added missing \'s
[mesa.git] / src / mesa / swrast / s_texture.c
index 2a7d3db460eb73bdcef5feb562ca28f5de851e45..1520fd079d0c336668ca52ab8e7c8d5b0ae7e49f 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_texture.c,v 1.11 2001/02/17 18:41:01 brianp Exp $ */
+/* $Id: s_texture.c,v 1.32 2001/06/01 13:23:27 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -31,6 +31,7 @@
 #include "macros.h"
 #include "mmath.h"
 #include "mem.h"
+#include "texformat.h"
 #include "teximage.h"
 
 #include "s_context.h"
@@ -38,7 +39,6 @@
 #include "s_texture.h"
 
 
-
 /*
  * These values are used in the fixed-point arithmetic used
  * for linear filtering.
 
 /*
  * Used to compute texel locations for linear sampling.
+ * Input:
+ *    wrapMode = GL_REPEAT, GL_CLAMP, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER_ARB
+ *    S = texcoord in [0,1]
+ *    SIZE = width (or height or depth) of texture
+ * Output:
+ *    U = texcoord in [0, width]
+ *    I0, I1 = two nearest texel indexes
  */
 #define COMPUTE_LINEAR_TEXEL_LOCATIONS(wrapMode, S, U, SIZE, I0, I1)   \
 {                                                                      \
       I0 = IFLOOR(U) & (SIZE - 1);                                     \
       I1 = (I0 + 1) & (SIZE - 1);                                      \
    }                                                                   \
+   else if (wrapMode == GL_CLAMP_TO_EDGE) {                            \
+      if (S <= 0.0F)                                                   \
+         U = 0.0F;                                                     \
+      else if (S >= 1.0F)                                              \
+         U = SIZE;                                                     \
+      else                                                             \
+         U = S * SIZE;                                                 \
+      U -= 0.5F;                                                       \
+      I0 = IFLOOR(U);                                                  \
+      I1 = I0 + 1;                                                     \
+      if (I0 < 0)                                                      \
+         I0 = 0;                                                       \
+      if (I1 >= (GLint) SIZE)                                          \
+         I1 = SIZE - 1;                                                        \
+   }                                                                   \
+   else  if (wrapMode == GL_CLAMP_TO_BORDER_ARB) {                     \
+      const GLfloat min = -1.0F / (2.0F * SIZE);                       \
+      const GLfloat max = 1.0F - min;                                  \
+      if (S <= min)                                                    \
+         U = min * SIZE;                                               \
+      else if (S >= max)                                               \
+         U = max * SIZE;                                               \
+      else                                                             \
+         U = S * SIZE;                                                 \
+      U -= 0.5F;                                                       \
+      I0 = IFLOOR(U);                                                  \
+      I1 = I0 + 1;                                                     \
+   }                                                                   \
    else {                                                              \
-      U = S * SIZE;                                                    \
-      if (U < 0.0F)                                                    \
+      ASSERT(wrapMode == GL_CLAMP);                                    \
+      if (S <= 0.0F)                                                   \
          U = 0.0F;                                                     \
-      else if (U >= SIZE)                                              \
+      else if (S >= 1.0F)                                              \
          U = SIZE;                                                     \
+      else                                                             \
+         U = S * SIZE;                                                 \
       U -= 0.5F;                                                       \
       I0 = IFLOOR(U);                                                  \
       I1 = I0 + 1;                                                     \
-      if (wrapMode == GL_CLAMP_TO_EDGE) {                              \
-         if (I0 < 0)                                                   \
-            I0 = 0;                                                    \
-         if (I1 >= SIZE)                                               \
-            I1 = SIZE - 1;                                             \
-      }                                                                        \
    }                                                                   \
 }
 
 {                                                                      \
    if (wrapMode == GL_REPEAT) {                                                \
       /* s limited to [0,1) */                                         \
-      /* i limited to [0,width-1] */                                   \
-      I = (GLint) (S * SIZE);                                          \
-      if (S < 0.0F)                                                    \
-         I -= 1;                                                       \
+      /* i limited to [0,size-1] */                                    \
+      I = IFLOOR(S * SIZE);                                            \
       I &= (SIZE - 1);                                                 \
    }                                                                   \
    else if (wrapMode == GL_CLAMP_TO_EDGE) {                            \
+      /* s limited to [min,max] */                                     \
+      /* i limited to [0, size-1] */                                   \
       const GLfloat min = 1.0F / (2.0F * SIZE);                                \
       const GLfloat max = 1.0F - min;                                  \
       if (S < min)                                                     \
       else if (S > max)                                                        \
          I = SIZE - 1;                                                 \
       else                                                             \
-         I = (GLint) (S * SIZE);                                       \
+         I = IFLOOR(S * SIZE);                                         \
+   }                                                                   \
+   else if (wrapMode == GL_CLAMP_TO_BORDER_ARB) {                      \
+      /* s limited to [min,max] */                                     \
+      /* i limited to [-1, size] */                                    \
+      const GLfloat min = -1.0F / (2.0F * SIZE);                       \
+      const GLfloat max = 1.0F - min;                                  \
+      if (S <= min)                                                    \
+         I = -1;                                                       \
+      else if (S >= max)                                               \
+         I = SIZE;                                                     \
+      else                                                             \
+         I = IFLOOR(S * SIZE);                                         \
    }                                                                   \
    else {                                                              \
       ASSERT(wrapMode == GL_CLAMP);                                    \
       /* s limited to [0,1] */                                         \
-      /* i limited to [0,width-1] */                                   \
+      /* i limited to [0,size-1] */                                    \
       if (S <= 0.0F)                                                   \
          I = 0;                                                                \
       else if (S >= 1.0F)                                              \
          I = SIZE - 1;                                                 \
       else                                                             \
-         I = (GLint) (S * SIZE);                                       \
+         I = IFLOOR(S * SIZE);                                         \
    }                                                                   \
 }
 
 
 
 
+/*
+ * Note, the FRAC macro has to work perfectly.  Otherwise you'll sometimes
+ * see 1-pixel bands of improperly weighted linear-sampled texels.  The
+ * tests/texwrap.c demo is a good test.
+ * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0.
+ * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x).
+ */
+#define FRAC(f)  ((f) - IFLOOR(f))
+
+
 
