i965g: add constant buffer setter
[mesa.git] / src / mesa / swrast / s_triangle.c
index 08796471c56fcc72da6b5d2339981e306e4158c3..1ab0e19f922860013e6aae57381dea6db7d88e51 100644 (file)
@@ -1,8 +1,8 @@
 /*
  * Mesa 3-D graphics library
- * Version:  6.5
+ * Version:  7.3
  *
- * Copyright (C) 1999-2005  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"),
  * functions to draw triangles.
  */
 
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "imports.h"
-#include "macros.h"
-#include "texformat.h"
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/colormac.h"
+#include "main/imports.h"
+#include "main/macros.h"
+#include "main/texformat.h"
+#include "shader/prog_instruction.h"
 
 #include "s_aatriangle.h"
 #include "s_context.h"
-#include "s_depth.h"
 #include "s_feedback.h"
 #include "s_span.h"
 #include "s_triangle.h"
 
 
-/*
- * Just used for feedback mode.
+/**
+ * Test if a triangle should be culled.  Used for feedback and selection mode.
+ * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
  */
 GLboolean
 _swrast_culltriangle( GLcontext *ctx,
@@ -53,41 +54,27 @@ _swrast_culltriangle( GLcontext *ctx,
                       const SWvertex *v1,
                       const SWvertex *v2 )
 {
-   GLfloat ex = v1->win[0] - v0->win[0];
-   GLfloat ey = v1->win[1] - v0->win[1];
-   GLfloat fx = v2->win[0] - v0->win[0];
-   GLfloat fy = v2->win[1] - v0->win[1];
+   SWcontext *swrast = SWRAST_CONTEXT(ctx);
+   GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
+   GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
+   GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
+   GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
    GLfloat c = ex*fy-ey*fx;
 
-   if (c * SWRAST_CONTEXT(ctx)->_BackfaceSign > 0)
-      return 0;
+   if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
+      return GL_FALSE;
 
-   return 1;
+   return GL_TRUE;
 }
 
 
 
 /*
- * Render a flat-shaded color index triangle.
- */
-#define NAME flat_ci_triangle
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define SETUP_CODE                     \
-   span.interpMask |= SPAN_INDEX;      \
-   span.index = FloatToFixed(v2->index);\
-   span.indexStep = 0;
-#define RENDER_SPAN( span )  _swrast_write_index_span(ctx, &span);
-#include "s_tritemp.h"
-
-
-
-/*
- * Render a smooth-shaded color index triangle.
+ * Render a smooth or flat-shaded color index triangle.
  */
-#define NAME smooth_ci_triangle
+#define NAME ci_triangle
 #define INTERP_Z 1
-#define INTERP_FOG 1
+#define INTERP_ATTRIBS 1  /* just for fog */
 #define INTERP_INDEX 1
 #define RENDER_SPAN( span )  _swrast_write_index_span(ctx, &span);
 #include "s_tritemp.h"
@@ -99,7 +86,6 @@ _swrast_culltriangle( GLcontext *ctx,
  */
 #define NAME flat_rgba_triangle
 #define INTERP_Z 1
-#define INTERP_FOG 1
 #define SETUP_CODE                             \
    ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
    ASSERT(ctx->Light.ShadeModel==GL_FLAT);     \
@@ -122,7 +108,6 @@ _swrast_culltriangle( GLcontext *ctx,
  */
 #define NAME smooth_rgba_triangle
 #define INTERP_Z 1
-#define INTERP_FOG 1
 #define INTERP_RGB 1
 #define INTERP_ALPHA 1
 #define SETUP_CODE                             \
@@ -140,7 +125,7 @@ _swrast_culltriangle( GLcontext *ctx,
  * Render an RGB, GL_DECAL, textured triangle.
  * Interpolate S,T only w/out mipmapping or perspective correction.
  *
- * No fog.
+ * No fog.  No depth testing.
  */
 #define NAME simple_textured_triangle
 #define INTERP_INT_TEX 1
@@ -148,8 +133,9 @@ _swrast_culltriangle( GLcontext *ctx,
 #define T_SCALE theight
 
