Header file clean-up:
[mesa.git] / src / mesa / swrast / s_triangle.c
index fbacc7ddd4aff4c599ad857174b54f45972283d4..8c340c0b0dd3d9dde4d20280fcebe4cb0b1371a2 100644 (file)
@@ -1,21 +1,21 @@
-/* $Id: s_triangle.c,v 1.17 2001/03/08 17:33:33 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
- * 
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
- * 
+ * Version:  4.1
+ *
+ * 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"),
  * to deal in the Software without restriction, including without limitation
  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  * and/or sell copies of the Software, and to permit persons to whom the
  * Software is furnished to do so, subject to the following conditions:
- * 
+ *
  * The above copyright notice and this permission notice shall be included
  * in all copies or substantial portions of the Software.
- * 
+ *
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 
 
 /*
- * Triangle rasterizers
- * When the device driver doesn't implement triangle rasterization Mesa
- * will use these functions to draw triangles.
+ * When the device driver doesn't implement triangle rasterization it
+ * can hook in _swrast_Triangle, which eventually calls one of these
+ * functions to draw triangles.
  */
 
-
 #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 "texstate.h"
 
 #include "s_feedback.h"
 #include "s_span.h"
 #include "s_triangle.h"
+
+
+/*
+ * Just used for feedback mode.
+ */
 GLboolean _mesa_cull_triangle( GLcontext *ctx,
-                           const SWvertex *v0, 
-                           const SWvertex *v1, 
+                           const SWvertex *v0,
+                           const SWvertex *v1,
                            const SWvertex *v2 )
 {
    GLfloat ex = v1->win[0] - v0->win[0];
@@ -61,7 +65,7 @@ GLboolean _mesa_cull_triangle( GLcontext *ctx,
 
    if (c * SWRAST_CONTEXT(ctx)->_backface_sign > 0)
       return 0;
-   
+
    return 1;
 }
 
@@ -71,32 +75,21 @@ GLboolean _mesa_cull_triangle( GLcontext *ctx,
  * Render a flat-shaded color index triangle.
  */
 static void flat_ci_triangle( GLcontext *ctx,
-                             const SWvertex *v0, 
-                             const SWvertex *v1, 
+                             const SWvertex *v0,
+                             const SWvertex *v1,
                              const SWvertex *v2 )
 {
 #define INTERP_Z 1
 #define INTERP_FOG 1
 
-#define INNER_LOOP( LEFT, RIGHT, Y )                           \
-       {                                                       \
-          const GLint n = RIGHT-LEFT;                          \
-          GLint i;                                             \
-          GLdepth zspan[MAX_WIDTH];                            \
-          GLfixed fogspan[MAX_WIDTH];                          \
-          if (n>0) {                                           \
-             for (i=0;i<n;i++) {                               \
-                zspan[i] = FixedToDepth(ffz);                  \
-                ffz += fdzdx;                                  \
-                fogspan[i] = fffog / 256;                      \
-                fffog += fdfogdx;                              \
-             }                                                 \
-             _mesa_write_monoindex_span( ctx, n, LEFT, Y, zspan,       \
-                         fogspan, v0->index, GL_POLYGON );     \
-          }                                                    \
-       }
+#define SETUP_CODE                                     \
+   span.interpMask |= SPAN_INDEX;                      \
+   span.index = IntToFixed(v2->index);                 \
+   span.indexStep = 0;
 
-#include "s_tritemp.h"       
+#define RENDER_SPAN( span )  _mesa_write_index_span(ctx, &span);
+
+#include "s_tritemp.h"
 }
 
 
@@ -105,34 +98,15 @@ static void flat_ci_triangle( GLcontext *ctx,
  * Render a smooth-shaded color index triangle.
  */
 static void smooth_ci_triangle( GLcontext *ctx,
-                               const SWvertex *v0, 
-                               const SWvertex *v1, 
+                               const SWvertex *v0,
+                               const SWvertex *v1,
                                const SWvertex *v2 )
 {
 #define INTERP_Z 1
 #define INTERP_FOG 1
 #define INTERP_INDEX 1
 
-#define INNER_LOOP( LEFT, RIGHT, Y )                           \
-       {                                                       \
-          const GLint n = RIGHT-LEFT;                          \
-          GLint i;                                             \
-          GLdepth zspan[MAX_WIDTH];                            \
-           GLfixed fogspan[MAX_WIDTH];                         \
-           GLuint index[MAX_WIDTH];                            \
-          if (n>0) {                                           \
-             for (i=0;i<n;i++) {                               \
-                zspan[i] = FixedToDepth(ffz);                  \
-                ffz += fdzdx;                                  \
-                 index[i] = FixedToInt(ffi);                   \
-                ffi += fdidx;                                  \
-                fogspan[i] = fffog / 256;                      \
-                fffog += fdfogdx;                              \
-             }                                                 \
-             _mesa_write_index_span( ctx, n, LEFT, Y, zspan, fogspan,  \
-                                  index, GL_POLYGON );         \
-          }                                                    \
-       }
+#define RENDER_SPAN( span )  _mesa_write_index_span(ctx, &span);
 