 /*
  * Bitflags for texture border color sampling.
@@ -201,7 +254,7 @@ palette_sample(const GLcontext *ctx,
          rgba[ACOMP] = palette[(index << 2) + 3];
          return;
       default:
-         gl_problem(ctx, "Bad palette format in palette_sample");
+         _mesa_problem(ctx, "Bad palette format in palette_sample");
    }
 }
 
@@ -228,9 +281,15 @@ sample_1d_nearest(GLcontext *ctx,
    /* skip over the border, if any */
    i += img->Border;
 
-   (*img->FetchTexel)(img, i, 0, 0, (GLvoid *) rgba);
-   if (img->Format == GL_COLOR_INDEX) {
-      palette_sample(ctx, tObj, rgba[0], rgba);
+   if (i < 0 || i >= (GLint) img->Width) {
+      /* Need this test for GL_CLAMP_TO_BORDER_ARB mode */
+      COPY_CHAN4(rgba, tObj->BorderColor);
+   }
+   else {
+      (*img->FetchTexel)(img, i, 0, 0, (GLvoid *) rgba);
+      if (img->Format == GL_COLOR_INDEX) {
+         palette_sample(ctx, tObj, rgba[0], rgba);
+      }
    }
 }
 
@@ -264,9 +323,15 @@ sample_1d_linear(GLcontext *ctx,
 
    {
       const GLfloat a = FRAC(u);
+
+#if CHAN_BITS == 32
+      const GLfloat w0 = (1.0F-a);
+      const GLfloat w1 =       a ;
+#else /* CHAN_BITS == 8 || CHAN_BITS == 16 */
       /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
-      const GLint w0 = (GLint) ((1.0F-a) * WEIGHT_SCALE + 0.5F);
-      const GLint w1 = (GLint) (      a  * WEIGHT_SCALE + 0.5F);
+      const GLint w0 = IROUND_POS((1.0F - a) * WEIGHT_SCALE);
+      const GLint w1 = IROUND_POS(        a  * WEIGHT_SCALE);
+#endif
 
       GLchan t0[4], t1[4];  /* texels */
 
@@ -289,10 +354,18 @@ sample_1d_linear(GLcontext *ctx,
          }
       }
 
+#if CHAN_BITS == 32
+      rgba[0] = w0 * t0[0] + w1 * t1[0];
+      rgba[1] = w0 * t0[1] + w1 * t1[1];
+      rgba[2] = w0 * t0[2] + w1 * t1[2];
+      rgba[3] = w0 * t0[3] + w1 * t1[3];
+#else /* CHAN_BITS == 8 || CHAN_BITS == 16 */
       rgba[0] = (GLchan) ((w0 * t0[0] + w1 * t1[0]) >> WEIGHT_SHIFT);
       rgba[1] = (GLchan) ((w0 * t0[1] + w1 * t1[1]) >> WEIGHT_SHIFT);
       rgba[2] = (GLchan) ((w0 * t0[2] + w1 * t1[2]) >> WEIGHT_SHIFT);
       rgba[3] = (GLchan) ((w0 * t0[3] + w1 * t1[3]) >> WEIGHT_SHIFT);
+#endif
+
    }
 }
 
@@ -460,7 +533,7 @@ sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
                                               rgba[i]);
                break;
             default:
-               gl_problem(NULL, "Bad min filter in sample_1d_texture");
+               _mesa_problem(NULL, "Bad min filter in sample_1d_texture");
                return;
          }
       }
@@ -476,7 +549,7 @@ sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
                                 s[i], rgba[i]);
                break;
             default:
-               gl_problem(NULL, "Bad mag filter in sample_1d_texture");
+               _mesa_problem(NULL, "Bad mag filter in sample_1d_texture");
                return;
          }
       }
@@ -512,9 +585,15 @@ sample_2d_nearest(GLcontext *ctx,
    i += img->Border;
    j += img->Border;
 
-   (*img->FetchTexel)(img, i, j, 0, (GLvoid *) rgba);
-   if (img->Format == GL_COLOR_INDEX) {
-      palette_sample(ctx, tObj, rgba[0], rgba);
+   if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height) {
+      /* Need this test for GL_CLAMP_TO_BORDER_ARB mode */
+      COPY_CHAN4(rgba, tObj->BorderColor);
+   }
+   else {
+      (*img->FetchTexel)(img, i, j, 0, (GLvoid *) rgba);
+      if (img->Format == GL_COLOR_INDEX) {
+         palette_sample(ctx, tObj, rgba[0], rgba);
+      }
    }
 }
 
@@ -557,11 +636,20 @@ sample_2d_linear(GLcontext *ctx,
    {
       const GLfloat a = FRAC(u);
       const GLfloat b = FRAC(v);
+
+#if CHAN_BITS == 32
+      const GLfloat w00 = (1.0F-a) * (1.0F-b);
+      const GLfloat w10 =       a  * (1.0F-b);
+      const GLfloat w01 = (1.0F-a) *       b ;
+      const GLfloat w11 =       a  *       b ;
+#else /* CHAN_BITS == 8 || CHAN_BITS == 16 */
       /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
-      const GLint w00 = (GLint) ((1.0F-a)*(1.0F-b) * WEIGHT_SCALE + 0.5F);
-      const GLint w10 = (GLint) (      a *(1.0F-b) * WEIGHT_SCALE + 0.5F);
-      const GLint w01 = (GLint) ((1.0F-a)*      b  * WEIGHT_SCALE + 0.5F);
-      const GLint w11 = (GLint) (      a *      b  * WEIGHT_SCALE + 0.5F);
+      const GLint w00 = IROUND_POS((1.0F-a) * (1.0F-b) * WEIGHT_SCALE);
+      const GLint w10 = IROUND_POS(      a  * (1.0F-b) * WEIGHT_SCALE);
+      const GLint w01 = IROUND_POS((1.0F-a) *       b  * WEIGHT_SCALE);
+      const GLint w11 = IROUND_POS(      a  *       b  * WEIGHT_SCALE);
+#endif
+
       GLchan t00[4];
       GLchan t10[4];
       GLchan t01[4];
@@ -603,11 +691,18 @@ sample_2d_linear(GLcontext *ctx,
             palette_sample(ctx, tObj, t11[0], t11);
          }
       }
-
+#if CHAN_BITS == 32
+      rgba[0] = w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0];
+      rgba[1] = w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1];
+      rgba[2] = w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2];
+      rgba[3] = w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3];
+#else /* CHAN_BITS == 8 || CHAN_BITS == 16 */
       rgba[0] = (GLchan) ((w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0]) >> WEIGHT_SHIFT);
       rgba[1] = (GLchan) ((w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1]) >> WEIGHT_SHIFT);
       rgba[2] = (GLchan) ((w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2]) >> WEIGHT_SHIFT);
       rgba[3] = (GLchan) ((w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3]) >> WEIGHT_SHIFT);
+#endif
+
    }
 