 #define SETUP_CODE                                                     \
-   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\
-   struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D;     \
+   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \
+   struct gl_texture_object *obj =                                     \
+      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];               \
    const GLint b = obj->BaseLevel;                                     \
    const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;           \
    const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;         \
@@ -157,13 +143,13 @@ _swrast_culltriangle( GLcontext *ctx,
    const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data;    \
    const GLint smask = obj->Image[0][b]->Width - 1;                    \
    const GLint tmask = obj->Image[0][b]->Height - 1;                   \
-   if (!texture) {                                                     \
-      /* this shouldn't happen */                                      \
+   if (!rb || !texture) {                                              \
       return;                                                          \
    }
 
-#define RENDER_SPAN( span  )                                           \
+#define RENDER_SPAN( span                                            \
    GLuint i;                                                           \
+   GLchan rgb[MAX_WIDTH][3];                                           \
    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
    span.intTex[1] -= FIXED_HALF;                                       \
    for (i = 0; i < span.end; i++) {                                    \
@@ -171,13 +157,13 @@ _swrast_culltriangle( GLcontext *ctx,
       GLint t = FixedToInt(span.intTex[1]) & tmask;                    \
       GLint pos = (t << twidth_log2) + s;                              \
       pos = pos + pos + pos;  /* multiply by 3 */                      \
-      span.array->rgb[i][RCOMP] = texture[pos];                                \
-      span.array->rgb[i][GCOMP] = texture[pos+1];                      \
-      span.array->rgb[i][BCOMP] = texture[pos+2];                      \
+      rgb[i][RCOMP] = texture[pos];                                    \
+      rgb[i][GCOMP] = texture[pos+1];                                  \
+      rgb[i][BCOMP] = texture[pos+2];                                  \
       span.intTex[0] += span.intTexStep[0];                            \
       span.intTex[1] += span.intTexStep[1];                            \
    }                                                                   \
-   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, span.array->rgb, NULL);
+   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
 
 #include "s_tritemp.h"
 
@@ -199,8 +185,9 @@ _swrast_culltriangle( GLcontext *ctx,
 #define T_SCALE theight
 
 #define SETUP_CODE                                                     \
-   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\
-   struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D;     \
+   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \
+   struct gl_texture_object *obj =                                     \
+      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];               \
    const GLint b = obj->BaseLevel;                                     \
    const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;           \
    const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;         \
@@ -208,25 +195,25 @@ _swrast_culltriangle( GLcontext *ctx,
    const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data;    \
    const GLint smask = obj->Image[0][b]->Width - 1;                    \
    const GLint tmask = obj->Image[0][b]->Height - 1;                   \
-   if (!texture) {                                                     \
-      /* this shouldn't happen */                                      \
+   if (!rb || !texture) {                                              \
       return;                                                          \
    }
 
 #define RENDER_SPAN( span )                                            \
    GLuint i;                                                           \
+   GLchan rgb[MAX_WIDTH][3];                                           \
    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
    span.intTex[1] -= FIXED_HALF;                                       \
    for (i = 0; i < span.end; i++) {                                    \
-      const GLdepth z = FixedToDepth(span.z);                          \
+      const GLuint z = FixedToDepth(span.z);                           \
       if (z < zRow[i]) {                                               \
          GLint s = FixedToInt(span.intTex[0]) & smask;                 \
          GLint t = FixedToInt(span.intTex[1]) & tmask;                 \
          GLint pos = (t << twidth_log2) + s;                           \
          pos = pos + pos + pos;  /* multiply by 3 */                   \
-         span.array->rgb[i][RCOMP] = texture[pos];                     \
-         span.array->rgb[i][GCOMP] = texture[pos+1];                   \
-         span.array->rgb[i][BCOMP] = texture[pos+2];                   \
+         rgb[i][RCOMP] = texture[pos];                                 \
+         rgb[i][GCOMP] = texture[pos+1];                               \
+         rgb[i][BCOMP] = texture[pos+2];                               \
          zRow[i] = z;                                                  \
          span.array->mask[i] = 1;                                      \
       }                                                                        \
@@ -237,13 +224,11 @@ _swrast_culltriangle( GLcontext *ctx,
       span.intTex[1] += span.intTexStep[1];                            \
       span.z += span.zStep;                                            \
    }                                                                   \
-   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y,                    \
-                 span.array->rgb, span.array->mask);
+   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
 
