              break;
-           case GL_RGBA:
-              for (i=0;i<n;i++) {
-                 /* Cv = Ct */
-                 rgba[i][RCOMP] = texel[i][RCOMP];
-                 rgba[i][GCOMP] = texel[i][GCOMP];
-                 rgba[i][BCOMP] = texel[i][BCOMP];
-                 /* Av = At */
-                 rgba[i][ACOMP] = texel[i][ACOMP];
-              }
-              break;
-            default:
-               _mesa_problem(ctx, "Bad format (GL_REPLACE) in texture_apply");
-               return;
-        }
-        break;
-
-      case GL_MODULATE:
-         switch (format) {
-           case GL_ALPHA:
-              for (i=0;i<n;i++) {
-                 /* Cv = Cf */
-                 /* Av = AfAt */
-                 rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
-              }
-              break;
-           case GL_LUMINANCE:
-              for (i=0;i<n;i++) {
-                 /* Cv = LtCf */
-                  GLfloat Lt = texel[i][RCOMP];
-                 rgba[i][RCOMP] = rgba[i][RCOMP] * Lt;
-                 rgba[i][GCOMP] = rgba[i][GCOMP] * Lt;
-                 rgba[i][BCOMP] = rgba[i][BCOMP] * Lt;
-                 /* Av = Af */
-              }
-              break;
-           case GL_LUMINANCE_ALPHA:
-              for (i=0;i<n;i++) {
-                 /* Cv = CfLt */
-                  GLfloat Lt = texel[i][RCOMP];
-                 rgba[i][RCOMP] = rgba[i][RCOMP] * Lt;
-                 rgba[i][GCOMP] = rgba[i][GCOMP] * Lt;
-                 rgba[i][BCOMP] = rgba[i][BCOMP] * Lt;
-                 /* Av = AfAt */
-                 rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
-              }
-              break;
-           case GL_INTENSITY:
-              for (i=0;i<n;i++) {
-                 /* Cv = CfIt */
-                  GLfloat It = texel[i][RCOMP];
-                 rgba[i][RCOMP] = rgba[i][RCOMP] * It;
-                 rgba[i][GCOMP] = rgba[i][GCOMP] * It;
-                 rgba[i][BCOMP] = rgba[i][BCOMP] * It;
-                 /* Av = AfIt */
-                 rgba[i][ACOMP] = rgba[i][ACOMP] * It;
-              }
-              break;
-           case GL_RGB:
-              for (i=0;i<n;i++) {
-                 /* Cv = CfCt */
-                 rgba[i][RCOMP] = rgba[i][RCOMP] * texel[i][RCOMP];
-                 rgba[i][GCOMP] = rgba[i][GCOMP] * texel[i][GCOMP];
-                 rgba[i][BCOMP] = rgba[i][BCOMP] * texel[i][BCOMP];
-                 /* Av = Af */
-              }
-              break;
-           case GL_RGBA:
-              for (i=0;i<n;i++) {
-                 /* Cv = CfCt */
-                 rgba[i][RCOMP] = rgba[i][RCOMP] * texel[i][RCOMP];
-                 rgba[i][GCOMP] = rgba[i][GCOMP] * texel[i][GCOMP];
-                 rgba[i][BCOMP] = rgba[i][BCOMP] * texel[i][BCOMP];
-                 /* Av = AfAt */
-                 rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
-              }
-              break;
-            default:
-               _mesa_problem(ctx, "Bad format (GL_MODULATE) in texture_apply");
-               return;
-        }
-        break;
-
-      case GL_DECAL:
-         switch (format) {
-            case GL_ALPHA:
-            case GL_LUMINANCE:
-            case GL_LUMINANCE_ALPHA:
-            case GL_INTENSITY:
-               /* undefined */
-               break;
-           case GL_RGB:
-              for (i=0;i<n;i++) {
-                 /* Cv = Ct */
-                 rgba[i][RCOMP] = texel[i][RCOMP];
-                 rgba[i][GCOMP] = texel[i][GCOMP];
-                 rgba[i][BCOMP] = texel[i][BCOMP];
-                 /* Av = Af */
-              }
-              break;
-           case GL_RGBA:
-              for (i=0;i<n;i++) {