 }
@@ -745,22 +840,20 @@ sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
    GLuint i;
    (void) u;
 
-   /* check if lambda is monotonous-array */
+   /* since lambda is monotonous-array use this check first */
    if (lambda[0] <= minMagThresh && lambda[n-1] <= minMagThresh) {
-      /* magnification */
+      /* magnification for whole span */
       switch (tObj->MagFilter) {
       case GL_NEAREST:
-         for (i = 0; i < n; i++)
-            sample_2d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
-                              s[i], t[i], rgba[i] );
+        sample_nearest_2d(ctx, texUnit, tObj, n, s, t, u,
+                           lambda, rgba);
          break;
       case GL_LINEAR:
-         for (i = 0; i < n; i++)
-            sample_2d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
-                             s[i], t[i], rgba[i] );
+        sample_linear_2d(ctx, texUnit, tObj, n, s, t, u,
+                         lambda, rgba);
          break;
       default:
-         gl_problem(NULL, "Bad mag filter in sample_2d_texture");
+         _mesa_problem(NULL, "Bad mag filter in sample_lambda_2d");
       }
    }
    else {
@@ -793,7 +886,7 @@ sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
                                                  lambda[i], rgba[i] );
                   break;
                default:
-                  gl_problem(NULL, "Bad min filter in sample_2d_texture");
+                  _mesa_problem(NULL, "Bad min filter in sample_2d_texture");
                   return;
             }
          }
@@ -809,7 +902,7 @@ sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
                                    s[i], t[i], rgba[i] );
                   break;
                default:
-                  gl_problem(NULL, "Bad mag filter in sample_2d_texture");
+                  _mesa_problem(NULL, "Bad mag filter in sample_2d_texture");
             }
          }
       }
@@ -928,9 +1021,17 @@ sample_3d_nearest(GLcontext *ctx,
    COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, t, height, j);
    COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapR, r, depth,  k);
 
-   (*img->FetchTexel)(img, i, j, k, (GLvoid *) rgba);
-   if (img->Format == GL_COLOR_INDEX) {
-      palette_sample(ctx, tObj, rgba[0], rgba);
+   if (i < 0 || i >= (GLint) img->Width ||
+       j < 0 || j >= (GLint) img->Height ||
+       k < 0 || k >= (GLint) img->Depth) {
+      /* Need this test for GL_CLAMP_TO_BORDER_ARB mode */
+      COPY_CHAN4(rgba, tObj->BorderColor);
+   }
+   else {
+      (*img->FetchTexel)(img, i, j, k, (GLvoid *) rgba);
+      if (img->Format == GL_COLOR_INDEX) {
+         palette_sample(ctx, tObj, rgba[0], rgba);
+      }
    }
 }
 
@@ -980,15 +1081,28 @@ sample_3d_linear(GLcontext *ctx,
       const GLfloat a = FRAC(u);
       const GLfloat b = FRAC(v);
       const GLfloat c = FRAC(w);
+
+#if CHAN_BITS == 32
+      /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
+      GLfloat w000 = (1.0F-a) * (1.0F-b) * (1.0F-c);
+      GLfloat w100 =       a  * (1.0F-b) * (1.0F-c);
+      GLfloat w010 = (1.0F-a) *       b  * (1.0F-c);
+      GLfloat w110 =       a  *       b  * (1.0F-c);
+      GLfloat w001 = (1.0F-a) * (1.0F-b) *       c ;
+      GLfloat w101 =       a  * (1.0F-b) *       c ;
+      GLfloat w011 = (1.0F-a) *       b  *       c ;
+      GLfloat w111 =       a  *       b  *       c ;
+#else /* CHAN_BITS == 8 || CHAN_BITS == 16 */
       /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
-      GLint w000 = (GLint) ((1.0F-a)*(1.0F-b)*(1.0F-c) * WEIGHT_SCALE + 0.5F);
-      GLint w100 = (GLint) (      a *(1.0F-b)*(1.0F-c) * WEIGHT_SCALE + 0.5F);
-      GLint w010 = (GLint) ((1.0F-a)*      b *(1.0F-c) * WEIGHT_SCALE + 0.5F);
-      GLint w110 = (GLint) (      a *      b *(1.0F-c) * WEIGHT_SCALE + 0.5F);
-      GLint w001 = (GLint) ((1.0F-a)*(1.0F-b)*      c  * WEIGHT_SCALE + 0.5F);
-      GLint w101 = (GLint) (      a *(1.0F-b)*      c  * WEIGHT_SCALE + 0.5F);
-      GLint w011 = (GLint) ((1.0F-a)*      b *      c  * WEIGHT_SCALE + 0.5F);
-      GLint w111 = (GLint) (      a *      b *      c  * WEIGHT_SCALE + 0.5F);
+      GLint w000 = IROUND_POS((1.0F-a) * (1.0F-b) * (1.0F-c) * WEIGHT_SCALE);
+      GLint w100 = IROUND_POS(      a  * (1.0F-b) * (1.0F-c) * WEIGHT_SCALE);
+      GLint w010 = IROUND_POS((1.0F-a) *       b  * (1.0F-c) * WEIGHT_SCALE);
+      GLint w110 = IROUND_POS(      a  *       b  * (1.0F-c) * WEIGHT_SCALE);
+      GLint w001 = IROUND_POS((1.0F-a) * (1.0F-b) *       c  * WEIGHT_SCALE);
+      GLint w101 = IROUND_POS(      a  * (1.0F-b) *       c  * WEIGHT_SCALE);
+      GLint w011 = IROUND_POS((1.0F-a) *       b  *       c  * WEIGHT_SCALE);
+      GLint w111 = IROUND_POS(      a  *       b  *       c  * WEIGHT_SCALE);
+#endif
 