 #include "s_tritemp.h"
 
 
-
 #if CHAN_TYPE != GL_FLOAT
 
 struct affine_info
@@ -279,10 +264,11 @@ ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
  * texture env modes.
  */
 static INLINE void
-affine_span(GLcontext *ctx, struct sw_span *span,
+affine_span(GLcontext *ctx, SWspan *span,
             struct affine_info *info)
 {
    GLchan sample[4];  /* the filtered texture sample */
+   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
 
    /* Instead of defining a function for each mode, a test is done
     * between the outer and inner loops. This is to reduce code size
@@ -412,6 +398,9 @@ affine_span(GLcontext *ctx, struct sw_span *span,
    GLuint i;
    GLchan *dest = span->array->rgba[0];
 
+   /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
+   ctx->Texture._EnabledCoordUnits = 0x0;
+
    span->intTex[0] -= FIXED_HALF;
    span->intTex[1] -= FIXED_HALF;
    switch (info->filter) {
@@ -513,8 +502,12 @@ affine_span(GLcontext *ctx, struct sw_span *span,
    }
    span->interpMask &= ~SPAN_RGBA;
    ASSERT(span->arrayMask & SPAN_RGBA);
+
    _swrast_write_rgba_span(ctx, span);
 
+   /* re-enable texture units */
+   ctx->Texture._EnabledCoordUnits = texEnableSave;
+
 #undef SPAN_NEAREST
 #undef SPAN_LINEAR
 }
@@ -526,7 +519,6 @@ affine_span(GLcontext *ctx, struct sw_span *span,
  */
 #define NAME affine_textured_triangle
 #define INTERP_Z 1
-#define INTERP_FOG 1
 #define INTERP_RGB 1
 #define INTERP_ALPHA 1
 #define INTERP_INT_TEX 1
@@ -536,7 +528,8 @@ affine_span(GLcontext *ctx, struct sw_span *span,
 #define SETUP_CODE                                                     \
    struct affine_info info;                                            \
    struct gl_texture_unit *unit = ctx->Texture.Unit+0;                 \
-   struct gl_texture_object *obj = unit->Current2D;                    \
+   struct gl_texture_object *obj =                                     \
+      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];               \
    const GLint b = obj->BaseLevel;                                     \
    const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;           \
    const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;         \
@@ -544,7 +537,7 @@ affine_span(GLcontext *ctx, struct sw_span *span,
    info.twidth_log2 = obj->Image[0][b]->WidthLog2;                     \
    info.smask = obj->Image[0][b]->Width - 1;                           \
    info.tmask = obj->Image[0][b]->Height - 1;                          \
-   info.format = obj->Image[0][b]->Format;                             \
+   info.format = obj->Image[0][b]->_BaseFormat;                                \
    info.filter = obj->MinFilter;                                       \
    info.envmode = unit->EnvMode;                                       \
    span.arrayMask |= SPAN_RGBA;                                                \
@@ -602,7 +595,7 @@ struct persp_info
 
 
 static INLINE void
-fast_persp_span(GLcontext *ctx, struct sw_span *span,
+fast_persp_span(GLcontext *ctx, SWspan *span,
                struct persp_info *info)
 {
    GLchan sample[4];  /* the filtered texture sample */
@@ -673,16 +666,16 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
    GLfloat tex_coord[3], tex_step[3];
    GLchan *dest = span->array->rgba[0];
 
-   const GLuint savedTexEnable = ctx->Texture._EnabledUnits;
-   ctx->Texture._EnabledUnits = 0;
+   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
+   ctx->Texture._EnabledCoordUnits = 0;
 
-   tex_coord[0] = span->tex[0][0]  * (info->smask + 1);
-   tex_step[0] = span->texStepX[0][0] * (info->smask + 1);
-   tex_coord[1] = span->tex[0][1] * (info->tmask + 1);
-   tex_step[1] = span->texStepX[0][1] * (info->tmask + 1);
-   /* span->tex[0][2] only if 3D-texturing, here only 2D */
-   tex_coord[2] = span->tex[0][3];
-   tex_step[2] = span->texStepX[0][3];
+   tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0]  * (info->smask + 1);
+   tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
+   tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
+   tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
+   /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
+   tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
+   tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
 
    switch (info->filter) {
    case GL_NEAREST:
@@ -787,7 +780,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
 #undef SPAN_LINEAR
 