 #include "s_tritemp.h"
 }
@@ -151,29 +125,22 @@ static void flat_rgba_triangle( GLcontext *ctx,
 #define INTERP_FOG 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 
-#define INNER_LOOP( LEFT, RIGHT, Y )                           \
-       {                                                       \
-          const GLint n = RIGHT-LEFT;                          \
-          GLint i;                                             \
-          GLdepth zspan[MAX_WIDTH];                            \
-          GLfixed fogspan[MAX_WIDTH];                          \
-          if (n>0) {                                           \
-             for (i=0;i<n;i++) {                               \
-                zspan[i] = FixedToDepth(ffz);                  \
-                ffz += fdzdx;                                  \
-                fogspan[i] = fffog / 256;                      \
-                fffog += fdfogdx;                              \
-             }                                                 \
-              _mesa_write_monocolor_span( ctx, n, LEFT, Y, zspan,      \
-                                       fogspan, v2->color,     \
-                                      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);
 }
 
 
@@ -193,39 +160,17 @@ static void smooth_rgba_triangle( GLcontext *ctx,
 #define INTERP_RGB 1
 #define INTERP_ALPHA 1
 
-#define INNER_LOOP( LEFT, RIGHT, Y )                           \
-       {                                                       \
-          const GLint n = RIGHT-LEFT;                          \
-          GLint i;                                             \
-          GLdepth zspan[MAX_WIDTH];                            \
-          GLchan rgba[MAX_WIDTH][4];                           \
-          GLfixed fogspan[MAX_WIDTH];                          \
-          if (n>0) {                                           \
-             for (i=0;i<n;i++) {                               \
-                zspan[i] = FixedToDepth(ffz);                  \
-                rgba[i][RCOMP] = FixedToInt(ffr);              \
-                rgba[i][GCOMP] = FixedToInt(ffg);              \
-                rgba[i][BCOMP] = FixedToInt(ffb);              \
-                rgba[i][ACOMP] = FixedToInt(ffa);              \
-                fogspan[i] = fffog / 256;                      \
-                fffog += fdfogdx;                              \
-                ffz += fdzdx;                                  \
-                ffr += fdrdx;                                  \
-                ffg += fdgdx;                                  \
-                ffb += fdbdx;                                  \
-                ffa += fdadx;                                  \
-             }                                                 \
-             _mesa_write_rgba_span( ctx, n, LEFT, Y,           \
-                                  (CONST GLdepth *) zspan,     \
-                                  fogspan,                      \
-                                 rgba, 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);
 }
 
 
@@ -243,43 +188,40 @@ static void simple_textured_triangle( GLcontext *ctx,
 #define INTERP_INT_TEX 1
 #define S_SCALE twidth
 #define T_SCALE theight
+
 #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 INNER_LOOP( LEFT, RIGHT, Y )                           \
-       {                                                       \
-          CONST GLint n = RIGHT-LEFT;                          \
-          GLint i;                                             \
-          GLchan rgb[MAX_WIDTH][3];                            \
-          if (n>0) {                                           \
-              ffs -= FIXED_HALF; /* off-by-one error? */        \
-              fft -= FIXED_HALF;                                \
-             for (i=0;i<n;i++) {                               \
-                 GLint s = FixedToInt(ffs) & smask;            \
-                 GLint t = FixedToInt(fft) & tmask;            \
-                 GLint pos = (t << twidth_log2) + s;           \
-                 pos = pos + pos + pos;  /* multiply by 3 */   \
-                 rgb[i][RCOMP] = texture[pos];                 \
-                 rgb[i][GCOMP] = texture[pos+1];               \
-                 rgb[i][BCOMP] = texture[pos+2];               \
-                ffs += fdsdx;                                  \
-                fft += fdtdx;                                  \
-             }                                                 \
-              (*ctx->Driver.WriteRGBSpan)( ctx, n, LEFT, Y,    \
-                           (CONST GLchan (*)[3]) rgb, NULL );  \
-          }                                                    \
-       }
+#define RENDER_SPAN( span  )                                           \
+   GLuint i;                                                           \
+   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
+   span.intTex[1] -= FIXED_HALF;                                       \
+   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 */                      \
+      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.end, span.x, span.y,       \
+                                  (CONST GLchan (*)[3]) span.array->rgb,\
+                                  NULL );
 