       GLchan t000[4], t010[4], t001[4], t011[4];
       GLchan t100[4], t110[4], t101[4], t111[4];
@@ -1067,9 +1181,19 @@ sample_3d_linear(GLcontext *ctx,
          }
       }
 
+#if CHAN_BITS == 32
+      rgba[0] = w000*t000[0] + w010*t010[0] + w001*t001[0] + w011*t011[0] +
+                w100*t100[0] + w110*t110[0] + w101*t101[0] + w111*t111[0];
+      rgba[1] = w000*t000[1] + w010*t010[1] + w001*t001[1] + w011*t011[1] +
+                w100*t100[1] + w110*t110[1] + w101*t101[1] + w111*t111[1];
+      rgba[2] = w000*t000[2] + w010*t010[2] + w001*t001[2] + w011*t011[2] +
+                w100*t100[2] + w110*t110[2] + w101*t101[2] + w111*t111[2];
+      rgba[3] = w000*t000[3] + w010*t010[3] + w001*t001[3] + w011*t011[3] +
+                w100*t100[3] + w110*t110[3] + w101*t101[3] + w111*t111[3];
+#else /* CHAN_BITS == 8 || CHAN_BITS == 16 */
       rgba[0] = (GLchan) (
                  (w000*t000[0] + w010*t010[0] + w001*t001[0] + w011*t011[0] +
-                  w100*t100[0] + w110*t110[0] + w101*t101[0] + w111*t111[0]  )
+                  w100*t100[0] + w110*t110[0] + w101*t101[0] + w111*t111[0] )
                  >> WEIGHT_SHIFT);
       rgba[1] = (GLchan) (
                  (w000*t000[1] + w010*t010[1] + w001*t001[1] + w011*t011[1] +
@@ -1083,6 +1207,8 @@ sample_3d_linear(GLcontext *ctx,
                  (w000*t000[3] + w010*t010[3] + w001*t001[3] + w011*t011[3] +
                   w100*t100[3] + w110*t110[3] + w101*t101[3] + w111*t111[3] )
                  >> WEIGHT_SHIFT);
+#endif
+
    }
 }
 
@@ -1242,7 +1368,7 @@ sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
                                               lambda[i], rgba[i]);
                break;
             default:
-               gl_problem(NULL, "Bad min filterin sample_3d_texture");
+               _mesa_problem(NULL, "Bad min filterin sample_3d_texture");
          }
       }
       else {
@@ -1257,7 +1383,7 @@ sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
                                 s[i], t[i], u[i], rgba[i]);
                break;
             default:
-               gl_problem(NULL, "Bad mag filter in sample_3d_texture");
+               _mesa_problem(NULL, "Bad mag filter in sample_3d_texture");
          }
       }
    }
@@ -1525,7 +1651,7 @@ sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
                                                 lambda[i], rgba[i]);
                break;
             default:
-               gl_problem(NULL, "Bad min filter in sample_lambda_cube");
+               _mesa_problem(NULL, "Bad min filter in sample_lambda_cube");
          }
       }
       else {
@@ -1544,7 +1670,7 @@ sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
                                 newS, newT, rgba[i]);
                break;
             default:
-               gl_problem(NULL, "Bad mag filter in sample_lambda_cube");
+               _mesa_problem(NULL, "Bad mag filter in sample_lambda_cube");
          }
       }
    }
@@ -1617,15 +1743,13 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
                if (t->WrapS == GL_REPEAT &&
                    t->WrapT == GL_REPEAT &&
                    t->Image[baseLevel]->Border == 0 &&
-                   t->Image[baseLevel]->Format == GL_RGB &&
-                   t->Image[baseLevel]->Type == CHAN_TYPE) {
+                   t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGB) {
                   swrast->TextureSample[texUnit] = opt_sample_rgb_2d;
                }
                else if (t->WrapS == GL_REPEAT &&
                         t->WrapT == GL_REPEAT &&
                         t->Image[baseLevel]->Border == 0 &&
-                        t->Image[baseLevel]->Format==GL_RGBA &&
-                        t->Image[baseLevel]->Type == CHAN_TYPE) {
+                        t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGBA) {
                   swrast->TextureSample[texUnit] = opt_sample_rgba_2d;
                }
                else
@@ -1657,7 +1781,7 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
             }
             break;
          default:
-            gl_problem(NULL, "invalid dimensions in _mesa_set_texture_sampler");
+            _mesa_problem(NULL, "invalid dimensions in _mesa_set_texture_sampler");
       }
    }
 }
@@ -1667,22 +1791,27 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
 #define S_PROD(A,B) ( (GLint)(A) * ((GLint)(B)+1) )
 
 static INLINE void
-_mesa_texture_combine(const GLcontext *ctx,
-                      const struct gl_texture_unit *textureUnit,
-                      GLuint n,
-                      GLchan (*primary_rgba)[4],
-                      GLchan (*texel)[4],
-                      GLchan (*rgba)[4])
+texture_combine(const GLcontext *ctx,
+                const struct gl_texture_unit *textureUnit,
+                GLuint n,
+                CONST GLchan (*primary_rgba)[4],
+                CONST GLchan (*texel)[4],
+                GLchan (*rgba)[4])
 {
-   GLchan ccolor [3][3*MAX_WIDTH][4];
-   GLchan (*argRGB [3])[4];
-   GLchan (*argA [3])[4];
+   const GLchan (*argRGB [3])[4];
+   const GLchan (*argA [3])[4];
    GLuint i, j;
    const GLuint RGBshift = textureUnit->CombineScaleShiftRGB;
    const GLuint Ashift   = textureUnit->CombineScaleShiftA;
+   DEFMNARRAY(GLchan, ccolor, 3, 3 * MAX_WIDTH, 4);  /* mac 32k limitation */
+   CHECKARRAY(ccolor, return);  /* mac 32k limitation */
 
-   ASSERT(ctx->Extensions.EXT_texture_env_combine);
+   ASSERT(ctx->Extensions.EXT_texture_env_combine ||
+          ctx->Extensions.ARB_texture_env_combine);
 
