Header file clean-up:
[mesa.git] / src / mesa / swrast / s_triangle.c
index 85a153aad09b1d71f54221bdb984ffbadb9fd769..8c340c0b0dd3d9dde4d20280fcebe4cb0b1371a2 100644 (file)
@@ -1,10 +1,10 @@
-/* $Id: s_triangle.c,v 1.35 2001/07/23 16:47:53 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.63 2002/10/24 23:57:24 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
- * Version:  3.5
+ * Version:  4.1
  *
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2002  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"),
@@ -34,8 +34,8 @@
 #include "glheader.h"
 #include "context.h"
 #include "colormac.h"
+#include "imports.h"
 #include "macros.h"
-#include "mem.h"
 #include "mmath.h"
 #include "texformat.h"
 #include "teximage.h"
 #include "s_feedback.h"
 #include "s_span.h"
 #include "s_triangle.h"
-#include "s_trispan.h"
-
 
 
+/*
+ * Just used for feedback mode.
+ */
 GLboolean _mesa_cull_triangle( GLcontext *ctx,
                            const SWvertex *v0,
                            const SWvertex *v1,
@@ -81,18 +82,12 @@ static void flat_ci_triangle( GLcontext *ctx,
 #define INTERP_Z 1
 #define INTERP_FOG 1
 
-#define RENDER_SPAN( span )                                            \
-   GLdepth zSpan[MAX_WIDTH];                                           \
-   GLfloat fogSpan[MAX_WIDTH];                                         \
-   GLuint i;                                                           \
-   for (i = 0; i < span.count; i++) {                                  \
-      zSpan[i] = FixedToDepth(span.z);                                 \
-      span.z += span.zStep;                                            \
-      fogSpan[i] = span.fog;                                           \
-      span.fog += span.fogStep;                                                \
-   }                                                                   \
-   _mesa_write_monoindex_span(ctx, span.count, span.x, span.y,         \
-                             zSpan, fogSpan, v0->index, NULL, GL_POLYGON );
+#define SETUP_CODE                                     \
+   span.interpMask |= SPAN_INDEX;                      \
+   span.index = IntToFixed(v2->index);                 \
+   span.indexStep = 0;
+
+#define RENDER_SPAN( span )  _mesa_write_index_span(ctx, &span);
 
 #include "s_tritemp.h"
 }
@@ -111,21 +106,7 @@ static void smooth_ci_triangle( GLcontext *ctx,
 #define INTERP_FOG 1
 #define INTERP_INDEX 1
 
-#define RENDER_SPAN( span )                                            \
-   GLdepth zSpan[MAX_WIDTH];                                           \
-   GLfloat fogSpan[MAX_WIDTH];                                         \
-   GLuint indexSpan[MAX_WIDTH];                                                \
-   GLuint i;                                                           \
-   for (i = 0; i < span.count; i++) {                                  \
-      zSpan[i] = FixedToDepth(span.z);                                 \
-      span.z += span.zStep;                                            \
-      indexSpan[i] = FixedToInt(span.index);                           \
-      span.index += span.indexStep;                                    \
-      fogSpan[i] = span.fog;                                           \
-      span.fog += span.fogStep;                                                \
-   }                                                                   \
-   _mesa_write_index_span(ctx, span.count, span.x, span.y,             \
-                          zSpan, fogSpan, indexSpan, NULL, GL_POLYGON);
+#define RENDER_SPAN( span )  _mesa_write_index_span(ctx, &span);
 
 #include "s_tritemp.h"
 }
@@ -144,23 +125,22 @@ static void flat_rgba_triangle( GLcontext *ctx,
 #define INTERP_FOG 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 
-#define RENDER_SPAN( span )                                            \
-   GLdepth zSpan[MAX_WIDTH];                                           \
-   GLfloat fogSpan[MAX_WIDTH];                                         \
-   GLuint i;                                                           \
-   for (i = 0; i < span.count; i++) {                                  \
-      zSpan[i] = FixedToDepth(span.z);                                 \
-      span.z += span.zStep;                                            \
-      fogSpan[i] = span.fog;                                           \
-      span.fog += span.fogStep;                                                \
-   }                                                                   \
-   _mesa_write_monocolor_span(ctx, span.count, span.x, span.y, zSpan,  \
-                              fogSpan, v2->color, NULL, GL_POLYGON );
+#define SETUP_CODE                             \
+   ASSERT(ctx->Texture._EnabledUnits == 0);    \
+   ASSERT(ctx->Light.ShadeModel==GL_FLAT);     \
+   span.interpMask |= SPAN_RGBA;               \
+   span.red = ChanToFixed(v2->color[0]);       \
+   span.green = ChanToFixed(v2->color[1]);     \
+   span.blue = ChanToFixed(v2->color[2]);      \
+   span.alpha = ChanToFixed(v2->color[3]);     \
+   span.redStep = 0;                           \
+   span.greenStep = 0;                         \
+   span.blueStep = 0;                          \
+   span.alphaStep = 0;
+
+#define RENDER_SPAN( span )  _mesa_write_rgba_span(ctx, &span);
 
 #include "s_tritemp.h"
-
-   ASSERT(!ctx->Texture._ReallyEnabled);  /* texturing must be off */
-   ASSERT(ctx->Light.ShadeModel==GL_FLAT);
 }
 
 
@@ -180,33 +160,17 @@ static void smooth_rgba_triangle( GLcontext *ctx,
 #define INTERP_RGB 1
 #define INTERP_ALPHA 1
 
-#define RENDER_SPAN( span )                                    \
-   GLdepth zSpan[MAX_WIDTH];                                   \
-   GLchan rgbaSpan[MAX_WIDTH][4];                              \
-   GLfloat fogSpan[MAX_WIDTH];                                 \
-   GLuint i;                                                   \
-   for (i = 0; i < span.count; i++) {                          \
-      rgbaSpan[i][RCOMP] = FixedToChan(span.red);              \
-      rgbaSpan[i][GCOMP] = FixedToChan(span.green);            \
-      rgbaSpan[i][BCOMP] = FixedToChan(span.blue);             \
-      rgbaSpan[i][ACOMP] = FixedToChan(span.alpha);            \
-      span.red += span.redStep;                                        \
-      span.green += span.greenStep;                            \
-      span.blue += span.blueStep;                              \
-      span.alpha += span.alphaStep;                            \
-      zSpan[i] = FixedToDepth(span.z);                         \
-      span.z += span.zStep;                                    \
-      fogSpan[i] = span.fog;                                   \
-      span.fog += span.fogStep;                                        \
-   }                                                           \
-   _mesa_write_rgba_span(ctx, span.count, span.x, span.y,      \
-                         (CONST GLdepth *) zSpan,              \
-                         fogSpan, rgbaSpan, NULL, GL_POLYGON);
+#define SETUP_CODE                             \
+   {                                           \
+      /* texturing must be off */              \
+      ASSERT(ctx->Texture._EnabledUnits == 0); \
+      ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);        \
+   }
+
+#define RENDER_SPAN( span )  _mesa_write_rgba_span(ctx, &span);
 
 #include "s_tritemp.h"
 
-   ASSERT(!ctx->Texture._ReallyEnabled);  /* texturing must be off */
-   ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);
 }
 
 
@@ -228,7 +192,7 @@ static void simple_textured_triangle( GLcontext *ctx,
 #define SETUP_CODE                                                     \
    SWcontext *swrast = SWRAST_CONTEXT(ctx);                             \
    struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D;     \
-   GLint b = obj->BaseLevel;                                           \
+   const GLint b = obj->BaseLevel;                                     \
    const GLfloat twidth = (GLfloat) obj->Image[b]->Width;              \
    const GLfloat theight = (GLfloat) obj->Image[b]->Height;            \
    const GLint twidth_log2 = obj->Image[b]->WidthLog2;                 \
@@ -241,23 +205,23 @@ static void simple_textured_triangle( GLcontext *ctx,
    }
 