    /* restore state */
-   ctx->Texture._EnabledUnits = savedTexEnable;
+   ctx->Texture._EnabledCoordUnits = texEnableSave;
 }
 
 
@@ -799,22 +792,21 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
  */
 #define NAME persp_textured_triangle
 #define INTERP_Z 1
-#define INTERP_W 1
-#define INTERP_FOG 1
 #define INTERP_RGB 1
 #define INTERP_ALPHA 1
-#define INTERP_TEX 1
+#define INTERP_ATTRIBS 1
 
 #define SETUP_CODE                                                     \
    struct persp_info info;                                             \
    const struct gl_texture_unit *unit = ctx->Texture.Unit+0;           \
-   const struct gl_texture_object *obj = unit->Current2D;              \
+   struct gl_texture_object *obj =                                     \
+      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];               \
    const GLint b = obj->BaseLevel;                                     \
    info.texture = (const GLchan *) obj->Image[0][b]->Data;             \
    info.twidth_log2 = obj->Image[0][b]->WidthLog2;                     \
    info.smask = obj->Image[0][b]->Width - 1;                           \
    info.tmask = obj->Image[0][b]->Height - 1;                          \
-   info.format = obj->Image[0][b]->Format;                             \
+   info.format = obj->Image[0][b]->_BaseFormat;                                \
    info.filter = obj->MinFilter;                                       \
    info.envmode = unit->EnvMode;                                       \
                                                                        \
@@ -858,46 +850,23 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
 
 #include "s_tritemp.h"
 
+#endif /*CHAN_TYPE != GL_FLOAT*/
 
-#endif /* CHAN_BITS != GL_FLOAT */
-
-                
 
 
 /*
- * Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,R with perspective correction, w/out mipmapping.
+ * Render an RGBA triangle with arbitrary attributes.
  */
-#define NAME general_textured_triangle
+#define NAME general_triangle
 #define INTERP_Z 1
-#define INTERP_W 1
-#define INTERP_FOG 1
 #define INTERP_RGB 1
-#define INTERP_SPEC 1
 #define INTERP_ALPHA 1
-#define INTERP_TEX 1
+#define INTERP_ATTRIBS 1
 #define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
 #include "s_tritemp.h"
 
 
 
-/*
- * This is the big one!
- * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
- * Yup, it's slow.
- */
-#define NAME multitextured_triangle
-#define INTERP_Z 1
-#define INTERP_W 1
-#define INTERP_FOG 1
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_SPEC 1
-#define INTERP_MULTITEX 1
-#define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
-#include "s_tritemp.h"
-
-
 