+   /*
+    * Do operand setup for up to 3 operands.  Loop over the terms.
+    */
    for (j = 0; j < 3; j++) {
       switch (textureUnit->CombineSourceA[j]) {
          case GL_TEXTURE:
@@ -1692,7 +1821,7 @@ _mesa_texture_combine(const GLcontext *ctx,
             argA[j] = primary_rgba;
             break;
          case GL_PREVIOUS_EXT:
-            argA[j] = rgba;
+            argA[j] = (const GLchan (*)[4]) rgba;
             break;
          case GL_CONSTANT_EXT:
             {
@@ -1700,11 +1829,11 @@ _mesa_texture_combine(const GLcontext *ctx,
                UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]);
                for (i = 0; i < n; i++)
                   c[i][ACOMP] = alpha;
-               argA[j] = ccolor[j];
+               argA[j] = (const GLchan (*)[4]) ccolor[j];
             }
             break;
          default:
-            gl_problem(NULL, "invalid combine source");
+            _mesa_problem(NULL, "invalid combine source");
       }
 
       switch (textureUnit->CombineSourceRGB[j]) {
@@ -1715,32 +1844,35 @@ _mesa_texture_combine(const GLcontext *ctx,
             argRGB[j] = primary_rgba;
             break;
          case GL_PREVIOUS_EXT:
-            argRGB[j] = rgba;
+            argRGB[j] = (const GLchan (*)[4]) rgba;
             break;
          case GL_CONSTANT_EXT:
             {
                GLchan (*c)[4] = ccolor[j];
-               GLchan red, green, blue;
+               GLchan red, green, blue, alpha;
                UNCLAMPED_FLOAT_TO_CHAN(red,   textureUnit->EnvColor[0]);
                UNCLAMPED_FLOAT_TO_CHAN(green, textureUnit->EnvColor[1]);
                UNCLAMPED_FLOAT_TO_CHAN(blue,  textureUnit->EnvColor[2]);
+               UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]);
                for (i = 0; i < n; i++) {
                   c[i][RCOMP] = red;
                   c[i][GCOMP] = green;
                   c[i][BCOMP] = blue;
+                  c[i][ACOMP] = alpha;
                }
-               argRGB[j] = ccolor[j];
+               argRGB[j] = (const GLchan (*)[4]) ccolor[j];
             }
             break;
          default:
-            gl_problem(NULL, "invalid combine source");
+            _mesa_problem(NULL, "invalid combine source");
       }
 
       if (textureUnit->CombineOperandRGB[j] != GL_SRC_COLOR) {
-         GLchan (*src)[4] = argRGB[j];
+         const GLchan (*src)[4] = argRGB[j];
          GLchan (*dst)[4] = ccolor[j];
 
-         argRGB[j] = ccolor[j];
+         /* point to new arg[j] storage */
+         argRGB[j] = (const GLchan (*)[4]) ccolor[j];
 
          if (textureUnit->CombineOperandRGB[j] == GL_ONE_MINUS_SRC_COLOR) {
             for (i = 0; i < n; i++) {
@@ -1750,15 +1882,14 @@ _mesa_texture_combine(const GLcontext *ctx,
             }
          }
          else if (textureUnit->CombineOperandRGB[j] == GL_SRC_ALPHA) {
-            src = argA[j];
             for (i = 0; i < n; i++) {
                dst[i][RCOMP] = src[i][ACOMP];
                dst[i][GCOMP] = src[i][ACOMP];
                dst[i][BCOMP] = src[i][ACOMP];
             }
          }
-         else {                      /*  GL_ONE_MINUS_SRC_ALPHA  */
-            src = argA[j];
+         else {
+            ASSERT(textureUnit->CombineOperandRGB[j] ==GL_ONE_MINUS_SRC_ALPHA);
             for (i = 0; i < n; i++) {
                dst[i][RCOMP] = CHAN_MAX - src[i][ACOMP];
                dst[i][GCOMP] = CHAN_MAX - src[i][ACOMP];
@@ -1768,9 +1899,9 @@ _mesa_texture_combine(const GLcontext *ctx,
       }
 
       if (textureUnit->CombineOperandA[j] == GL_ONE_MINUS_SRC_ALPHA) {
-         GLchan (*src)[4] = argA[j];
+         const GLchan (*src)[4] = argA[j];
          GLchan (*dst)[4] = ccolor[j];
-         argA[j] = ccolor[j];
+         argA[j] = (const GLchan (*)[4]) ccolor[j];
          for (i = 0; i < n; i++) {
             dst[i][ACOMP] = CHAN_MAX - src[i][ACOMP];
          }
@@ -1788,6 +1919,9 @@ _mesa_texture_combine(const GLcontext *ctx,
       }
    }
 
+   /*
+    * Do the texture combine.
+    */
    switch (textureUnit->CombineModeRGB) {
       case GL_REPLACE:
          {
@@ -1879,11 +2013,27 @@ _mesa_texture_combine(const GLcontext *ctx,
             }
          }
          break;
+      case GL_SUBTRACT_ARB:
+         {
+            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
+            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
+            for (i = 0; i < n; i++) {
+               GLint r = ((GLint) arg0[i][RCOMP] - (GLint) arg1[i][RCOMP]) << RGBshift;
+               GLint g = ((GLint) arg0[i][GCOMP] - (GLint) arg1[i][GCOMP]) << RGBshift;
+               GLint b = ((GLint) arg0[i][BCOMP] - (GLint) arg1[i][BCOMP]) << RGBshift;
+               rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX);
+               rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX);
+               rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX);
+            }
+         }
+         break;
       case GL_DOT3_RGB_EXT:
       case GL_DOT3_RGBA_EXT:
+      case GL_DOT3_RGB_ARB:
+      case GL_DOT3_RGBA_ARB:
          {
-            const GLubyte (*arg0)[4] = (const GLubyte (*)[4]) argRGB[0];
-            const GLubyte (*arg1)[4] = (const GLubyte (*)[4]) argRGB[1];
+            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
+            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
            /* ATI's EXT extension has a constant scale by 4.  The ARB
             * one will likely remove this restriction, and we should
             * drop the EXT extension in favour of the ARB one.
@@ -1895,14 +2045,13 @@ _mesa_texture_combine(const GLcontext *ctx,
                                   (GLint)arg1[i][GCOMP] - 128) +
                            S_PROD((GLint)arg0[i][BCOMP] - 128,
                                   (GLint)arg1[i][BCOMP] - 128)) >> 6;
-               rgba[i][RCOMP] = (GLubyte) CLAMP(dot, 0, 255);
-               rgba[i][GCOMP] = (GLubyte) CLAMP(dot, 0, 255);
-               rgba[i][BCOMP] = (GLubyte) CLAMP(dot, 0, 255);
+               dot = CLAMP(dot, 0, 255);
+               rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLchan) dot;
             }
          }
          break;
       default:
-         gl_problem(NULL, "invalid combine mode");
+         _mesa_problem(NULL, "invalid combine mode");
    }
 