 #define RENDER_SPAN( span  )                                           \
-   GLchan rgbSpan[MAX_WIDTH][3];                                       \
    GLuint i;                                                           \
    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
    span.intTex[1] -= FIXED_HALF;                                       \
-   for (i = 0; i < span.count; i++) {                                  \
+   for (i = 0; i < span.end; 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 */                      \
-      rgbSpan[i][RCOMP] = texture[pos];                                        \
-      rgbSpan[i][GCOMP] = texture[pos+1];                              \
-      rgbSpan[i][BCOMP] = texture[pos+2];                              \
+      span.array->rgb[i][RCOMP] = texture[pos];                                \
+      span.array->rgb[i][GCOMP] = texture[pos+1];                      \
+      span.array->rgb[i][BCOMP] = texture[pos+2];                      \
       span.intTex[0] += span.intTexStep[0];                            \
       span.intTex[1] += span.intTexStep[1];                            \
    }                                                                   \
-   (*swrast->Driver.WriteRGBSpan)(ctx, span.count, span.x, span.y,     \
-                                  (CONST GLchan (*)[3]) rgbSpan, NULL );
+   (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y,       \
+                                  (CONST GLchan (*)[3]) span.array->rgb,\
+                                  NULL );
 
 #include "s_tritemp.h"
 }
@@ -284,46 +248,45 @@ static void simple_z_textured_triangle( GLcontext *ctx,
 #define SETUP_CODE                                                     \
    SWcontext *swrast = SWRAST_CONTEXT(ctx);                             \
    struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D;     \
-   GLint b = obj->BaseLevel;                                           \
-   GLfloat twidth = (GLfloat) obj->Image[b]->Width;                    \
-   GLfloat theight = (GLfloat) obj->Image[b]->Height;                  \
-   GLint twidth_log2 = obj->Image[b]->WidthLog2;                       \
+   const GLint b = obj->BaseLevel;                                     \
+   const GLfloat twidth = (GLfloat) obj->Image[b]->Width;              \
+   const GLfloat theight = (GLfloat) obj->Image[b]->Height;            \
+   const GLint twidth_log2 = obj->Image[b]->WidthLog2;                 \
    const GLchan *texture = (const GLchan *) obj->Image[b]->Data;       \
-   GLint smask = obj->Image[b]->Width - 1;                             \
-   GLint tmask = obj->Image[b]->Height - 1;                            \
+   const GLint smask = obj->Image[b]->Width - 1;                       \
+   const GLint tmask = obj->Image[b]->Height - 1;                      \
    if (!texture) {                                                     \
       /* this shouldn't happen */                                      \
       return;                                                          \
    }
 
 #define RENDER_SPAN( span )                                            \
-   GLchan rgbSpan[MAX_WIDTH][3];                                       \
-   GLubyte mask[MAX_WIDTH];                                            \
    GLuint i;                                                           \
    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
    span.intTex[1] -= FIXED_HALF;                                       \
-   for (i = 0; i < span.count; i++) {                                  \
+   for (i = 0; i < span.end; i++) {                                    \
       const GLdepth 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 */                   \
-         rgbSpan[i][RCOMP] = texture[pos];                             \
-         rgbSpan[i][GCOMP] = texture[pos+1];                           \
-         rgbSpan[i][BCOMP] = texture[pos+2];                           \
+         span.array->rgb[i][RCOMP] = texture[pos];                     \
+         span.array->rgb[i][GCOMP] = texture[pos+1];                   \
+         span.array->rgb[i][BCOMP] = texture[pos+2];                   \
          zRow[i] = z;                                                  \
-         mask[i] = 1;                                                  \
+         span.array->mask[i] = 1;                                      \
       }                                                                        \
       else {                                                           \
-         mask[i] = 0;                                                  \
+         span.array->mask[i] = 0;                                      \
       }                                                                        \
       span.intTex[0] += span.intTexStep[0];                            \
       span.intTex[1] += span.intTexStep[1];                            \
       span.z += span.zStep;                                            \
    }                                                                   \
-   (*swrast->Driver.WriteRGBSpan)(ctx, span.count, span.x, span.y,     \
-                                  (CONST GLchan (*)[3]) rgbSpan, mask );
+   (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y,       \
+                                  (CONST GLchan (*)[3]) span.array->rgb,\
+                                  span.array->mask );
 
 #include "s_tritemp.h"
 }
@@ -339,16 +302,20 @@ struct affine_info
    GLint smask, tmask;
    GLint twidth_log2;
    const GLchan *texture;
-   GLchan er, eg, eb, ea;
+   GLfixed er, eg, eb, ea;
    GLint tbytesline, tsize;
-   GLint fixedToDepthShift;
 };
 
-static void
-affine_span(GLcontext *ctx, struct triangle_span *span,
+
+/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
+ * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
+ * texture env modes.
+ */
+static INLINE void
+affine_span(GLcontext *ctx, struct sw_span *span,
             struct affine_info *info)
 {
-   GLchan tmp_col[4];
+   GLchan sample[4];  /* the filtered texture sample */
 
    /* Instead of defining a function for each mode, a test is done
     * between the outer and inner loops. This is to reduce code size
@@ -357,94 +324,91 @@ affine_span(GLcontext *ctx, struct triangle_span *span,
     */
 
 #define NEAREST_RGB                    \
-   tmp_col[RCOMP] = tex00[RCOMP];      \
-   tmp_col[GCOMP] = tex00[GCOMP];      \
-   tmp_col[BCOMP] = tex00[BCOMP];      \
-   tmp_col[ACOMP] = CHAN_MAX
+   sample[RCOMP] = tex00[RCOMP];       \
+   sample[GCOMP] = tex00[GCOMP];       \
+   sample[BCOMP] = tex00[BCOMP];       \
+   sample[ACOMP] = CHAN_MAX
 
 #define LINEAR_RGB                                                     \
-   tmp_col[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) +            \
+   sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) +             \
              tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
-   tmp_col[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) +            \
+   sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) +             \
              tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
-   tmp_col[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) +            \
+   sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) +             \
              tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
-   tmp_col[ACOMP] = CHAN_MAX
+   sample[ACOMP] = CHAN_MAX
 
-#define NEAREST_RGBA  COPY_CHAN4(tmp_col, tex00)
+#define NEAREST_RGBA  COPY_CHAN4(sample, tex00)
 
 #define LINEAR_RGBA                                                    \
-   tmp_col[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) +            \
+   sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) +             \
                tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT;\
-   tmp_col[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) +            \
+   sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) +             \
                tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT;\
-   tmp_col[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) +            \
+   sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) +             \
                tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT;\
-   tmp_col[ACOMP] = (ti * (si * tex00[3] + sf * tex01[3]) +            \
+   sample[ACOMP] = (ti * (si * tex00[3] + sf * tex01[3]) +             \
                tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
 
-#define MODULATE                                                          \
-   dest[RCOMP] = span->red   * (tmp_col[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
-   dest[GCOMP] = span->green * (tmp_col[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
-   dest[BCOMP] = span->blue  * (tmp_col[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
-   dest[ACOMP] = span->alpha * (tmp_col[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
+#define MODULATE                                                         \
+   dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
+   dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
+   dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
+   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
 