-                 /* Cv = Cf(1-At) + CtAt */
-                 GLfloat t = texel[i][ACOMP], s = 1.0F - t;
-                 rgba[i][RCOMP] = rgba[i][RCOMP] * s + texel[i][RCOMP] * t;
-                 rgba[i][GCOMP] = rgba[i][GCOMP] * s + texel[i][GCOMP] * t;
-                 rgba[i][BCOMP] = rgba[i][BCOMP] * s + texel[i][BCOMP] * t;
-                 /* Av = Af */
-              }
-              break;
-            default:
-               _mesa_problem(ctx, "Bad format (GL_DECAL) in texture_apply");
-               return;
-        }
-        break;
-
-      case GL_BLEND:
-         Rc = texUnit->EnvColor[0];
-         Gc = texUnit->EnvColor[1];
-         Bc = texUnit->EnvColor[2];
-         Ac = texUnit->EnvColor[3];
-        switch (format) {
-           case GL_ALPHA:
-              for (i=0;i<n;i++) {
-                 /* Cv = Cf */
-                 /* Av = AfAt */
-                  rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
-              }
-              break;
-            case GL_LUMINANCE:
-              for (i=0;i<n;i++) {
-                 /* Cv = Cf(1-Lt) + CcLt */
-                 GLfloat Lt = texel[i][RCOMP], s = 1.0F - Lt;
-                 rgba[i][RCOMP] = rgba[i][RCOMP] * s + Rc * Lt;
-                 rgba[i][GCOMP] = rgba[i][GCOMP] * s + Gc * Lt;
-                 rgba[i][BCOMP] = rgba[i][BCOMP] * s + Bc * Lt;
-                 /* Av = Af */
-              }
-              break;
-           case GL_LUMINANCE_ALPHA:
-              for (i=0;i<n;i++) {
-                 /* Cv = Cf(1-Lt) + CcLt */
-                 GLfloat Lt = texel[i][RCOMP], s = 1.0F - Lt;
-                 rgba[i][RCOMP] = rgba[i][RCOMP] * s + Rc * Lt;
-                 rgba[i][GCOMP] = rgba[i][GCOMP] * s + Gc * Lt;
-                 rgba[i][BCOMP] = rgba[i][BCOMP] * s + Bc * Lt;
-                 /* Av = AfAt */
-                 rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
-              }
-              break;
-            case GL_INTENSITY:
-              for (i=0;i<n;i++) {
-                 /* Cv = Cf(1-It) + CcIt */
-                 GLfloat It = texel[i][RCOMP], s = 1.0F - It;
-                 rgba[i][RCOMP] = rgba[i][RCOMP] * s + Rc * It;
-                 rgba[i][GCOMP] = rgba[i][GCOMP] * s + Gc * It;
-                 rgba[i][BCOMP] = rgba[i][BCOMP] * s + Bc * It;
-                  /* Av = Af(1-It) + Ac*It */
-                  rgba[i][ACOMP] = rgba[i][ACOMP] * s + Ac * It;
-               }
-               break;
-           case GL_RGB:
-              for (i=0;i<n;i++) {
-                 /* Cv = Cf(1-Ct) + CcCt */
-                 rgba[i][RCOMP] = rgba[i][RCOMP] * (1.0F - texel[i][RCOMP])
-                     + Rc * texel[i][RCOMP];
-                 rgba[i][GCOMP] = rgba[i][GCOMP] * (1.0F - texel[i][GCOMP])
-                     + Gc * texel[i][GCOMP];
-                 rgba[i][BCOMP] = rgba[i][BCOMP] * (1.0F - texel[i][BCOMP])
-                     + Bc * texel[i][BCOMP];
-                 /* Av = Af */
-              }
-              break;
-           case GL_RGBA:
-              for (i=0;i<n;i++) {
-                 /* Cv = Cf(1-Ct) + CcCt */
-                 rgba[i][RCOMP] = rgba[i][RCOMP] * (1.0F - texel[i][RCOMP])
-                     + Rc * texel[i][RCOMP];
-                 rgba[i][GCOMP] = rgba[i][GCOMP] * (1.0F - texel[i][GCOMP])
-                     + Gc * texel[i][GCOMP];
-                 rgba[i][BCOMP] = rgba[i][BCOMP] * (1.0F - texel[i][BCOMP])
-                     + Bc * texel[i][BCOMP];
-                 /* Av = AfAt */
-                 rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
-              }
-              break;
-            default:
-               _mesa_problem(ctx, "Bad format (GL_BLEND) in texture_apply");