 /*
  * Special tri function for occlusion testing
@@ -905,8 +874,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
 #define NAME occlusion_zless_triangle
 #define INTERP_Z 1
 #define SETUP_CODE                                                     \
-   struct gl_renderbuffer *rb                                          \
-      = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;                \
+   struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer;         \
    struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;      \
    ASSERT(ctx->Depth.Test);                                            \
    ASSERT(!ctx->Depth.Mask);                                           \
@@ -915,12 +883,12 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
       return;                                                          \
    }
 #define RENDER_SPAN( span )                                            \
-   if (ctx->Visual.depthBits <= 16) {                                  \
+   if (rb->DepthBits <= 16) {                                          \
       GLuint i;                                                                \
       const GLushort *zRow = (const GLushort *)                                \
          rb->GetPointer(ctx, rb, span.x, span.y);                      \
       for (i = 0; i < span.end; i++) {                                 \
-         GLdepth z = FixedToDepth(span.z);                             \
+         GLuint z = FixedToDepth(span.z);                              \
          if (z < zRow[i]) {                                            \
             q->Result++;                                               \
          }                                                             \
@@ -958,51 +926,47 @@ nodraw_triangle( GLcontext *ctx,
  * draw the triangle, then restore the original primary color.
  * Inefficient, but seldom needed.
  */
-void _swrast_add_spec_terms_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
+void
+_swrast_add_spec_terms_triangle(GLcontext *ctx, const SWvertex *v0,
+                                const SWvertex *v1, const SWvertex *v2)
 {
    SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
    SWvertex *ncv1 = (SWvertex *)v1;
    SWvertex *ncv2 = (SWvertex *)v2;
-#if CHAN_TYPE == GL_FLOAT
    GLfloat rSum, gSum, bSum;
-#else
-   GLint rSum, gSum, bSum;
-#endif
-   GLchan c[3][4];
+   GLchan cSave[3][4];
+
    /* save original colors */
-   COPY_CHAN4( c[0], ncv0->color );
-   COPY_CHAN4( c[1], ncv1->color );
-   COPY_CHAN4( c[2], ncv2->color );
+   COPY_CHAN4( cSave[0], ncv0->color );
+   COPY_CHAN4( cSave[1], ncv1->color );
+   COPY_CHAN4( cSave[2], ncv2->color );
    /* sum v0 */
-   rSum = ncv0->color[0] + ncv0->specular[0];
-   gSum = ncv0->color[1] + ncv0->specular[1];
-   bSum = ncv0->color[2] + ncv0->specular[2];
-   ncv0->color[0] = MIN2(rSum, CHAN_MAX);
-   ncv0->color[1] = MIN2(gSum, CHAN_MAX);
-   ncv0->color[2] = MIN2(bSum, CHAN_MAX);
+   rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
+   gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
+   bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
+   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
+   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
+   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
    /* sum v1 */
-   rSum = ncv1->color[0] + ncv1->specular[0];
-   gSum = ncv1->color[1] + ncv1->specular[1];
-   bSum = ncv1->color[2] + ncv1->specular[2];
-   ncv1->color[0] = MIN2(rSum, CHAN_MAX);
-   ncv1->color[1] = MIN2(gSum, CHAN_MAX);
-   ncv1->color[2] = MIN2(bSum, CHAN_MAX);
+   rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
+   gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
+   bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
+   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
+   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
+   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
    /* sum v2 */
-   rSum = ncv2->color[0] + ncv2->specular[0];
-   gSum = ncv2->color[1] + ncv2->specular[1];
-   bSum = ncv2->color[2] + ncv2->specular[2];
-   ncv2->color[0] = MIN2(rSum, CHAN_MAX);
-   ncv2->color[1] = MIN2(gSum, CHAN_MAX);
-   ncv2->color[2] = MIN2(bSum, CHAN_MAX);
+   rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
+   gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
+   bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
+   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
+   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
+   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
    /* draw */
    SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
    /* restore original colors */
-   COPY_CHAN4( ncv0->color, c[0] );
-   COPY_CHAN4( ncv1->color, c[1] );
-   COPY_CHAN4( ncv2->color, c[2] );
+   COPY_CHAN4( ncv0->color, cSave[0] );
+   COPY_CHAN4( ncv1->color, cSave[1] );
+   COPY_CHAN4( ncv2->color, cSave[2] );
 }
 
 
@@ -1060,7 +1024,7 @@ _swrast_choose_triangle( GLcontext *ctx )
           ctx->Depth.Test &&
           ctx->Depth.Mask == GL_FALSE &&
           ctx->Depth.Func == GL_LESS &&
-          !ctx->Stencil.Enabled) {
+          !ctx->Stencil._Enabled) {
          if ((rgbmode &&
               ctx->Color.ColorMask[0] == 0 &&
               ctx->Color.ColorMask[1] == 0 &&
@@ -1073,13 +1037,27 @@ _swrast_choose_triangle( GLcontext *ctx )
          }
       }
 