 #define DECAL                                                          \
-   dest[RCOMP] = ((CHAN_MAX - tmp_col[ACOMP]) * span->red +            \
-               ((tmp_col[ACOMP] + 1) * tmp_col[RCOMP] << FIXED_SHIFT)) \
+   dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +             \
+               ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))   \
                >> (FIXED_SHIFT + 8);                                   \
-   dest[GCOMP] = ((CHAN_MAX - tmp_col[ACOMP]) * span->green +          \
-               ((tmp_col[ACOMP] + 1) * tmp_col[GCOMP] << FIXED_SHIFT)) \
+   dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +           \
+               ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))   \
                >> (FIXED_SHIFT + 8);                                   \
-   dest[BCOMP] = ((CHAN_MAX - tmp_col[ACOMP]) * span->blue +           \
-               ((tmp_col[ACOMP] + 1) * tmp_col[BCOMP] << FIXED_SHIFT)) \
+   dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +            \
+               ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))   \
                >> (FIXED_SHIFT + 8);                                   \
    dest[ACOMP] = FixedToInt(span->alpha)
 
 #define BLEND                                                          \
-   dest[RCOMP] = ((CHAN_MAX - tmp_col[RCOMP]) * span->red              \
-               + (tmp_col[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);        \
-   dest[GCOMP] = ((CHAN_MAX - tmp_col[GCOMP]) * span->green            \
-               + (tmp_col[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);        \
-   dest[BCOMP] = ((CHAN_MAX - tmp_col[BCOMP]) * span->blue             \
-               + (tmp_col[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);        \
-   dest[ACOMP] = span->alpha * (tmp_col[ACOMP] + 1) >> (FIXED_SHIFT + 8)
+   dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red               \
+               + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \
+   dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green             \
+               + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \
+   dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue              \
+               + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \
+   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
 
-#define REPLACE  COPY_CHAN4(dest, tmp_col)
-
-#define I2CHAN_CLAMP(I) (GLchan) ((I) & CHAN_MAX)
-   /* equivalent to '(GLchan) MIN2((I),CHAN_MAX)' */
+#define REPLACE  COPY_CHAN4(dest, sample)
 
 #define ADD                                                            \
-   dest[RCOMP] = MIN2(((span->red << 8) +                              \
-                       (tmp_col[RCOMP] + 1) * info->er)                        \
-                       >> (FIXED_SHIFT + 8), CHAN_MAX);                        \
-   dest[GCOMP] = MIN2(((span->green << 8) +                            \
-                       (tmp_col[GCOMP] + 1) * info->eg)                        \
-                       >> (FIXED_SHIFT + 8), CHAN_MAX);                        \
-   dest[RCOMP] = MIN2(((span->blue << 8) +                             \
-                       (tmp_col[BCOMP] + 1) * info->eb)                        \
-                       >> (FIXED_SHIFT + 8), CHAN_MAX);                        \
-   dest[ACOMP] = span->alpha * (tmp_col[ACOMP] + 1) >> (FIXED_SHIFT + 8)
+   {                                                                   \
+      GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];    \
+      GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];    \
+      GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];    \
+      dest[RCOMP] = MIN2(rSum, CHAN_MAX);                              \
+      dest[GCOMP] = MIN2(gSum, CHAN_MAX);                              \
+      dest[BCOMP] = MIN2(bSum, CHAN_MAX);                              \
+      dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
+  }
 
 /* shortcuts */
 
-#define NEAREST_RGB_REPLACE  NEAREST_RGB;REPLACE
+#define NEAREST_RGB_REPLACE            \
+   NEAREST_RGB;                                \
+   dest[0] = sample[0];                        \
+   dest[1] = sample[1];                        \
+   dest[2] = sample[2];                        \
+   dest[3] = FixedToInt(span->alpha);
 
 #define NEAREST_RGBA_REPLACE  COPY_CHAN4(dest, tex00)
 
 #define SPAN_NEAREST(DO_TEX,COMP)                                      \
-       for (i = 0; i < span->count; i++) {                             \
+       for (i = 0; i < span->end; i++) {                               \
            /* Isn't it necessary to use FixedFloor below?? */          \
            GLint s = FixedToInt(span->intTex[0]) & info->smask;                \
            GLint t = FixedToInt(span->intTex[1]) & info->tmask;                \
            GLint pos = (t << info->twidth_log2) + s;                   \
            const GLchan *tex00 = info->texture + COMP * pos;           \
-          zspan[i] = FixedToDepth(span->z);                            \
-          fogspan[i] = span->fog;                                      \
            DO_TEX;                                                     \
-          span->fog += span->fogStep;                                  \
-          span->z += span->zStep;                                      \
            span->red += span->redStep;                                 \
           span->green += span->greenStep;                              \
            span->blue += span->blueStep;                               \
@@ -455,7 +419,7 @@ affine_span(GLcontext *ctx, struct triangle_span *span,
        }
 
 #define SPAN_LINEAR(DO_TEX,COMP)                                       \
-       for (i = 0; i < span->count; i++) {                             \
+       for (i = 0; i < span->end; i++) {                               \
            /* Isn't it necessary to use FixedFloor below?? */          \
            GLint s = FixedToInt(span->intTex[0]) & info->smask;                \
            GLint t = FixedToInt(span->intTex[1]) & info->tmask;                \
@@ -478,11 +442,7 @@ affine_span(GLcontext *ctx, struct triangle_span *span,
               tex01 -= info->tbytesline;                               \
               tex11 -= info->tbytesline;                               \
            }                                                           \
-          zspan[i] = FixedToDepth(span->z);                            \
-          fogspan[i] = span->fog;                                      \
            DO_TEX;                                                     \
-          span->fog += span->fogStep;                                  \
-          span->z += span->zStep;                                      \
            span->red += span->redStep;                                 \
           span->green += span->greenStep;                              \
            span->blue += span->blueStep;                               \
@@ -492,14 +452,9 @@ affine_span(GLcontext *ctx, struct triangle_span *span,
            dest += 4;                                                  \
        }
 
-#define FixedToDepth(F)  ((F) >> fixedToDepthShift)
 
    GLuint i;
-   GLdepth zspan[MAX_WIDTH];
-   GLfloat fogspan[MAX_WIDTH];
-   GLchan rgba[MAX_WIDTH][4];
-   GLchan *dest = rgba[0];
-   const GLint fixedToDepthShift = info->fixedToDepthShift;
+   GLchan *dest = span->array->rgba[0];
 
    span->intTex[0] -= FIXED_HALF;
    span->intTex[1] -= FIXED_HALF;
@@ -595,12 +550,12 @@ affine_span(GLcontext *ctx, struct triangle_span *span,
       }
       break;
    }
-   _mesa_write_rgba_span(ctx, span->count, span->x, span->y,
-                         zspan, fogspan, rgba, NULL, GL_POLYGON);
+   span->interpMask &= ~SPAN_RGBA;
+   ASSERT(span->arrayMask & SPAN_RGBA);
+   _mesa_write_rgba_span(ctx, span);
 