 #include "s_tritemp.h"
 }
@@ -289,7 +231,7 @@ static void simple_textured_triangle( GLcontext *ctx,
  * Render an RGB, GL_DECAL, textured triangle.
  * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
  * perspective correction.
- * 
+ *
  * No fog.
  */
 static void simple_z_textured_triangle( GLcontext *ctx,
@@ -298,1119 +240,595 @@ static void simple_z_textured_triangle( GLcontext *ctx,
                                        const SWvertex *v2 )
 {
 #define INTERP_Z 1
-#define INTERP_FOG 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_INT_TEX 1
 #define S_SCALE twidth
 #define T_SCALE theight
+
 #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 INNER_LOOP( LEFT, RIGHT, Y )                           \
-       {                                                       \
-          CONST GLint n = RIGHT-LEFT;                          \
-          GLint i;                                             \
-          GLchan rgb[MAX_WIDTH][3];                            \
-           GLubyte mask[MAX_WIDTH];                            \
-           (void) fffog;                                        \
-          if (n>0) {                                           \
-              ffs -= FIXED_HALF; /* off-by-one error? */        \
-              fft -= FIXED_HALF;                                \
-             for (i=0;i<n;i++) {                               \
-                 GLdepth z = FixedToDepth(ffz);                        \
-                 if (z < zRow[i]) {                            \
-                    GLint s = FixedToInt(ffs) & smask;         \
-                    GLint t = FixedToInt(fft) & tmask;         \
-                    GLint pos = (t << twidth_log2) + s;                \
-                    pos = pos + pos + pos;  /* multiply by 3 */        \
-                    rgb[i][RCOMP] = texture[pos];              \
-                    rgb[i][GCOMP] = texture[pos+1];            \
-                    rgb[i][BCOMP] = texture[pos+2];            \
-                   zRow[i] = z;                                \
-                    mask[i] = 1;                               \
-                 }                                             \
-                 else {                                                \
-                    mask[i] = 0;                               \
-                 }                                             \
-                ffz += fdzdx;                                  \
-                ffs += fdsdx;                                  \
-                fft += fdtdx;                                  \
-             }                                                 \
-              (*ctx->Driver.WriteRGBSpan)( ctx, n, LEFT, Y,    \
-                           (CONST GLchan (*)[3]) rgb, mask );  \
-          }                                                    \
-       }
+#define RENDER_SPAN( span )                                            \
+   GLuint i;                                                           \
+   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);                          \
+      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];                   \
+         zRow[i] = z;                                                  \
+         span.array->mask[i] = 1;                                      \
+      }                                                                        \
+      else {                                                           \
+         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.end, span.x, span.y,       \
+                                  (CONST GLchan (*)[3]) span.array->rgb,\
+                                  span.array->mask );
 