    switch (textureUnit->CombineModeA) {
@@ -1968,17 +2117,30 @@ _mesa_texture_combine(const GLcontext *ctx,
             }
          }
          break;
+      case GL_SUBTRACT_ARB:
+         {
+            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
+            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
+            for (i = 0; i < n; i++) {
+               GLint a = ((GLint) arg0[i][ACOMP] - (GLint) arg1[i][ACOMP]) << RGBshift;
+               rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
+            }
+         }
+         break;
+
       default:
-         gl_problem(NULL, "invalid combine mode");
+         _mesa_problem(NULL, "invalid combine mode");
    }
 
    /* Fix the alpha component for GL_DOT3_RGBA_EXT combining.
     */
-   if (textureUnit->CombineModeRGB == GL_DOT3_RGBA_EXT) {
+   if (textureUnit->CombineModeRGB == GL_DOT3_RGBA_EXT ||
+       textureUnit->CombineModeRGB == GL_DOT3_RGBA_ARB) {
       for (i = 0; i < n; i++) {
         rgba[i][ACOMP] = rgba[i][RCOMP];
       }
    }
+   UNDEFARRAY(ccolor);  /* mac 32k limitation */
 }
 #undef PROD
 
@@ -1994,7 +2156,7 @@ _mesa_texture_combine(const GLcontext *ctx,
  * Input:  textureUnit - pointer to texture unit to apply
  *         format - base internal texture format
  *         n - number of fragments
- *         primary_rgba - primary colors (may be rgba for single texture)
+ *         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.
@@ -2003,7 +2165,7 @@ static void
 apply_texture( const GLcontext *ctx,
                const struct gl_texture_unit *texUnit,
                GLuint n,
-               GLchan primary_rgba[][4], GLchan texel[][4],
+               CONST GLchan primary_rgba[][4], CONST GLchan texel[][4],
                GLchan rgba[][4] )
 {
    GLint baseLevel;
@@ -2019,7 +2181,7 @@ apply_texture( const GLcontext *ctx,
 
    format = texUnit->_Current->Image[baseLevel]->Format;
 
-   if (format==GL_COLOR_INDEX) {
+   if (format==GL_COLOR_INDEX || format==GL_DEPTH_COMPONENT) {
       format = GL_RGBA;  /* XXXX a hack! */
    }
 
@@ -2079,7 +2241,7 @@ apply_texture( const GLcontext *ctx,
               }
               break;
             default:
-               gl_problem(ctx, "Bad format (GL_REPLACE) in apply_texture");
+               _mesa_problem(ctx, "Bad format (GL_REPLACE) in apply_texture");
                return;
         }
         break;
@@ -2145,7 +2307,7 @@ apply_texture( const GLcontext *ctx,
               }
               break;
             default:
-               gl_problem(ctx, "Bad format (GL_MODULATE) in apply_texture");
+               _mesa_problem(ctx, "Bad format (GL_MODULATE) in apply_texture");
                return;
         }
         break;
@@ -2178,7 +2340,7 @@ apply_texture( const GLcontext *ctx,
               }
               break;
             default:
-               gl_problem(ctx, "Bad format (GL_DECAL) in apply_texture");
+               _mesa_problem(ctx, "Bad format (GL_DECAL) in apply_texture");
                return;
         }
         break;
@@ -2248,7 +2410,7 @@ apply_texture( const GLcontext *ctx,
               }
               break;
             default:
-               gl_problem(ctx, "Bad format (GL_BLEND) in apply_texture");
+               _mesa_problem(ctx, "Bad format (GL_BLEND) in apply_texture");
                return;
         }
         break;
@@ -2323,65 +2485,298 @@ apply_texture( const GLcontext *ctx,
                }
                break;
             default:
-               gl_problem(ctx, "Bad format (GL_ADD) in apply_texture");
+               _mesa_problem(ctx, "Bad format (GL_ADD) in apply_texture");
                return;
         }
         break;
 
-      case GL_COMBINE_EXT:    /*  GL_EXT_combine_ext; we modify texel array */
-         switch (format) {
-            case GL_ALPHA:
-               for (i=0;i<n;i++)
-                  texel[i][RCOMP] = texel[i][GCOMP] = texel[i][BCOMP] = 0;
-               break;
-            case GL_LUMINANCE:
-               for (i=0;i<n;i++) {
-                  /* Cv = Lt */
-                  GLchan Lt = texel[i][RCOMP];
-                  texel[i][GCOMP] = texel[i][BCOMP] = Lt;
-                  /* Av = 1 */
-                  texel[i][ACOMP] = CHAN_MAX;
-               }
-               break;
-            case GL_LUMINANCE_ALPHA:
-               for (i=0;i<n;i++) {
-                  GLchan Lt = texel[i][RCOMP];
-                  /* Cv = Lt */
-                  texel[i][GCOMP] = texel[i][BCOMP] = Lt;
-               }
-               break;
-            case GL_INTENSITY:
-               for (i=0;i<n;i++) {
-                  /* Cv = It */
-                  GLchan It = texel[i][RCOMP];
-                  texel[i][GCOMP] = texel[i][BCOMP] = It;
-                  /* Av = It */
-                  texel[i][ACOMP] = It;
-               }
-               break;
-            case GL_RGB:
-               for (i=0;i<n;i++) {
-                  /* Av = 1 */
-                  texel[i][ACOMP] = CHAN_MAX;
-               }
-               break;
-            case GL_RGBA:  /* do nothing. */
-               break;
-            default:
-               gl_problem(ctx, "Bad format in apply_texture (GL_COMBINE_EXT)");
-               return;
-         }
-         _mesa_texture_combine(ctx, texUnit, n, primary_rgba, texel, rgba);
+      case GL_COMBINE_EXT:
+         texture_combine(ctx, texUnit, n, primary_rgba, texel, rgba);
          break;
 
       default:
-         gl_problem(ctx, "Bad env mode in apply_texture");
+         _mesa_problem(ctx, "Bad env mode in apply_texture");
          return;
    }
 }
 