 #undef SPAN_NEAREST
 #undef SPAN_LINEAR
-#undef FixedToDepth
 }
 
 
@@ -626,10 +581,9 @@ static void affine_textured_triangle( GLcontext *ctx,
    struct affine_info info;                                            \
    struct gl_texture_unit *unit = ctx->Texture.Unit+0;                 \
    struct gl_texture_object *obj = unit->Current2D;                    \
-   GLint b = obj->BaseLevel;                                           \
-   GLfloat twidth = (GLfloat) obj->Image[b]->Width;                    \
-   GLfloat theight = (GLfloat) obj->Image[b]->Height;                  \
-   info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\
+   const GLint b = obj->BaseLevel;                                     \
+   const GLfloat twidth = (GLfloat) obj->Image[b]->Width;              \
+   const GLfloat theight = (GLfloat) obj->Image[b]->Height;            \
    info.texture = (const GLchan *) obj->Image[b]->Data;                        \
    info.twidth_log2 = obj->Image[b]->WidthLog2;                                \
    info.smask = obj->Image[b]->Width - 1;                              \
@@ -637,13 +591,14 @@ static void affine_textured_triangle( GLcontext *ctx,
    info.format = obj->Image[b]->Format;                                        \
    info.filter = obj->MinFilter;                                       \
    info.envmode = unit->EnvMode;                                       \
+   span.arrayMask |= SPAN_RGBA;                                                \
                                                                        \
    if (info.envmode == GL_BLEND) {                                     \
       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */       \
-      info.er = FloatToFixed(unit->EnvColor[RCOMP]);                   \
-      info.eg = FloatToFixed(unit->EnvColor[GCOMP]);                   \
-      info.eb = FloatToFixed(unit->EnvColor[BCOMP]);                   \
-      info.ea = FloatToFixed(unit->EnvColor[ACOMP]);                   \
+      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);       \
+      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);       \
+      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);       \
+      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);       \
    }                                                                   \
    if (!info.texture) {                                                        \
       /* this shouldn't happen */                                      \
@@ -671,14 +626,7 @@ static void affine_textured_triangle( GLcontext *ctx,
    }                                                                   \
    info.tsize = obj->Image[b]->Height * info.tbytesline;
 
-#define RENDER_SPAN( span )                            \
-   if (ctx->Light.ShadeModel == GL_FLAT) {             \
-      span.red   = IntToFixed(v2->color[RCOMP]);       \
-      span.green = IntToFixed(v2->color[GCOMP]);       \
-      span.blue  = IntToFixed(v2->color[BCOMP]);       \
-      span.alpha = IntToFixed(v2->color[ACOMP]);       \
-   }                                                   \
-   affine_span(ctx, &span, &info);
+#define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
 
 #include "s_tritemp.h"
 
@@ -694,17 +642,16 @@ struct persp_info
    GLint smask, tmask;
    GLint twidth_log2;
    const GLchan *texture;
-   GLchan er, eg, eb, ea;
+   GLfixed er, eg, eb, ea;   /* texture env color */
    GLint tbytesline, tsize;
-   GLint fixedToDepthShift;
 };
 
 
-static void
-fast_persp_span(GLcontext *ctx, struct triangle_span *span,
+static INLINE void
+fast_persp_span(GLcontext *ctx, struct sw_span *span,
                struct persp_info *info)
 {
-   GLchan tmp_col[4];
+   GLchan sample[4];  /* the filtered texture sample */
 
   /* Instead of defining a function for each mode, a test is done
    * between the outer and inner loops. This is to reduce code size
@@ -712,20 +659,16 @@ fast_persp_span(GLcontext *ctx, struct triangle_span *span,
    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
    */
 #define SPAN_NEAREST(DO_TEX,COMP)                                      \
-       for (i = 0; i < span->count; i++) {                             \
+       for (i = 0; i < span->end; i++) {                               \
            GLdouble invQ = tex_coord[2] ?                              \
                                  (1.0 / tex_coord[2]) : 1.0;            \
-           GLfloat s_tmp = tex_coord[0] * invQ;                                \
-           GLfloat t_tmp = tex_coord[1] * invQ;                                \
+           GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);            \
+           GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);            \
            GLint s = IFLOOR(s_tmp) & info->smask;                      \
            GLint t = IFLOOR(t_tmp) & info->tmask;                      \
            GLint pos = (t << info->twidth_log2) + s;                   \
            const GLchan *tex00 = info->texture + COMP * pos;           \
-          zspan[i] = FixedToDepth(span->z);                            \
-          fogspan[i] = span->fog;                                      \
            DO_TEX;                                                     \
-          span->fog += span->fogStep;                                  \
-          span->z += span->zStep;                                      \
            span->red += span->redStep;                                 \
           span->green += span->greenStep;                              \
            span->blue += span->blueStep;                               \
@@ -737,11 +680,11 @@ fast_persp_span(GLcontext *ctx, struct triangle_span *span,
        }
 
 #define SPAN_LINEAR(DO_TEX,COMP)                                       \
-       for (i = 0; i < span->count; i++) {                             \
+       for (i = 0; i < span->end; i++) {                               \
            GLdouble invQ = tex_coord[2] ?                              \
                                  (1.0 / tex_coord[2]) : 1.0;            \
-           GLfloat s_tmp = tex_coord[0] * invQ;                                \
-           GLfloat t_tmp = tex_coord[1] * invQ;                                \
+           GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);            \
+           GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);            \
            GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;           \
            GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;           \
            GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask;      \
@@ -765,11 +708,7 @@ fast_persp_span(GLcontext *ctx, struct triangle_span *span,
               tex01 -= info->tbytesline;                               \
               tex11 -= info->tbytesline;                               \
            }                                                           \
-          zspan[i] = FixedToDepth(span->z);                            \
-          fogspan[i] = span->fog;                                      \
            DO_TEX;                                                     \
-          span->fog += span->fogStep;                                  \
-          span->z += span->zStep;                                      \
            span->red   += span->redStep;                               \
           span->green += span->greenStep;                              \
            span->blue  += span->blueStep;                              \
@@ -780,23 +719,17 @@ fast_persp_span(GLcontext *ctx, struct triangle_span *span,
            dest += 4;                                                  \
        }
 
-#define FixedToDepth(F)  ((F) >> fixedToDepthShift)
-
    GLuint i;
-   GLdepth zspan[MAX_WIDTH];
    GLfloat tex_coord[3], tex_step[3];
-   GLfloat fogspan[MAX_WIDTH];
-   GLchan rgba[MAX_WIDTH][4];
-   GLchan *dest = rgba[0];
-   const GLint fixedToDepthShift = info->fixedToDepthShift;
-
-   tex_coord[0] = span->tex[0][0]  * (info->smask + 1),
-     tex_step[0] = span->texStep[0][0] * (info->smask + 1);
-   tex_coord[1] = span->tex[0][1] * (info->tmask + 1),
-     tex_step[1] = span->texStep[0][1] * (info->tmask + 1);
+   GLchan *dest = span->array->rgba[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->texStep[0][3];
+   tex_coord[2] = span->tex[0][3];
+   tex_step[2] = span->texStepX[0][3];
 
    switch (info->filter) {
    case GL_NEAREST:
@@ -889,19 +822,12 @@ fast_persp_span(GLcontext *ctx, struct triangle_span *span,
       }
       break;
    }
-   /* This does not seem to be necessary, but I don't know !! */
-   /* span->tex[0][0] = tex_coord[0] / (info->smask + 1),
-      span->tex[0][1] = tex_coord[1] / (info->tmask + 1),*/
-   /* span->tex[0][2] only if 3D-texturing, here only 2D */
-   /* span->tex[0][3] = tex_coord[2]; */
    
-   _mesa_write_rgba_span(ctx, span->count, span->x, span->y,
-                         zspan, fogspan, rgba, NULL, GL_POLYGON);
-
+   ASSERT(span->arrayMask & SPAN_RGBA);
+   _mesa_write_rgba_span(ctx, span);
 