 #include "s_tritemp.h"
 }
 
 
+#if CHAN_TYPE != GL_FLOAT
 
-/*
- * Render an RGB/RGBA textured triangle without perspective correction.
+struct affine_info
+{
+   GLenum filter;
+   GLenum format;
+   GLenum envmode;
+   GLint smask, tmask;
+   GLint twidth_log2;
+   const GLchan *texture;
+   GLfixed er, eg, eb, ea;
+   GLint tbytesline, tsize;
+};
+
+
+/* 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 void affine_textured_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
+static INLINE void
+affine_span(GLcontext *ctx, struct sw_span *span,
+            struct affine_info *info)
 {
-#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_INT_TEX 1
-#define S_SCALE twidth
-#define T_SCALE theight
-#define SETUP_CODE                                                     \
-   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;                  \
-   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;                             \
-   GLint format = obj->Image[b]->Format;                                \
-   GLint filter = obj->MinFilter;                                       \
-   GLint envmode = unit->EnvMode;                                       \
-   GLint comp, tbytesline, tsize;                                       \
-   GLfixed er, eg, eb, ea;                                              \
-   GLint tr, tg, tb, ta;                                                \
-   if (!texture) {                                                     \
-      /* this shouldn't happen */                                      \
-      return;                                                          \
-   }                                                                   \
-   if (envmode == GL_BLEND || envmode == GL_ADD) {                      \
-      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */        \
-      er = FloatToFixed(unit->EnvColor[RCOMP]);                         \
-      eg = FloatToFixed(unit->EnvColor[GCOMP]);                         \
-      eb = FloatToFixed(unit->EnvColor[BCOMP]);                         \
-      ea = FloatToFixed(unit->EnvColor[ACOMP]);                         \
-   }                                                                    \
-   switch (format) {                                                    \
-   case GL_ALPHA:                                                       \
-   case GL_LUMINANCE:                                                   \
-   case GL_INTENSITY:                                                   \
-      comp = 1;                                                         \
-      break;                                                            \
-   case GL_LUMINANCE_ALPHA:                                             \
-      comp = 2;                                                         \
-      break;                                                            \
-   case GL_RGB:                                                         \
-      comp = 3;                                                         \
-      break;                                                            \
-   case GL_RGBA:                                                        \
-      comp = 4;                                                         \
-      break;                                                            \
-   default:                                                             \
-      _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
-      return;                                                           \
-   }                                                                    \
-   tbytesline = obj->Image[b]->Width * comp;                            \
-   tsize = obj->Image[b]->Height * tbytesline;
-
-
-  /* Instead of defining a function for each mode, a test is done 
-   * between the outer and inner loops. This is to reduce code size
-   * and complexity. Observe that an optimizing compiler kills 
-   * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
-   */ 
-
-#define NEAREST_RGB    \
-        tr = tex00[RCOMP]; \
-        tg = tex00[GCOMP]; \
-        tb = tex00[BCOMP]; \
-        ta = 0xff
-
-#define LINEAR_RGB                                                      \
-       tr = (ti * (si * tex00[0] + sf * tex01[0]) +                    \
-              tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
-       tg = (ti * (si * tex00[1] + sf * tex01[1]) +                    \
-              tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
-       tb = (ti * (si * tex00[2] + sf * tex01[2]) +                    \
-              tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
-       ta = 0xff
-
-#define NEAREST_RGBA   \
-        tr = tex00[RCOMP]; \
-        tg = tex00[GCOMP]; \
-        tb = tex00[BCOMP]; \
-        ta = tex00[ACOMP]
-
-#define LINEAR_RGBA                                                     \
-       tr = (ti * (si * tex00[0] + sf * tex01[0]) +                    \
-              tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
-       tg = (ti * (si * tex00[1] + sf * tex01[1]) +                    \
-              tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
-       tb = (ti * (si * tex00[2] + sf * tex01[2]) +                    \
-              tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
-       ta = (ti * (si * tex00[3] + sf * tex01[3]) +                    \
-              tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
-
-#define MODULATE                                       \
-        dest[RCOMP] = ffr * (tr + 1) >> (FIXED_SHIFT + 8); \
-        dest[GCOMP] = ffg * (tg + 1) >> (FIXED_SHIFT + 8); \
-        dest[BCOMP] = ffb * (tb + 1) >> (FIXED_SHIFT + 8); \
-        dest[ACOMP] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
-
-#define DECAL                                                                \
-       dest[RCOMP] = ((0xff - ta) * ffr + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
-       dest[GCOMP] = ((0xff - ta) * ffg + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
-       dest[BCOMP] = ((0xff - ta) * ffb + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
-       dest[ACOMP] = FixedToInt(ffa)
-
-#define BLEND                                                               \
-        dest[RCOMP] = ((0xff - tr) * ffr + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
-        dest[GCOMP] = ((0xff - tg) * ffg + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
-        dest[BCOMP] = ((0xff - tb) * ffb + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
-        dest[ACOMP] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
-
-#define REPLACE       \
-        dest[RCOMP] = tr; \
-        dest[GCOMP] = tg; \
-        dest[BCOMP] = tb; \
-        dest[ACOMP] = ta
-
-#define ADD                                                          \
-        dest[RCOMP] = ((ffr << 8) + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
-        dest[GCOMP] = ((ffg << 8) + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
-        dest[BCOMP] = ((ffb << 8) + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
-        dest[ACOMP] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
+   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
+    * and complexity. Observe that an optimizing compiler kills
+    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
+    */
+
+#define NEAREST_RGB                    \
+   sample[RCOMP] = tex00[RCOMP];       \
+   sample[GCOMP] = tex00[GCOMP];       \
+   sample[BCOMP] = tex00[BCOMP];       \
+   sample[ACOMP] = CHAN_MAX
+
+#define LINEAR_RGB                                                     \
+   sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) +             \
+             tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
+   sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) +             \
+             tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
+   sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) +             \
+             tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
+   sample[ACOMP] = CHAN_MAX
+
+#define NEAREST_RGBA  COPY_CHAN4(sample, tex00)
+
+#define LINEAR_RGBA                                                    \
+   sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) +             \
+               tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT;\
+   sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) +             \
+               tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT;\
+   sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) +             \
+               tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT;\
+   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   * (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 - sample[ACOMP]) * span->red +             \
+               ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))   \
+               >> (FIXED_SHIFT + 8);                                   \
+   dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +           \
+               ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))   \
+               >> (FIXED_SHIFT + 8);                                   \
+   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 - 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, sample)
+
+#define ADD                                                            \
+   {                                                                   \
+      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_RGBA_REPLACE  *(GLint *)dest = *(GLint *)tex00
-
-#define SPAN1(DO_TEX,COMP)                                 \
-       for (i=0;i<n;i++) {                                \
-           GLint s = FixedToInt(ffs) & smask;              \
-           GLint t = FixedToInt(fft) & tmask;              \
-           GLint pos = (t << twidth_log2) + s;             \
-           const GLchan *tex00 = texture + COMP * pos;     \
-          zspan[i] = FixedToDepth(ffz);                   \
-          fogspan[i] = fffog / 256;                       \
-           DO_TEX;                                         \
-          fffog += fdfogdx;                               \
-          ffz += fdzdx;                                   \
-           ffr += fdrdx;                                   \
-          ffg += fdgdx;                                   \
-           ffb += fdbdx;                                   \
-          ffa += fdadx;                                   \
-          ffs += fdsdx;                                   \
-          fft += fdtdx;                                   \
-           dest += 4;                                      \
+#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->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;           \
+           DO_TEX;                                                     \
+           span->red += span->redStep;                                 \
+          span->green += span->greenStep;                              \
+           span->blue += span->blueStep;                               \
+          span->alpha += span->alphaStep;                              \
+          span->intTex[0] += span->intTexStep[0];                      \
+          span->intTex[1] += span->intTexStep[1];                      \
+           dest += 4;                                                  \
        }
 