-      if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
+      if (!rgbmode) {
+         USE(ci_triangle);
+         return;
+      }
+
+      /*
+       * XXX should examine swrast->_ActiveAttribMask to determine what
+       * needs to be interpolated.
+       */
+      if (ctx->Texture._EnabledCoordUnits ||
+          ctx->FragmentProgram._Current ||
+          ctx->ATIFragmentShader._Enabled ||
+          NEED_SECONDARY_COLOR(ctx) ||
+          swrast->_FogEnabled) {
          /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
-        const struct gl_texture_object *texObj2D;
+         const struct gl_texture_object *texObj2D;
          const struct gl_texture_image *texImg;
          GLenum minFilter, magFilter, envMode;
          GLint format;
-         texObj2D = ctx->Texture.Unit[0].Current2D;
+         texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
+
          texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
          format = texImg ? texImg->TexFormat->MesaFormat : -1;
          minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
@@ -1088,18 +1066,21 @@ _swrast_choose_triangle( GLcontext *ctx )
 
          /* First see if we can use an optimized 2-D texture function */
          if (ctx->Texture._EnabledCoordUnits == 0x1
-             && !ctx->FragmentProgram._Active
-            && !ctx->ATIFragmentShader._Enabled
+             && !ctx->FragmentProgram._Current
+             && !ctx->ATIFragmentShader._Enabled
              && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
              && texObj2D->WrapS == GL_REPEAT
-            && texObj2D->WrapT == GL_REPEAT
-             && texObj2D->_IsPowerOfTwo
+             && texObj2D->WrapT == GL_REPEAT
+             && texObj2D->_Swizzle == SWIZZLE_NOOP
+             && texImg->_IsPowerOfTwo
              && texImg->Border == 0
              && texImg->Width == texImg->RowStride
              && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
-            && minFilter == magFilter
-            && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
-            && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
+             && minFilter == magFilter
+             && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
+             && !swrast->_FogEnabled
+             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
+             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
            if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
               if (minFilter == GL_NEAREST
                   && format == MESA_FORMAT_RGB
@@ -1109,7 +1090,7 @@ _swrast_choose_triangle( GLcontext *ctx )
                        && ctx->Depth.Mask == GL_TRUE)
                       || swrast->_RasterMask == TEXTURE_BIT)
                   && ctx->Polygon.StippleFlag == GL_FALSE
-                   && ctx->Visual.depthBits <= 16) {
+                   && ctx->DrawBuffer->Visual.depthBits <= 16) {
                  if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
                     USE(simple_z_textured_triangle);
                  }
@@ -1118,16 +1099,16 @@ _swrast_choose_triangle( GLcontext *ctx )
                  }
               }
               else {
-#if (CHAN_BITS == 16 || CHAN_BITS == 32)
-                  USE(general_textured_triangle);
+#if CHAN_BITS != 8
+                  USE(general_triangle);
 #else
                   USE(affine_textured_triangle);
 #endif
               }
            }
            else {
-#if (CHAN_BITS == 16 || CHAN_BITS == 32)
-               USE(general_textured_triangle);
+#if CHAN_BITS != 8
+               USE(general_triangle);
 #else
                USE(persp_textured_triangle);
 #endif
@@ -1135,33 +1116,27 @@ _swrast_choose_triangle( GLcontext *ctx )
         }
          else {
             /* general case textured triangles */
-            if (ctx->Texture._EnabledCoordUnits > 1) {
-               USE(multitextured_triangle);
-            }
-            else {
-               USE(general_textured_triangle);
-            }
+            USE(general_triangle);
          }
       }
       else {
-         ASSERT(!ctx->Texture._EnabledCoordUnits);
+         ASSERT(!swrast->_FogEnabled);
+         ASSERT(!NEED_SECONDARY_COLOR(ctx));
         if (ctx->Light.ShadeModel==GL_SMOOTH) {
            /* smooth shaded, no texturing, stippled or some raster ops */
-            if (rgbmode) {
-              USE(smooth_rgba_triangle);
-            }
-            else {
-               USE(smooth_ci_triangle);
-            }
+#if CHAN_BITS != 8
+               USE(general_triangle);
+#else
+               USE(smooth_rgba_triangle);
+#endif
         }
         else {
            /* flat shaded, no texturing, stippled or some raster ops */
-            if (rgbmode) {
-              USE(flat_rgba_triangle);
-            }
-            else {
-               USE(flat_ci_triangle);
-            }
+#if CHAN_BITS != 8
+            USE(general_triangle);
+#else
+            USE(flat_rgba_triangle);
+#endif
         }
       }
    }