 #undef SPAN_NEAREST
 #undef SPAN_LINEAR
-#undef FixedToDepth
 }
 
 
@@ -925,10 +851,9 @@ static void persp_textured_triangle( GLcontext *ctx,
 
 #define SETUP_CODE                                                     \
    struct persp_info info;                                             \
-   struct gl_texture_unit *unit = ctx->Texture.Unit+0;                 \
-   struct gl_texture_object *obj = unit->Current2D;                    \
-   GLint b = obj->BaseLevel;                                           \
-   info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\
+   const struct gl_texture_unit *unit = ctx->Texture.Unit+0;           \
+   const struct gl_texture_object *obj = unit->Current2D;              \
+   const GLint b = obj->BaseLevel;                                     \
    info.texture = (const GLchan *) obj->Image[b]->Data;                        \
    info.twidth_log2 = obj->Image[b]->WidthLog2;                                \
    info.smask = obj->Image[b]->Width - 1;                              \
@@ -939,10 +864,10 @@ static void persp_textured_triangle( GLcontext *ctx,
                                                                        \
    if (info.envmode == GL_BLEND) {                                     \
       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */       \
-      info.er = FloatToFixed(unit->EnvColor[RCOMP]);                   \
-      info.eg = FloatToFixed(unit->EnvColor[GCOMP]);                   \
-      info.eb = FloatToFixed(unit->EnvColor[BCOMP]);                   \
-      info.ea = FloatToFixed(unit->EnvColor[ACOMP]);                   \
+      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);       \
+      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);       \
+      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);       \
+      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);       \
    }                                                                   \
    if (!info.texture) {                                                        \
       /* this shouldn't happen */                                      \
@@ -970,13 +895,9 @@ static void persp_textured_triangle( GLcontext *ctx,
    }                                                                   \
    info.tsize = obj->Image[b]->Height * info.tbytesline;
 
-#define RENDER_SPAN( span )                            \
-   if (ctx->Light.ShadeModel == GL_FLAT) {             \
-      span.red   = IntToFixed(v2->color[RCOMP]);       \
-      span.green = IntToFixed(v2->color[GCOMP]);       \
-      span.blue  = IntToFixed(v2->color[BCOMP]);       \
-      span.alpha = IntToFixed(v2->color[ACOMP]);       \
-   }                                                   \
+#define RENDER_SPAN( span )                    \
+   span.interpMask &= ~SPAN_RGBA;              \
+   span.arrayMask |= SPAN_RGBA;                        \
    fast_persp_span(ctx, &span, &info);
 
 #include "s_tritemp.h"
@@ -986,292 +907,6 @@ static void persp_textured_triangle( GLcontext *ctx,
 
 #endif /* CHAN_BITS != GL_FLOAT */
 
-
-/*
- * Generate arrays of fragment colors, z, fog, texcoords, etc from a
- * triangle span object.  Then call the span/fragment processsing
- * functions in s_span.[ch].  This is used by a bunch of the textured
- * triangle functions.
- */
-static void
-rasterize_span(GLcontext *ctx, const struct triangle_span *span)
-{
-   DEFMARRAY(GLchan, rgba, MAX_WIDTH, 4);
-   DEFMARRAY(GLchan, spec, MAX_WIDTH, 4);
-   DEFARRAY(GLuint, index, MAX_WIDTH);
-   DEFARRAY(GLuint, z, MAX_WIDTH);
-   DEFARRAY(GLfloat, fog, MAX_WIDTH);
-   DEFARRAY(GLfloat, sTex, MAX_WIDTH);
-   DEFARRAY(GLfloat, tTex, MAX_WIDTH);
-   DEFARRAY(GLfloat, rTex, MAX_WIDTH);
-   DEFARRAY(GLfloat, lambda, MAX_WIDTH);
-   DEFMARRAY(GLfloat, msTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
-   DEFMARRAY(GLfloat, mtTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
-   DEFMARRAY(GLfloat, mrTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
-   DEFMARRAY(GLfloat, mLambda, MAX_TEXTURE_UNITS, MAX_WIDTH);
-
-   CHECKARRAY(rgba, return);
-   CHECKARRAY(spec, return);
-   CHECKARRAY(index, return);
-   CHECKARRAY(z, return);
-   CHECKARRAY(fog, return);
-   CHECKARRAY(sTex, return);
-   CHECKARRAY(tTex, return);
-   CHECKARRAY(rTex, return);
-   CHECKARRAY(lambda, return);
-   CHECKARRAY(msTex, return);
-   CHECKARRAY(mtTex, return);
-   CHECKARRAY(mrTex, return);
-   CHECKARRAY(mLambda, return);
-
-   if (span->activeMask & SPAN_RGBA) {
-#if CHAN_TYPE == GL_FLOAT
-      GLfloat r = span->red;
-      GLfloat g = span->green;
-      GLfloat b = span->blue;
-      GLfloat a = span->alpha;
-#else
-      GLfixed r = span->red;
-      GLfixed g = span->green;
-      GLfixed b = span->blue;
-      GLfixed a = span->alpha;
-#endif
-      GLuint i;
-      for (i = 0; i < span->count; i++) {
-         rgba[i][RCOMP] = FixedToChan(r);
-         rgba[i][GCOMP] = FixedToChan(g);
-         rgba[i][BCOMP] = FixedToChan(b);
-         rgba[i][ACOMP] = FixedToChan(a);
-         r += span->redStep;
-         g += span->greenStep;
-         b += span->blueStep;
-         a += span->alphaStep;
-      }
-   }
-   if (span->activeMask & SPAN_SPEC) {
-#if CHAN_TYPE == GL_FLOAT
-      GLfloat r = span->specRed;
-      GLfloat g = span->specGreen;
-      GLfloat b = span->specBlue;
-#else
-      GLfixed r = span->specRed;
-      GLfixed g = span->specGreen;
-      GLfixed b = span->specBlue;
-#endif
-      GLuint i;
-      for (i = 0; i < span->count; i++) {
-         spec[i][RCOMP] = FixedToChan(r);
-         spec[i][GCOMP] = FixedToChan(g);
-         spec[i][BCOMP] = FixedToChan(b);
-         r += span->specRedStep;
-         g += span->specGreenStep;
-         b += span->specBlueStep;
-      }
-   }
-   if (span->activeMask & SPAN_INDEX) {
-      GLuint i;
-      GLfixed ind = span->index;
-      for (i = 0; i < span->count; i++) {
-         index[i] = FixedToInt(ind);
-         ind += span->indexStep;
-      }
-   }
-   if (span->activeMask & SPAN_Z) {
-      if (ctx->Visual.depthBits <= 16) {
-         GLuint i;
-         GLfixed zval = span->z;
-         for (i = 0; i < span->count; i++) {
-            z[i] = FixedToInt(zval);
-            zval += span->zStep;
-         }
-      }
-      else {
-         /* Deep Z buffer, no fixed->int shift */
-         GLuint i;
-         GLfixed zval = span->z;
-         for (i = 0; i < span->count; i++) {
-            z[i] = zval;
-            zval += span->zStep;
-         }
-      }
-   }
-   if (span->activeMask & SPAN_FOG) {
-      GLuint i;
-      GLfloat f = span->fog;
-      for (i = 0; i < span->count; i++) {
-         fog[i] = f;
-         f += span->fogStep;
-      }
-   }
-   if (span->activeMask & SPAN_TEXTURE) {
-      if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
-         /* multitexture */
-         if (span->activeMask & SPAN_LAMBDA) {
-            /* with lambda */
-            GLuint u;
-            for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
-               if (ctx->Texture.Unit[u]._ReallyEnabled) {
-                  GLfloat s = span->tex[u][0];
-                  GLfloat t = span->tex[u][1];
-                  GLfloat r = span->tex[u][2];
-                  GLfloat q = span->tex[u][3];
-                  GLuint i;
-                  for (i = 0; i < span->count; i++) {
-                     const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
-                     msTex[u][i] = s * invQ;
-                     mtTex[u][i] = t * invQ;
-                     mrTex[u][i] = r * invQ;
-                     mLambda[u][i] = log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F;
-                     s += span->texStep[u][0];
-                     t += span->texStep[u][1];
-                     r += span->texStep[u][2];
-                     q += span->texStep[u][3];
-                  }
-               }
-            }
-         }
-         else {
-            /* without lambda */
-            GLuint u;
-            for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
-               if (ctx->Texture.Unit[u]._ReallyEnabled) {
-                  GLfloat s = span->tex[u][0];
-                  GLfloat t = span->tex[u][1];
-                  GLfloat r = span->tex[u][2];
-                  GLfloat q = span->tex[u][3];
-                  GLuint i;
-                  for (i = 0; i < span->count; i++) {
-                     const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
-                     msTex[u][i] = s * invQ;
-                     mtTex[u][i] = t * invQ;
-                     mrTex[u][i] = r * invQ;
-                     s += span->texStep[u][0];
-                     t += span->texStep[u][1];
-                     r += span->texStep[u][2];
-                     q += span->texStep[u][3];
-                  }
-               }
-            }
-         }
-      }
-      else {
-         /* just texture unit 0 */
-         if (span->activeMask & SPAN_LAMBDA) {
-            /* with lambda */
-            GLfloat s = span->tex[0][0];
-            GLfloat t = span->tex[0][1];
-            GLfloat r = span->tex[0][2];
-            GLfloat q = span->tex[0][3];
-            GLuint i;
-            for (i = 0; i < span->count; i++) {
-               const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
-               sTex[i] = s * invQ;
-               tTex[i] = t * invQ;
-               rTex[i] = r * invQ;
-               lambda[i] = log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F;
-               s += span->texStep[0][0];
-               t += span->texStep[0][1];
-               r += span->texStep[0][2];
-               q += span->texStep[0][3];
-            }
-         }
-         else {
-            /* without lambda */
-            GLfloat s = span->tex[0][0];
-            GLfloat t = span->tex[0][1];
-            GLfloat r = span->tex[0][2];
-            GLfloat q = span->tex[0][3];
-            GLuint i;
-            for (i = 0; i < span->count; i++) {
-               const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
-               sTex[i] = s * invQ;
-               tTex[i] = t * invQ;
-               rTex[i] = r * invQ;
-               s += span->texStep[0][0];
-               t += span->texStep[0][1];
-               r += span->texStep[0][2];
-               q += span->texStep[0][3];
-            }
-         }
-      }
-   }
-   /* XXX keep this? */
-   if (span->activeMask & SPAN_INT_TEXTURE) {
-      GLint intTexcoord[MAX_WIDTH][2];
-      GLfixed s = span->intTex[0];
-      GLfixed t = span->intTex[1];
-      GLuint i;
-      for (i = 0; i < span->count; i++) {
-         intTexcoord[i][0] = FixedToInt(s);
-         intTexcoord[i][1] = FixedToInt(t);
-         s += span->intTexStep[0];
-         t += span->intTexStep[1];
-      }
-   }
-
-   /* examine activeMask and call a s_span.c function */
-   if (span->activeMask & SPAN_TEXTURE) {
-      const GLfloat *fogPtr;
-      if (span->activeMask & SPAN_FOG)
-         fogPtr = fog;
-      else
-         fogPtr = NULL;
-
-      if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
-         if (span->activeMask & SPAN_SPEC) {
-            _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
-                                          z, fogPtr,
-                                          (const GLfloat (*)[MAX_WIDTH]) msTex,
-                                          (const GLfloat (*)[MAX_WIDTH]) mtTex,
-                                          (const GLfloat (*)[MAX_WIDTH]) mrTex,
-                                          (GLfloat (*)[MAX_WIDTH]) mLambda,
-                                          rgba, (CONST GLchan (*)[4]) spec,
-                                          NULL, GL_POLYGON );
-         }
-         else {
-            _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
-                                          z, fogPtr,
-                                          (const GLfloat (*)[MAX_WIDTH]) msTex,
-                                          (const GLfloat (*)[MAX_WIDTH]) mtTex,
-                                          (const GLfloat (*)[MAX_WIDTH]) mrTex,
-                                          (GLfloat (*)[MAX_WIDTH]) mLambda,
-                                          rgba, NULL, NULL, GL_POLYGON);
-         }
-      }
-      else {
-         /* single texture */
-         if (span->activeMask & SPAN_SPEC) {
-            _mesa_write_texture_span(ctx, span->count, span->x, span->y,
-                                     z, fogPtr, sTex, tTex, rTex, lambda,
-                                     rgba, (CONST GLchan (*)[4]) spec,
-                                     NULL, GL_POLYGON);
-         }
-         else {
-            _mesa_write_texture_span(ctx, span->count, span->x, span->y,
-                                     z, fogPtr, sTex, tTex, rTex, lambda,
-                                     rgba, NULL, NULL, GL_POLYGON);
-         }
-      }
-   }
-   else {
-      _mesa_problem(ctx, "rasterize_span() should only be used for texturing");
-   }
-
-   UNDEFARRAY(rgba);
-   UNDEFARRAY(spec);
-   UNDEFARRAY(index);
-   UNDEFARRAY(z);
-   UNDEFARRAY(fog);
-   UNDEFARRAY(sTex);
-   UNDEFARRAY(tTex);
-   UNDEFARRAY(rTex);
-   UNDEFARRAY(lambda);
-   UNDEFARRAY(msTex);
-   UNDEFARRAY(mtTex);
-   UNDEFARRAY(mrTex);
-   UNDEFARRAY(mLambda);
-}
-
                 