-#define SPAN2(DO_TEX,COMP)                                 \
-       for (i=0;i<n;i++) {                                \
-           GLint s = FixedToInt(ffs) & smask;              \
-           GLint t = FixedToInt(fft) & tmask;              \
-           GLint sf = ffs & FIXED_FRAC_MASK;               \
-           GLint tf = fft & FIXED_FRAC_MASK;               \
-           GLint si = FIXED_FRAC_MASK - sf;                \
-           GLint ti = FIXED_FRAC_MASK - tf;                \
-           GLint pos = (t << twidth_log2) + s;             \
-           const GLchan *tex00 = texture + COMP * pos;     \
-           const GLchan *tex10 = tex00 + tbytesline;       \
-           const GLchan *tex01 = tex00 + COMP;             \
-           const GLchan *tex11 = tex10 + COMP;             \
-           if (t == tmask) {                               \
-              tex10 -= tsize;                              \
-              tex11 -= tsize;                              \
-           }                                               \
-           if (s == smask) {                               \
-              tex01 -= tbytesline;                         \
-              tex11 -= tbytesline;                         \
-           }                                               \
-          zspan[i] = FixedToDepth(ffz);                   \
-          fogspan[i] = fffog / 256;                       \
-           DO_TEX;                                         \
-          fffog += fdfogdx;                               \
-          ffz += fdzdx;                                   \
-           ffr += fdrdx;                                   \
-          ffg += fdgdx;                                   \
-           ffb += fdbdx;                                   \
-          ffa += fdadx;                                   \
-          ffs += fdsdx;                                   \
-          fft += fdtdx;                                   \
-           dest += 4;                                      \
+#define SPAN_LINEAR(DO_TEX,COMP)                                       \
+       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;                \
+           GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;             \
+           GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;             \
+           GLfixed si = FIXED_FRAC_MASK - sf;                          \
+           GLfixed ti = FIXED_FRAC_MASK - tf;                          \
+           GLint pos = (t << info->twidth_log2) + s;                   \
+           const GLchan *tex00 = info->texture + COMP * pos;           \
+           const GLchan *tex10 = tex00 + info->tbytesline;             \
+           const GLchan *tex01 = tex00 + COMP;                         \
+           const GLchan *tex11 = tex10 + COMP;                         \
+           (void) ti;                                                  \
+           (void) si;                                                  \
+           if (t == info->tmask) {                                     \
+              tex10 -= info->tsize;                                    \
+              tex11 -= info->tsize;                                    \
+           }                                                           \
+           if (s == info->smask) {                                     \
+              tex01 -= info->tbytesline;                               \
+              tex11 -= info->tbytesline;                               \
+           }                                                           \
+           DO_TEX;                                                     \
+           span->red += span->redStep;                                 \
+          span->green += span->greenStep;                              \
+           span->blue += span->blueStep;                               \
+          span->alpha += span->alphaStep;                              \
+          span->intTex[0] += span->intTexStep[0];                      \
+          span->intTex[1] += span->intTexStep[1];                      \
+           dest += 4;                                                  \
        }
 
-/* here comes the heavy part.. (something for the compiler to chew on) */
-#define INNER_LOOP( LEFT, RIGHT, Y )                      \
-       {                                                  \
-           CONST GLint n = RIGHT-LEFT;                    \
-          GLint i;                                        \
-          GLdepth zspan[MAX_WIDTH];                       \
-          GLfixed fogspan[MAX_WIDTH];                     \
-          GLchan rgba[MAX_WIDTH][4];                      \
-          if (n>0) {                                      \
-              GLchan *dest = rgba[0];                      \
-              ffs -= FIXED_HALF; /* off-by-one error? */   \
-              fft -= FIXED_HALF;                           \
-              switch (filter) {                            \
-             case GL_NEAREST:                             \
-                switch (format) {                         \
-                 case GL_RGB:                              \
-                   switch (envmode) {                     \
-                   case GL_MODULATE:                      \
-                       SPAN1(NEAREST_RGB;MODULATE,3);      \
-                       break;                              \
-                   case GL_DECAL:                         \
-                    case GL_REPLACE:                       \
-                       SPAN1(NEAREST_RGB_REPLACE,3);       \
-                       break;                              \
-                    case GL_BLEND:                         \
-                       SPAN1(NEAREST_RGB;BLEND,3);         \
-                       break;                              \
-                   case GL_ADD:                           \
-                      SPAN1(NEAREST_RGB;ADD,3);           \
-                      break;                              \
-                    default: /* unexpected env mode */     \
-                       abort();                            \
-                   }                                      \
-                    break;                                 \
-                case GL_RGBA:                             \
-                   switch(envmode) {                      \
-                   case GL_MODULATE:                      \
-                       SPAN1(NEAREST_RGBA;MODULATE,4);     \
-                       break;                              \
-                   case GL_DECAL:                         \
-                       SPAN1(NEAREST_RGBA;DECAL,4);        \
-                       break;                              \
-                   case GL_BLEND:                         \
-                       SPAN1(NEAREST_RGBA;BLEND,4);        \
-                       break;                              \
-                   case GL_ADD:                           \
-                      SPAN1(NEAREST_RGBA;ADD,4);          \
-                      break;                              \
-                   case GL_REPLACE:                       \
-                       SPAN1(NEAREST_RGBA_REPLACE,4);      \
-                       break;                              \
-                    default: /* unexpected env mode */     \
-                       abort();                            \
-                   }                                      \
-                    break;                                 \
-                }                                         \
-                 break;                                    \
-             case GL_LINEAR:                              \
-                 ffs -= FIXED_HALF;                        \
-                 fft -= FIXED_HALF;                        \
-                switch (format) {                         \
-                case GL_RGB:                              \
-                   switch (envmode) {                     \
-                   case GL_MODULATE:                      \
-                      SPAN2(LINEAR_RGB;MODULATE,3);       \
-                       break;                              \
-                   case GL_DECAL:                         \
-                   case GL_REPLACE:                       \
-                       SPAN2(LINEAR_RGB;REPLACE,3);        \
-                       break;                              \
-                   case GL_BLEND:                         \
-                      SPAN2(LINEAR_RGB;BLEND,3);          \
-                      break;                              \
-                   case GL_ADD:                           \
-                      SPAN2(LINEAR_RGB;ADD,3);            \
-                      break;                              \
-                    default: /* unexpected env mode */     \
-                       abort();                            \
-                   }                                      \
-                   break;                                 \
-                case GL_RGBA:                             \
-                   switch (envmode) {                     \
-                   case GL_MODULATE:                      \
-                      SPAN2(LINEAR_RGBA;MODULATE,4);      \
-                      break;                              \
-                   case GL_DECAL:                         \
-                      SPAN2(LINEAR_RGBA;DECAL,4);         \
-                      break;                              \
-                   case GL_BLEND:                         \
-                      SPAN2(LINEAR_RGBA;BLEND,4);         \
-                      break;                              \
-                   case GL_ADD:                           \
-                      SPAN2(LINEAR_RGBA;ADD,4);           \
-                      break;                              \
-                   case GL_REPLACE:                       \
-                      SPAN2(LINEAR_RGBA;REPLACE,4);       \
-                      break;                              \
-                    default: /* unexpected env mode */     \
-                       abort();                            \
-                   }                                      \
-                   break;                                 \
-                }                                         \
-                 break;                                    \
-             }                                            \
-              _mesa_write_rgba_span(ctx, n, LEFT, Y, zspan,   \
-                                 fogspan,                  \
-                                 rgba, GL_POLYGON);        \
-              /* explicit kill of variables: */            \
-              ffr = ffg = ffb = ffa = 0;                   \
-           }                                               \
-       }
 