 
 
+/*
+ * Sample a shadow/depth texture.
+ * Input:  ctx - context
+ *         texUnit - the texture unit
+ *         n - number of samples
+ *         s,t,r - array [n] of texture coordinates
+ * In/Out:  rgba - array [n] of texel colors.
+ */
+static void
+sample_depth_texture(const GLcontext *ctx,
+                     const struct gl_texture_unit *texUnit,
+                     GLuint n,
+                     const GLfloat s[], const GLfloat t[], const GLfloat r[],
+                     GLchan texel[][4])
+{
+   const struct gl_texture_object *texObj = texUnit->_Current;
+   const GLint baseLevel = texObj->BaseLevel;
+   const struct gl_texture_image *texImage = texObj->Image[baseLevel];
+   const GLuint width = texImage->Width;
+   const GLuint height = texImage->Height;
+   const GLchan ambient = texObj->ShadowAmbient;
+   GLboolean lequal, gequal;
+
+   if (texObj->Dimensions != 2) {
+      _mesa_problem(ctx, "only 2-D depth textures supported at this time");
+      return;
+   }
+
+   if (texObj->MinFilter != texObj->MagFilter) {
+      _mesa_problem(ctx, "mipmapped depth textures not supported at this time");
+      return;
+   }
+
+   /* XXX the GL_SGIX_shadow extension spec doesn't say what to do if
+    * GL_TEXTURE_COMPARE_SGIX == GL_TRUE but the current texture object
+    * isn't a depth texture.
+    */
+   if (texImage->Format != GL_DEPTH_COMPONENT) {
+      _mesa_problem(ctx,"GL_TEXTURE_COMPARE_SGIX enabled with non-depth texture");
+      return;
+   }
+
+   if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
+      lequal = GL_TRUE;
+      gequal = GL_FALSE;
+   }
+   else {
+      lequal = GL_FALSE;
+      gequal = GL_TRUE;
+   }
+
+   if (texObj->MagFilter == GL_NEAREST) {
+      GLuint i;
+      for (i = 0; i < n; i++) {
+         GLfloat depthSample;
+         GLint col, row;
+         COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, s[i], width, col);
+         COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, t[i], height, row);
+         depthSample = *((const GLfloat *) texImage->Data + row * width + col);
+         if ((r[i] <= depthSample && lequal) ||
+             (r[i] >= depthSample && gequal)) {
+            texel[i][RCOMP] = CHAN_MAX;
+            texel[i][GCOMP] = CHAN_MAX;
+            texel[i][BCOMP] = CHAN_MAX;
+            texel[i][ACOMP] = CHAN_MAX;
+         }
+         else {
+            texel[i][RCOMP] = ambient;
+            texel[i][GCOMP] = ambient;
+            texel[i][BCOMP] = ambient;
+            texel[i][ACOMP] = CHAN_MAX;
+         }
+      }
+   }
+   else {
+      GLuint i;
+      ASSERT(texObj->MagFilter == GL_LINEAR);
+      for (i = 0; i < n; i++) {
+         GLfloat depth00, depth01, depth10, depth11;
+         GLint i0, i1, j0, j1;
+         GLfloat u, v;
+         GLuint useBorderTexel;
+
+         COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapS, s[i], u, width, i0, i1);
+         COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapT, t[i], v, height,j0, j1);
+
+         useBorderTexel = 0;
+         if (texImage->Border) {
+            i0 += texImage->Border;
+            i1 += texImage->Border;
+            j0 += texImage->Border;
+            j1 += texImage->Border;
+         }
+         else {
+            if (i0 < 0 || i0 >= (GLint) width)   useBorderTexel |= I0BIT;
+            if (i1 < 0 || i1 >= (GLint) width)   useBorderTexel |= I1BIT;
+            if (j0 < 0 || j0 >= (GLint) height)  useBorderTexel |= J0BIT;
+            if (j1 < 0 || j1 >= (GLint) height)  useBorderTexel |= J1BIT;
+         }
+
+         /* get four depth samples from the texture */
+         if (useBorderTexel & (I0BIT | J0BIT)) {
+            depth00 = 1.0;
+         }
+         else {
+            depth00 = *((const GLfloat *) texImage->Data + j0 * width + i0);
+         }
+         if (useBorderTexel & (I1BIT | J0BIT)) {
+            depth10 = 1.0;
+         }
+         else {
+            depth10 = *((const GLfloat *) texImage->Data + j0 * width + i1);
+         }
+         if (useBorderTexel & (I0BIT | J1BIT)) {
+            depth01 = 1.0;
+         }
+         else {
+            depth01 = *((const GLfloat *) texImage->Data + j1 * width + i0);
+         }
+         if (useBorderTexel & (I1BIT | J1BIT)) {
+            depth11 = 1.0;
+         }
+         else {
+            depth11 = *((const GLfloat *) texImage->Data + j1 * width + i1);
+         }
+
+         if (0) {
+            /* compute a single weighted depth sample and do one comparison */
+            const GLfloat a = FRAC(u + 1.0F);
+            const GLfloat b = FRAC(v + 1.0F);
+            const GLfloat w00 = (1.0F - a) * (1.0F - b);
+            const GLfloat w10 = (       a) * (1.0F - b);
+            const GLfloat w01 = (1.0F - a) * (       b);
+            const GLfloat w11 = (       a) * (       b);
+            const GLfloat depthSample = w00 * depth00 + w10 * depth10
+                                      + w01 * depth01 + w11 * depth11;
+            if ((depthSample <= r[i] && lequal) ||
+                (depthSample >= r[i] && gequal)) {
+               texel[i][RCOMP] = ambient;
+               texel[i][GCOMP] = ambient;
+               texel[i][BCOMP] = ambient;
+               texel[i][ACOMP] = CHAN_MAX;
+            }
+            else {
+               texel[i][RCOMP] = CHAN_MAX;
+               texel[i][GCOMP] = CHAN_MAX;
+               texel[i][BCOMP] = CHAN_MAX;
+               texel[i][ACOMP] = CHAN_MAX;
+            }
+         }
+         else {
+            /* Do four depth/R comparisons and compute a weighted result.
+             * If this touches on somebody's I.P., I'll remove this code
+             * upon request.
+             */
+            const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F;
+            GLfloat luminance = CHAN_MAXF;
+            GLchan lum;
+            if (lequal) {
+               if (depth00 <= r[i])   luminance -= d;
+               if (depth01 <= r[i])   luminance -= d;
+               if (depth10 <= r[i])   luminance -= d;
+               if (depth11 <= r[i])   luminance -= d;
+            }
+            else {
+               if (depth00 >= r[i])   luminance -= d;
+               if (depth01 >= r[i])   luminance -= d;
+               if (depth10 >= r[i])   luminance -= d;
+               if (depth11 >= r[i])   luminance -= d;
+            }
+            lum = (GLchan) luminance;
+            texel[i][RCOMP] = lum;
+            texel[i][GCOMP] = lum;
+            texel[i][BCOMP] = lum;
+            texel[i][ACOMP] = CHAN_MAX;
+         }
+      }
+   }
+}
+
+
+#if 0
+/*
+ * Experimental depth texture sampling function.
+ */
+static void
+sample_depth_texture2(const GLcontext *ctx,
+                     const struct gl_texture_unit *texUnit,
+                     GLuint n,
+                     const GLfloat s[], const GLfloat t[], const GLfloat r[],
+                     GLchan texel[][4])
+{
+   const struct gl_texture_object *texObj = texUnit->_Current;
+   const GLint baseLevel = texObj->BaseLevel;
+   const struct gl_texture_image *texImage = texObj->Image[baseLevel];
+   const GLuint width = texImage->Width;
+   const GLuint height = texImage->Height;
+   const GLchan ambient = texObj->ShadowAmbient;
+   GLboolean lequal, gequal;
+
+   if (texObj->Dimensions != 2) {
+      _mesa_problem(ctx, "only 2-D depth textures supported at this time");
+      return;
+   }
+
+   if (texObj->MinFilter != texObj->MagFilter) {
+      _mesa_problem(ctx, "mipmapped depth textures not supported at this time");
+      return;
+   }
+
+   /* XXX the GL_SGIX_shadow extension spec doesn't say what to do if
+    * GL_TEXTURE_COMPARE_SGIX == GL_TRUE but the current texture object
+    * isn't a depth texture.
+    */
+   if (texImage->Format != GL_DEPTH_COMPONENT) {
+      _mesa_problem(ctx,"GL_TEXTURE_COMPARE_SGIX enabled with non-depth texture");
+      return;
+   }
+
+   if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
+      lequal = GL_TRUE;
+      gequal = GL_FALSE;
+   }
+   else {
+      lequal = GL_FALSE;
+      gequal = GL_TRUE;
+   }
+
+   {
+      GLuint i;
+      for (i = 0; i < n; i++) {
+         const GLint K = 3;
+         GLint col, row, ii, jj, imin, imax, jmin, jmax, samples, count;
+         GLfloat w;
+         GLchan lum;
+         COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, s[i], width, col);
+         COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, t[i], height, row);
+
+         imin = col - K;
+         imax = col + K;
+         jmin = row - K;
+         jmax = row + K;
+
+         if (imin < 0)  imin = 0;
+         if (imax >= width)  imax = width - 1;
+         if (jmin < 0)  jmin = 0;
+         if (jmax >= height) jmax = height - 1;
+
+         samples = (imax - imin + 1) * (jmax - jmin + 1);
+         count = 0;
+         for (jj = jmin; jj <= jmax; jj++) {
+            for (ii = imin; ii <= imax; ii++) {
+               GLfloat depthSample = *((const GLfloat *) texImage->Data
+                                       + jj * width + ii);
+               if ((depthSample <= r[i] && lequal) ||
+                   (depthSample >= r[i] && gequal)) {
+                  count++;
+               }
+            }
+         }
+
+         w = (GLfloat) count / (GLfloat) samples;
+         w = CHAN_MAXF - w * (CHAN_MAXF - (GLfloat) ambient);
+         lum = (GLint) w;
+
+         texel[i][RCOMP] = lum;
+         texel[i][GCOMP] = lum;
+         texel[i][BCOMP] = lum;
+         texel[i][ACOMP] = CHAN_MAX;
+      }
+   }
+}
+#endif
+
+
 /*
  * Apply a unit of texture mapping to the incoming fragments.
  */
@@ -2389,7 +2784,7 @@ void
 _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
                            const GLfloat s[], const GLfloat t[],
                            const GLfloat r[], GLfloat lambda[],
-                           GLchan primary_rgba[][4], GLchan rgba[][4] )
+                           CONST GLchan primary_rgba[][4], GLchan rgba[][4] )
 {
    const GLuint mask = TEXTURE0_ANY << (texUnit * 4);
 