-               return;
-        }
-        break;
-
-      case GL_ADD:  /* GL_EXT_texture_add_env */
-         switch (format) {
-            case GL_ALPHA:
-               for (i=0;i<n;i++) {
-                  /* Rv = Rf */
-                  /* Gv = Gf */
-                  /* Bv = Bf */
-                  rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
-               }
-               break;
-            case GL_LUMINANCE:
-               for (i=0;i<n;i++) {
-                  GLfloat Lt = texel[i][RCOMP];
-                  GLfloat r = rgba[i][RCOMP] + Lt;
-                  GLfloat g = rgba[i][GCOMP] + Lt;
-                  GLfloat b = rgba[i][BCOMP] + Lt;
-                  rgba[i][RCOMP] = MIN2(r, 1.0F);
-                  rgba[i][GCOMP] = MIN2(g, 1.0F);
-                  rgba[i][BCOMP] = MIN2(b, 1.0F);
-                  /* Av = Af */
-               }
-               break;
-            case GL_LUMINANCE_ALPHA:
-               for (i=0;i<n;i++) {
-                  GLfloat Lt = texel[i][RCOMP];
-                  GLfloat r = rgba[i][RCOMP] + Lt;
-                  GLfloat g = rgba[i][GCOMP] + Lt;
-                  GLfloat b = rgba[i][BCOMP] + Lt;
-                  rgba[i][RCOMP] = MIN2(r, 1.0F);
-                  rgba[i][GCOMP] = MIN2(g, 1.0F);
-                  rgba[i][BCOMP] = MIN2(b, 1.0F);
-                  rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
-               }
-               break;
-            case GL_INTENSITY:
-               for (i=0;i<n;i++) {
-                  GLfloat It = texel[i][RCOMP];
-                  GLfloat r = rgba[i][RCOMP] + It;
-                  GLfloat g = rgba[i][GCOMP] + It;
-                  GLfloat b = rgba[i][BCOMP] + It;
-                  GLfloat a = rgba[i][ACOMP] + It;
-                  rgba[i][RCOMP] = MIN2(r, 1.0F);
-                  rgba[i][GCOMP] = MIN2(g, 1.0F);
-                  rgba[i][BCOMP] = MIN2(b, 1.0F);
-                  rgba[i][ACOMP] = MIN2(a, 1.0F);
-               }
-               break;
-           case GL_RGB:
-              for (i=0;i<n;i++) {
-                  GLfloat r = rgba[i][RCOMP] + texel[i][RCOMP];
-                  GLfloat g = rgba[i][GCOMP] + texel[i][GCOMP];
-                  GLfloat b = rgba[i][BCOMP] + texel[i][BCOMP];
-                 rgba[i][RCOMP] = MIN2(r, 1.0F);
-                 rgba[i][GCOMP] = MIN2(g, 1.0F);
-                 rgba[i][BCOMP] = MIN2(b, 1.0F);
-                 /* Av = Af */
-              }
-              break;
-           case GL_RGBA:
-              for (i=0;i<n;i++) {
-                  GLfloat r = rgba[i][RCOMP] + texel[i][RCOMP];
-                  GLfloat g = rgba[i][GCOMP] + texel[i][GCOMP];
-                  GLfloat b = rgba[i][BCOMP] + texel[i][BCOMP];
-                 rgba[i][RCOMP] = MIN2(r, 1.0F);
-                 rgba[i][GCOMP] = MIN2(g, 1.0F);
-                 rgba[i][BCOMP] = MIN2(b, 1.0F);
-                  rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
-               }
-               break;
-            default:
-               _mesa_problem(ctx, "Bad format (GL_ADD) in texture_apply");
-               return;
-        }
-        break;
-
-      default:
-         _mesa_problem(ctx, "Bad env mode in texture_apply");
-         return;
-   }
-
-   /* convert GLfloat colors to GLchan */
-   for (i = 0; i < n; i++) {
-      CLAMPED_FLOAT_TO_CHAN(rgbaChan[i][RCOMP], rgba[i][RCOMP]);
-      CLAMPED_FLOAT_TO_CHAN(rgbaChan[i][GCOMP], rgba[i][GCOMP]);
-      CLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]);
-      CLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]);
-   }
-}
-
-
-
 /**
  * Apply texture mapping to a span of fragments.