-#include "s_tritemp.h"
-#undef SPAN1
-#undef SPAN2
+   GLuint i;
+   GLchan *dest = span->array->rgba[0];
+
+   span->intTex[0] -= FIXED_HALF;
+   span->intTex[1] -= FIXED_HALF;
+   switch (info->filter) {
+   case GL_NEAREST:
+      switch (info->format) {
+      case GL_RGB:
+         switch (info->envmode) {
+         case GL_MODULATE:
+            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
+            break;
+         case GL_DECAL:
+         case GL_REPLACE:
+            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
+            break;
+         case GL_BLEND:
+            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
+            break;
+         case GL_ADD:
+            SPAN_NEAREST(NEAREST_RGB;ADD,3);
+            break;
+         default:
+            abort();
+         }
+         break;
+      case GL_RGBA:
+         switch(info->envmode) {
+         case GL_MODULATE:
+            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
+            break;
+         case GL_DECAL:
+            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
+            break;
+         case GL_BLEND:
+            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
+            break;
+         case GL_ADD:
+            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
+            break;
+         case GL_REPLACE:
+            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
+            break;
+         default:
+            abort();
+         }
+         break;
+      }
+      break;
+
+   case GL_LINEAR:
+      span->intTex[0] -= FIXED_HALF;
+      span->intTex[1] -= FIXED_HALF;
+      switch (info->format) {
+      case GL_RGB:
+         switch (info->envmode) {
+         case GL_MODULATE:
+            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
+            break;
+         case GL_DECAL:
+         case GL_REPLACE:
+            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
+            break;
+         case GL_BLEND:
+            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
+            break;
+         case GL_ADD:
+            SPAN_LINEAR(LINEAR_RGB;ADD,3);
+            break;
+         default:
+            abort();
+         }
+         break;
+      case GL_RGBA:
+         switch (info->envmode) {
+         case GL_MODULATE:
+            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
+            break;
+         case GL_DECAL:
+            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
+            break;
+         case GL_BLEND:
+            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
+            break;
+         case GL_ADD:
+            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
+            break;
+         case GL_REPLACE:
+            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
+            break;
+         default:
+            abort();
+         }                 break;
+      }
+      break;
+   }
+   span->interpMask &= ~SPAN_RGBA;
+   ASSERT(span->arrayMask & SPAN_RGBA);
+   _mesa_write_rgba_span(ctx, span);
+
+#undef SPAN_NEAREST
+#undef SPAN_LINEAR
 }
 
 
 