 
 
@@ -1288,253 +923,27 @@ static void general_textured_triangle( GLcontext *ctx,
 #define INTERP_FOG 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
-
-#define SETUP_CODE                                                     \
-   const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;        \
-   const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
-   const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT);       \
-   GLfixed rFlat, gFlat, bFlat, aFlat;                                 \
-   DEFARRAY(GLfloat, sSpan, MAX_WIDTH);  /* mac 32k limitation */      \
-   DEFARRAY(GLfloat, tSpan, MAX_WIDTH);  /* mac 32k limitation */      \
-   DEFARRAY(GLfloat, uSpan, MAX_WIDTH);  /* mac 32k limitation */      \
-   CHECKARRAY(sSpan, return);  /* mac 32k limitation */                        \
-   CHECKARRAY(tSpan, return);  /* mac 32k limitation */                        \
-   CHECKARRAY(uSpan, return);  /* mac 32k limitation */                        \
-   if (flatShade) {                                                    \
-      rFlat = ChanToFixed(v2->color[RCOMP]);                           \
-      gFlat = ChanToFixed(v2->color[GCOMP]);                           \
-      bFlat = ChanToFixed(v2->color[BCOMP]);                           \
-      aFlat = ChanToFixed(v2->color[ACOMP]);                           \
-   }                                                                   \
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )                                            \
-   GLdepth zSpan[MAX_WIDTH];                                           \
-   GLfloat fogSpan[MAX_WIDTH];                                         \
-   GLchan rgbaSpan[MAX_WIDTH][4];                                      \
-   GLuint i;                                                           \
-   if (flatShade) {                                                    \
-      span.red = rFlat;    span.redStep = 0;                           \
-      span.green = gFlat;  span.greenStep = 0;                         \
-      span.blue = bFlat;   span.blueStep = 0;                          \
-      span.alpha = aFlat;  span.alphaStep = 0;                         \
-   }                                                                   \
-   /* NOTE: we could just call rasterize_span() here instead */                \
-   for (i = 0; i < span.count; i++) {                                  \
-      GLdouble invQ = span.tex[0][3] ? (1.0 / span.tex[0][3]) : 1.0;   \
-      zSpan[i] = FixedToDepth(span.z);                                 \
-      span.z += span.zStep;                                            \
-      fogSpan[i] = span.fog;                                           \
-      span.fog += span.fogStep;                                                \
-      rgbaSpan[i][RCOMP] = FixedToChan(span.red);                      \
-      rgbaSpan[i][GCOMP] = FixedToChan(span.green);                    \
-      rgbaSpan[i][BCOMP] = FixedToChan(span.blue);                     \
-      rgbaSpan[i][ACOMP] = FixedToChan(span.alpha);                    \
-      span.red += span.redStep;                                                \
-      span.green += span.greenStep;                                    \
-      span.blue += span.blueStep;                                      \
-      span.alpha += span.alphaStep;                                    \
-      sSpan[i] = span.tex[0][0] * invQ;                                        \
-      tSpan[i] = span.tex[0][1] * invQ;                                        \
-      uSpan[i] = span.tex[0][2] * invQ;                                        \
-      span.tex[0][0] += span.texStep[0][0];                            \
-      span.tex[0][1] += span.texStep[0][1];                            \
-      span.tex[0][2] += span.texStep[0][2];                            \
-      span.tex[0][3] += span.texStep[0][3];                            \
-   }                                                                   \
-   _mesa_write_texture_span(ctx, span.count, span.x, span.y,           \
-                            zSpan, fogSpan, sSpan, tSpan, uSpan,       \
-                            NULL, rgbaSpan, NULL, NULL, GL_POLYGON );
-
-#define CLEANUP_CODE                           \
-   UNDEFARRAY(sSpan);  /* mac 32k limitation */        \
-   UNDEFARRAY(tSpan);                          \
-   UNDEFARRAY(uSpan);
-
-#include "s_tritemp.h"
-}
-
-
-/*
- * Render a smooth-shaded, textured, RGBA triangle with separate specular
- * color interpolation.
- * Interpolate texcoords with perspective correction, w/out mipmapping.
- */
-static void general_textured_spec_triangle( GLcontext *ctx,
-                                           const SWvertex *v0,
-                                           const SWvertex *v1,
-                                           const SWvertex *v2 )
-{
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
 #define INTERP_SPEC 1
 #define INTERP_ALPHA 1
 #define INTERP_TEX 1
 