  */
@@ -960,7 +568,7 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span )
    /*
     * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
     */
-   if (swrast->_AnyTextureCombine) {
+   if (swrast->_TextureCombinePrimary) {
       GLuint i;
       for (i = 0; i < span->end; i++) {
          primary_rgba[i][RCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
@@ -972,26 +580,19 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span )
 
    /* First must sample all bump maps */
    for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
-      if (ctx->Texture.Unit[unit]._ReallyEnabled &&
-         ctx->Texture.Unit[unit]._CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) {
-         const GLfloat (*texcoords)[4]
-            = (const GLfloat (*)[4])
+      const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+
+      if (texUnit->_ReallyEnabled &&
+         texUnit->_CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) {
+         const GLfloat (*texcoords)[4] = (const GLfloat (*)[4])
             span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
-         GLfloat (*targetcoords)[4]
-            = (GLfloat (*)[4])
+         float4_array targetcoords =
             span->array->attribs[FRAG_ATTRIB_TEX0 +
                ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0];
 
-         const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
          const struct gl_texture_object *curObj = texUnit->_Current;
          GLfloat *lambda = span->array->lambda[unit];
-#if 0
-         GLchan (*texels)[4] = (GLchan (*)[4])
-            (swrast->TexelBuffer + unit * (span->end * 4 * sizeof(GLchan)));
-#else
-         float4_array texels = get_texel_array(swrast->TexelBuffer, unit,
-                                               span->end);
-#endif
+         float4_array texels = get_texel_array(swrast, unit);
          GLuint i;
          GLfloat rotMatrix00 = ctx->Texture.Unit[unit].RotMatrix[0];
          GLfloat rotMatrix01 = ctx->Texture.Unit[unit].RotMatrix[1];
@@ -1031,19 +632,10 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span )
             not sure this can work correctly even ignoring
             the problem that channel is unsigned */
          for (i = 0; i < span->end; i++) {
-#if CHAN_TYPE == GL_FLOAT
             targetcoords[i][0] += (texels[i][0] * rotMatrix00 + texels[i][1] *
                                   rotMatrix01) / targetcoords[i][3];
             targetcoords[i][1] += (texels[i][0] * rotMatrix10 + texels[i][1] *
                                   rotMatrix11) / targetcoords[i][3];
-#else
-            targetcoords[i][0] += (CHAN_TO_FLOAT(texels[i][1]) * rotMatrix00 +
-                                  CHAN_TO_FLOAT(texels[i][1]) * rotMatrix01) /
-                                  targetcoords[i][3];
-            targetcoords[i][1] += (CHAN_TO_FLOAT(texels[i][0]) * rotMatrix10 + 
-                                  CHAN_TO_FLOAT(texels[i][1]) * rotMatrix11) /
-                                  targetcoords[i][3];
-#endif
          }
       }
    }
@@ -1053,15 +645,14 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span )
     * accomodate GL_ARB_texture_env_crossbar.
     */
    for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
-      if (ctx->Texture.Unit[unit]._ReallyEnabled &&
-         ctx->Texture.Unit[unit]._CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) {
+      const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+      if (texUnit->_ReallyEnabled &&
+          texUnit->_CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) {
          const GLfloat (*texcoords)[4] = (const GLfloat (*)[4])
             span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
-         const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
          const struct gl_texture_object *curObj = texUnit->_Current;
          GLfloat *lambda = span->array->lambda[unit];
-         float4_array texels =
-            get_texel_array(swrast->TexelBuffer, unit, span->end);
+         float4_array texels = get_texel_array(swrast, unit);
 
          /* adjust texture lod (lambda) */
          if (span->arrayMask & SPAN_LAMBDA) {
@@ -1104,28 +695,16 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span )
       }
    }
 
-
    /*
     * OK, now apply the texture (aka texture combine/blend).
     * We modify the span->color.rgba values.
     */
    for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
       if (ctx->Texture.Unit[unit]._ReallyEnabled) {
-         const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
-         if (texUnit->_CurrentCombine != &texUnit->_EnvMode ) {
-            texture_combine( ctx, unit, span->end,
-                             primary_rgba,
-                             swrast->TexelBuffer,
-                             span->array->rgba );
-         }
-         else {
-            /* conventional texture blend */
-            float4_array texels =
-               get_texel_array(swrast->TexelBuffer, unit, span->end);
-            texture_apply( ctx, texUnit, span->end,
-                           primary_rgba, texels,
-                           span->array->rgba );
-         }
+         texture_combine( ctx, unit, span->end,
+                          primary_rgba,
+                          swrast->TexelBuffer,
+                          span->array->rgba );
       }
    }
 }