 /*
- * Render an perspective corrected RGB/RGBA textured triangle.
- * The Q (aka V in Mesa) coordinate must be zero such that the divide
- * by interpolated Q/W comes out right.
- *
- * This function only renders textured triangles that use GL_NEAREST.
- * Perspective correction works right.
- *
- * This function written by Klaus Niederkrueger <klaus@math.leidenuniv.nl>
- * Send all questions and bug reports to him.
+ * Render an RGB/RGBA textured triangle without perspective correction.
  */
-#if 0 /* XXX disabled because of texcoord interpolation errors */
-static void near_persp_textured_triangle(GLcontext *ctx,
-                                        const SWvertex *v0,
-                                        const SWvertex *v1,
-                                        const SWvertex *v2 )
+static void affine_textured_triangle( GLcontext *ctx,
+                                     const SWvertex *v0,
+                                     const SWvertex *v1,
+                                     const SWvertex *v2 )
 {
-/* The BIAS value is used to shift negative values into positive values.
- * Without this, negative texture values don't GL_REPEAT correctly at just
- * below zero, because (int)-0.5 = 0 = (int)0.5. We're not going to worry
- * about texture coords less than -BIAS. This could be fixed by using 
- * FLOORF etc. instead, but this is slower...
- */
-#define BIAS 4096.0F
-
 #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_INT_TEX 1
+#define S_SCALE twidth
+#define T_SCALE theight
+
 #define SETUP_CODE                                                     \
+   struct affine_info info;                                            \
    struct gl_texture_unit *unit = ctx->Texture.Unit+0;                 \
    struct gl_texture_object *obj = unit->Current2D;                    \
    const GLint b = obj->BaseLevel;                                     \
-   const GLfloat twidth = (GLfloat) obj->Image[b]->Width;              \
+   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;       \
-   const GLint smask = (obj->Image[b]->Width - 1);                      \
-   const GLint tmask = (obj->Image[b]->Height - 1);                     \
-   const GLint format = obj->Image[b]->Format;                          \
-   const GLint envmode = unit->EnvMode;                                 \
-   GLfloat sscale, tscale;                                              \
-   GLfixed er, eg, eb, ea;                                              \
-   GLint tr, tg, tb, ta;                                                \
-   if (!texture) {                                                     \
+   info.texture = (const GLchan *) obj->Image[b]->Data;                        \
+   info.twidth_log2 = obj->Image[b]->WidthLog2;                                \
+   info.smask = obj->Image[b]->Width - 1;                              \
+   info.tmask = obj->Image[b]->Height - 1;                             \
+   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] * 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 */                                      \
       return;                                                          \
    }                                                                   \
-   if (envmode == GL_BLEND || envmode == GL_ADD) {                      \
-      er = FloatToFixed(unit->EnvColor[RCOMP]);                         \
-      eg = FloatToFixed(unit->EnvColor[GCOMP]);                         \
-      eb = FloatToFixed(unit->EnvColor[BCOMP]);                         \
-      ea = FloatToFixed(unit->EnvColor[ACOMP]);                         \
-   }                                                                    \
-   sscale = twidth;                                                     \
-   tscale = theight;                                                    \
-
-
-#define OLD_SPAN(DO_TEX,COMP)                         \
-   for (i=0;i<n;i++) {                                \
-      GLfloat invQ = 1.0f / vv;                       \
-      GLint s = (int)(SS * invQ + BIAS) & smask;      \
-      GLint t = (int)(TT * invQ + BIAS) & tmask;      \
-      GLint pos = COMP * ((t << twidth_log2) + s);    \
-      const GLchan *tex00 = texture + pos;            \
-      zspan[i] = FixedToDepth(ffz);                   \
-      fogspan[i] = fffog / 256;                       \
-      DO_TEX;                                         \
-      fffog += fdfogdx;                               \
-      ffz += fdzdx;                                   \
-      ffr += fdrdx;                                   \
-      ffg += fdgdx;                                   \
-      ffb += fdbdx;                                   \
-      ffa += fdadx;                                   \
-      SS += dSdx;                                     \
-      TT += dTdx;                                     \
-      vv += dvdx;                                     \
-      dest += 4;                                      \
-   }
+                                                                       \
+   switch (info.format) {                                              \
+   case GL_ALPHA:                                                      \
+   case GL_LUMINANCE:                                                  \
+   case GL_INTENSITY:                                                  \
+      info.tbytesline = obj->Image[b]->Width;                          \
+      break;                                                           \
+   case GL_LUMINANCE_ALPHA:                                            \
+      info.tbytesline = obj->Image[b]->Width * 2;                      \
+      break;                                                           \
+   case GL_RGB:                                                                \
+      info.tbytesline = obj->Image[b]->Width * 3;                      \
+      break;                                                           \
+   case GL_RGBA:                                                       \
+      info.tbytesline = obj->Image[b]->Width * 4;                      \
+      break;                                                           \
+   default:                                                            \
+      _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
+      return;                                                          \
+   }                                                                   \
+   info.tsize = obj->Image[b]->Height * info.tbytesline;
 
-#define X_Y_TEX_COORD(X, Y) ((((int)(X) & tmask) << twidth_log2) + ((int)(Y) & smask))
-#define Y_X_TEX_COORD(X, Y) ((((int)(Y) & tmask) << twidth_log2) + ((int)(X) & smask))
-
-#define SPAN1(DO_TEX, COMP, TEX_COORD) {                          \
-   GLfloat x_max = CEILF(x_tex);                                  \
-   GLfloat y_max = y_tex + (x_max - x_tex) * dy_dx;               \
-   GLint j, x_m = (int)x_max;                                     \
-   GLint pos;                                                     \
-   if ((int)y_max != (int)y_tex) {                                \
-      GLfloat x_mid = x_tex + (CEILF(y_tex)-y_tex) * dx_dy;       \
-      j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid);    \
-      pos = COMP * TEX_COORD(x_tex, y_tex);                       \
-      DRAW_LINE (DO_TEX);                                         \
-      y_tex = y_max;                                              \
-   }                                                              \
-   nominator += vv * x_max;                                       \
-   denominator -= dvdx * x_max;                                   \
-   j = nominator / denominator;                                   \
-   pos = COMP * TEX_COORD(x_tex, y_tex);                          \
-   DRAW_LINE (DO_TEX);                                            \
-   while (i<n)  {                                                 \
-      y_tex = y_max;                                              \
-      y_max += dy_dx;                                             \
-      if ((int)y_max != (int)y_tex) {                             \
-         GLfloat x_mid = (CEILF(y_tex)-y_tex) * dx_dy;            \
-         j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
-         pos = COMP * TEX_COORD(x_m, y_tex);                      \
-         DRAW_LINE (DO_TEX);                                      \
-         y_tex = y_max;                                           \
-      }                                                           \
-      nominator += vv;                                            \
-      denominator -= dvdx;                                        \
-      j = nominator/denominator;                                  \
-      pos = COMP * TEX_COORD(x_m, y_tex);                         \
-      DRAW_LINE (DO_TEX);                                         \
-      x_m ++;                                                     \
-   }                                                              \
-}
+#define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
+
+#include "s_tritemp.h"
 