-#define SETUP_CODE                                                     \
-   const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;        \
-   const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
-   const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT);     \
-   GLfixed rFlat, gFlat, bFlat, aFlat;                                 \
-   GLfixed srFlat, sgFlat, sbFlat;                                     \
-   if (flatShade) {                                                    \
-      rFlat = ChanToFixed(v2->color[RCOMP]);                           \
-      gFlat = ChanToFixed(v2->color[GCOMP]);                           \
-      bFlat = ChanToFixed(v2->color[BCOMP]);                           \
-      aFlat = ChanToFixed(v2->color[ACOMP]);                           \
-      srFlat = ChanToFixed(v2->specular[RCOMP]);                       \
-      sgFlat = ChanToFixed(v2->specular[GCOMP]);                       \
-      sbFlat = ChanToFixed(v2->specular[BCOMP]);                       \
-   }                                                                   \
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )                                    \
-   if (flatShade) {                                            \
-      span.red = rFlat;    span.redStep = 0;                   \
-      span.green = gFlat;  span.greenStep = 0;                 \
-      span.blue = bFlat;   span.blueStep = 0;                  \
-      span.alpha = aFlat;  span.alphaStep = 0;                 \
-      span.specRed = srFlat;    span.specRedStep = 0;          \
-      span.specGreen = sgFlat;  span.specGreenStep = 0;                \
-      span.specBlue = sbFlat;   span.specBlueStep = 0;         \
-   }                                                           \
-   rasterize_span(ctx, &span);
+#define RENDER_SPAN( span )   _mesa_write_texture_span(ctx, &span);
 
 #include "s_tritemp.h"
 }
 
 
-/*
- * Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,R with perspective correction and compute lambda for
- * each fragment.  Lambda is used to determine whether to use the
- * minification or magnification filter.  If minification and using
- * mipmaps, lambda is also used to select the texture level of detail.
- */
-static void lambda_textured_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
-#define INTERP_LAMBDA 1
-
-#define SETUP_CODE                                                     \
-   const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;        \
-   const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
-   const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT);       \
-   GLfixed rFlat, gFlat, bFlat, aFlat;                                 \
-   GLfixed srFlat, sgFlat, sbFlat;                                     \
-   if (flatShade) {                                                    \
-      rFlat = ChanToFixed(v2->color[RCOMP]);                           \
-      gFlat = ChanToFixed(v2->color[GCOMP]);                           \
-      bFlat = ChanToFixed(v2->color[BCOMP]);                           \
-      aFlat = ChanToFixed(v2->color[ACOMP]);                           \
-      srFlat = ChanToFixed(v2->specular[RCOMP]);                       \
-      sgFlat = ChanToFixed(v2->specular[GCOMP]);                       \
-      sbFlat = ChanToFixed(v2->specular[BCOMP]);                       \
-   }                                                                   \
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )                                    \
-   if (flatShade) {                                            \
-      span.red = rFlat;    span.redStep = 0;                   \
-      span.green = gFlat;  span.greenStep = 0;                 \
-      span.blue = bFlat;   span.blueStep = 0;                  \
-      span.alpha = aFlat;  span.alphaStep = 0;                 \
-      span.specRed = srFlat;    span.specRedStep = 0;          \
-      span.specGreen = sgFlat;  span.specGreenStep = 0;                \
-      span.specBlue = sbFlat;   span.specBlueStep = 0;         \
-   }                                                           \
-   rasterize_span(ctx, &span);
-
-#include "s_tritemp.h"
-}
-
-
-/*
- * Render a smooth-shaded, textured, RGBA triangle with separate specular
- * interpolation.
- * Interpolate S,T,R with perspective correction and compute lambda for
- * each fragment.  Lambda is used to determine whether to use the
- * minification or magnification filter.  If minification and using
- * mipmaps, lambda is also used to select the texture level of detail.
- */
-static void lambda_textured_spec_triangle( GLcontext *ctx,
-                                          const SWvertex *v0,
-                                          const SWvertex *v1,
-                                          const SWvertex *v2 )
-{
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define INTERP_SPEC 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
-#define INTERP_LAMBDA 1
-
-#define SETUP_CODE                                                     \
-   const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;        \
-   const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
-   const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT);     \
-   GLfixed rFlat, gFlat, bFlat, aFlat;                                 \
-   GLfixed srFlat, sgFlat, sbFlat;                                     \
-   if (flatShade) {                                                    \
-      rFlat = ChanToFixed(v2->color[RCOMP]);                           \
-      gFlat = ChanToFixed(v2->color[GCOMP]);                           \
-      bFlat = ChanToFixed(v2->color[BCOMP]);                           \
-      aFlat = ChanToFixed(v2->color[ACOMP]);                           \
-      srFlat = ChanToFixed(v2->specular[RCOMP]);                       \
-      sgFlat = ChanToFixed(v2->specular[GCOMP]);                       \
-      sbFlat = ChanToFixed(v2->specular[BCOMP]);                       \
-   }                                                                   \
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )                                    \
-   if (flatShade) {                                            \
-      span.red = rFlat;    span.redStep = 0;                   \
-      span.green = gFlat;  span.greenStep = 0;                 \
-      span.blue = bFlat;   span.blueStep = 0;                  \
-      span.alpha = aFlat;  span.alphaStep = 0;                 \
-      span.specRed = srFlat;    span.specRedStep = 0;          \
-      span.specGreen = sgFlat;  span.specGreenStep = 0;                \
-      span.specBlue = sbFlat;   span.specBlueStep = 0;         \
-   }                                                           \
-   rasterize_span(ctx, &span);
-
-#include "s_tritemp.h"
-}
-
 