@@ -2407,11 +2802,12 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
            }
         }
 
-         if (textureUnit->_Current->MinLod != -1000.0
-             || textureUnit->_Current->MaxLod != 1000.0) {
+         if ((textureUnit->_Current->MinLod != -1000.0
+              || textureUnit->_Current->MaxLod != 1000.0)
+             && lambda) {
             /* apply LOD clamping to lambda */
-            GLfloat min = textureUnit->_Current->MinLod;
-            GLfloat max = textureUnit->_Current->MaxLod;
+            const GLfloat min = textureUnit->_Current->MinLod;
+            const GLfloat max = textureUnit->_Current->MaxLod;
             GLuint i;
             for (i=0;i<n;i++) {
                GLfloat l = lambda[i];
@@ -2420,12 +2816,19 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
          }
 
          /* Sample the texture. */
-         SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit,
-                                                     textureUnit->_Current,
-                                                     n, s, t, r,
-                                                     lambda, texel );
-
-         apply_texture( ctx, textureUnit, n, primary_rgba, texel, rgba );
+         if (textureUnit->_Current->CompareFlag) {
+            /* depth texture */
+            sample_depth_texture(ctx, textureUnit, n, s, t, r, texel);
+         }
+         else {
+            /* color texture */
+            SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit,
+                                                         textureUnit->_Current,
+                                                         n, s, t, r,
+                                                         lambda, texel );
+         }
+         apply_texture( ctx, textureUnit, n, primary_rgba,
+                        (const GLchan (*)[4]) texel, rgba );
       }
    }
 }