 /*
  * This is the big one!
- * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates
- * with lambda (LOD).
+ * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
  * Yup, it's slow.
  */
 static void
-lambda_multitextured_triangle( GLcontext *ctx,
-                               const SWvertex *v0,
-                               const SWvertex *v1,
-                               const SWvertex *v2 )
+multitextured_triangle( GLcontext *ctx,
+                        const SWvertex *v0,
+                        const SWvertex *v1,
+                        const SWvertex *v2 )
 {
 
 #define INTERP_Z 1
@@ -1544,45 +953,8 @@ lambda_multitextured_triangle( GLcontext *ctx,
 #define INTERP_ALPHA 1
 #define INTERP_SPEC 1
 #define INTERP_MULTITEX 1
-#define INTERP_LAMBDA 1
 
-#define SETUP_CODE                                                     \
-   const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT);     \
-   GLfixed rFlat, gFlat, bFlat, aFlat;                                 \
-   GLfixed srFlat, sgFlat, sbFlat;                                     \
-   GLuint u;                                                           \
-   if (flatShade) {                                                    \
-      rFlat = ChanToFixed(v2->color[RCOMP]);                           \
-      gFlat = ChanToFixed(v2->color[GCOMP]);                           \
-      bFlat = ChanToFixed(v2->color[BCOMP]);                           \
-      aFlat = ChanToFixed(v2->color[ACOMP]);                           \
-      srFlat = ChanToFixed(v2->specular[RCOMP]);                       \
-      sgFlat = ChanToFixed(v2->specular[GCOMP]);                       \
-      sbFlat = ChanToFixed(v2->specular[BCOMP]);                       \
-   }                                                                   \
-   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {                  \
-      if (ctx->Texture.Unit[u]._ReallyEnabled) {                       \
-         const struct gl_texture_object *texObj;                       \
-         const struct gl_texture_image *texImage;                      \
-         texObj = ctx->Texture.Unit[u]._Current;                       \
-         texImage = texObj->Image[texObj->BaseLevel];                  \
-         span.texWidth[u] = (GLfloat) texImage->Width;                 \
-         span.texHeight[u] = (GLfloat) texImage->Height;               \
-      }                                                                        \
-   }                                                                   \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )                                    \
-   if (flatShade) {                                            \
-      span.red = rFlat;    span.redStep = 0;                   \
-      span.green = gFlat;  span.greenStep = 0;                 \
-      span.blue = bFlat;   span.blueStep = 0;                  \
-      span.alpha = aFlat;  span.alphaStep = 0;                 \
-      span.specRed = srFlat;    span.specRedStep = 0;          \
-      span.specGreen = sgFlat;  span.specGreenStep = 0;                \
-      span.specBlue = sbFlat;   span.specBlueStep = 0;         \
-   }                                                           \
-   rasterize_span(ctx, &span);
+#define RENDER_SPAN( span )   _mesa_write_texture_span(ctx, &span);
 
 #include "s_tritemp.h"
 
@@ -1604,7 +976,7 @@ static void occlusion_zless_triangle( GLcontext *ctx,
 
 #define RENDER_SPAN( span )                            \
    GLuint i;                                           \
-   for (i = 0; i < span.count; i++) {                  \
+   for (i = 0; i < span.end; i++) {                    \
       GLdepth z = FixedToDepth(span.z);                        \
       if (z < zRow[i]) {                               \
          ctx->OcclusionResult = GL_TRUE;               \
@@ -1624,6 +996,13 @@ static void nodraw_triangle( GLcontext *ctx,
    (void) (ctx && v0 && v1 && v2);
 }
 
+
+/*
+ * This is used when separate specular color is enabled, but not
+ * texturing.  We add the specular color to the primary color,
+ * 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,
@@ -1632,14 +1011,40 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx,
    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];
+   /* save original colors */
    COPY_CHAN4( c[0], ncv0->color );
    COPY_CHAN4( c[1], ncv1->color );
    COPY_CHAN4( c[2], ncv2->color );
-   ACC_3V( ncv0->color, ncv0->specular );
-   ACC_3V( ncv1->color, ncv1->specular );
-   ACC_3V( ncv2->color, ncv2->specular );
+   /* 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);
+   /* 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);
+   /* 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);
+   /* 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] );
@@ -1650,13 +1055,13 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx,
 #ifdef DEBUG
 
 /* record the current triangle function name */
-static const char *triFuncName = NULL;
+const char *_mesa_triFuncName = NULL;
 
-#define USE(triFunc)                   \
-do {                                   \
-    triFuncName = #triFunc;            \
-    /*printf("%s\n", triFuncName);*/   \
-    swrast->Triangle = triFunc;        \
+#define USE(triFunc)                           \
+do {                                           \
+    _mesa_triFuncName = #triFunc;              \
+    /*printf("%s\n", _mesa_triFuncName);*/     \
+    swrast->Triangle = triFunc;                        \
 } while (0)
 
 #else
@@ -1712,7 +1117,7 @@ _swrast_choose_triangle( GLcontext *ctx )
          }
       }
 
-      if (ctx->Texture._ReallyEnabled) {
+      if (ctx->Texture._EnabledUnits) {
          /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
         const struct gl_texture_object *texObj2D;
          const struct gl_texture_image *texImg;
@@ -1726,10 +1131,12 @@ _swrast_choose_triangle( GLcontext *ctx )
          envMode = ctx->Texture.Unit[0].EnvMode;
 
          /* First see if we can used an optimized 2-D texture function */
-         if (ctx->Texture._ReallyEnabled==TEXTURE0_2D
+         if (ctx->Texture._EnabledUnits == 1
+             && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
              && texObj2D->WrapS==GL_REPEAT
             && texObj2D->WrapT==GL_REPEAT
              && texImg->Border==0
+             && texImg->Width == texImg->RowStride
              && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
             && minFilter == magFilter
             && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
@@ -1751,7 +1158,7 @@ _swrast_choose_triangle( GLcontext *ctx )
                  }
               }
               else {
-#if CHAN_TYPE == GL_FLOAT
+#if (CHAN_BITS == 16 || CHAN_BITS == 32)
                   USE(general_textured_triangle);
 #else
                   USE(affine_textured_triangle);
@@ -1759,7 +1166,7 @@ _swrast_choose_triangle( GLcontext *ctx )
               }
            }
            else {
-#if CHAN_TYPE == GL_FLOAT
+#if (CHAN_BITS == 16 || CHAN_BITS == 32)
                USE(general_textured_triangle);
 #else
                USE(persp_textured_triangle);
@@ -1767,38 +1174,17 @@ _swrast_choose_triangle( GLcontext *ctx )
            }
         }
          else {
-            /* More complicated textures (mipmap, multi-tex, sep specular) */
-            GLboolean needLambda;
-            /* if mag filter != min filter we need to compute lambda */
-            const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
-            if (obj && obj->MinFilter != obj->MagFilter)
-               needLambda = GL_TRUE;
-            else
-               needLambda = GL_FALSE;
-            if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
-               USE(lambda_multitextured_triangle);
-            }
-            else if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) {
-               /* separate specular color interpolation */
-               if (needLambda) {
-                  USE(lambda_textured_spec_triangle);
-              }
-               else {
-                  USE(general_textured_spec_triangle);
-              }
+            /* general case textured triangles */
+            if (ctx->Texture._EnabledUnits > 1) {
+               USE(multitextured_triangle);
             }
             else {
-               if (needLambda) {
-                 USE(lambda_textured_triangle);
-              }
-               else {
-                  USE(general_textured_triangle);
-              }
+               USE(general_textured_triangle);
             }
          }
       }
       else {
-         ASSERT(!ctx->Texture._ReallyEnabled);
+         ASSERT(!ctx->Texture._EnabledUnits);
         if (ctx->Light.ShadeModel==GL_SMOOTH) {
            /* smooth shaded, no texturing, stippled or some raster ops */
             if (rgbmode) {