-#define SPAN2(DO_TEX, COMP, TEX_COORD)  {                      \
-   GLfloat x_max = CEILF (x_tex);                              \
-   GLfloat y_max = y_tex + (x_max - x_tex) * dy_dx;            \
-   GLint j, x_m = (int) x_max;                                 \
-   GLint pos;                                                  \
-   if ((int)y_max != (int)y_tex) {                             \
-      GLfloat x_mid = x_tex + (FLOORF(y_tex)-y_tex) * dx_dy;   \
-      j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
-      pos = COMP * TEX_COORD(x_tex, y_tex);                    \
-      DRAW_LINE (DO_TEX);                                      \
-      y_tex = y_max;                                           \
-   }                                                           \
-   nominator += vv * x_max;                                    \
-   denominator -= dvdx * x_max;                                        \
-   j = nominator / denominator;                                        \
-   pos = COMP * TEX_COORD(x_tex, y_tex);                       \
-   DRAW_LINE (DO_TEX);                                         \
-   while (i<n)  {                                              \
-      y_tex = y_max;                                           \
-      y_max += dy_dx;                                          \
-      if ((int)y_max != (int)y_tex) {                          \
-         GLfloat x_mid = (FLOORF(y_tex)-y_tex) * dx_dy;                \
-         j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid);\
-         pos = COMP * TEX_COORD(x_m, y_tex);                   \
-         DRAW_LINE (DO_TEX);                                   \
-         y_tex = y_max;                                                \
-      }                                                                \
-      nominator += vv;                                         \
-      denominator -= dvdx;                                     \
-      j = nominator/denominator;                               \
-      pos = COMP * TEX_COORD(x_m, y_tex);                      \
-      DRAW_LINE (DO_TEX);                                      \
-      x_m ++;                                                  \
-   }                                                           \
-} 
-
-#define SPAN3(DO_TEX, COMP, TEX_COORD) {                               \
-   GLfloat x_min = FLOORF (x_tex);                                     \
-   GLfloat y_min = y_tex + (x_min - x_tex) * dy_dx;                    \
-   GLint j, x_m = (int)x_min;                                          \
-   GLint pos;                                                          \
-   if ((int)y_min != (int)y_tex) {                                     \
-      GLfloat x_mid = x_tex + (CEILF(y_tex)-y_tex) * dx_dy;            \
-      j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid);         \
-      pos = COMP * TEX_COORD(x_m, y_tex);                              \
-      DRAW_LINE (DO_TEX);                                              \
-      y_tex = y_min;                                                   \
-   }                                                                   \
-   nominator += vv*x_min;                                              \
-   denominator -= dvdx*x_min;                                          \
-   j = nominator / denominator;                                                \
-   pos = COMP * TEX_COORD(x_m, y_tex);                                 \
-   DRAW_LINE (DO_TEX);                                                 \
-   while (i<n) {                                                       \
-      x_m --;                                                          \
-      y_tex = y_min;                                                   \
-      y_min -= dy_dx;                                                  \
-      if ((int)y_min != (int)y_tex) {                                  \
-         GLfloat x_mid = (CEILF(y_tex)-y_tex) * dx_dy;                 \
-         j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid);      \
-         pos = COMP * TEX_COORD(x_m, y_tex);                           \
-         DRAW_LINE (DO_TEX);                                           \
-         y_tex = y_min;                                                        \
-      }                                                                        \
-      nominator -= vv;                                                 \
-      denominator += dvdx;                                             \
-      j = nominator/denominator;                                       \
-      pos = COMP * TEX_COORD(x_m, y_tex);                              \
-      DRAW_LINE (DO_TEX);                                              \
-   }                                                                   \
-}
-                                       
-#define SPAN4(DO_TEX, COMP, TEX_COORD)                                 \
-{                                                                      \
-   GLfloat x_min = FLOORF(x_tex);                                      \
-   GLint x_m = (int)x_min;                                             \
-   GLfloat y_min = y_tex + (x_min - x_tex) * dy_dx;                    \
-   GLint j;                                                            \
-   GLint pos;                                                          \
-   if ((int)y_min != (int)y_tex) {                                     \
-      GLfloat x_mid = x_tex + (FLOORF(y_tex)-y_tex) * dx_dy;           \
-      j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid);         \
-      pos = COMP * TEX_COORD(x_m, y_tex);                              \
-      DRAW_LINE (DO_TEX);                                              \
-      y_tex = y_min;                                                   \
-   }                                                                   \
-   nominator += vv * x_min;                                            \
-   denominator -= dvdx * x_min;                                                \
-   j = nominator / denominator;                                                \
-   pos = COMP * TEX_COORD(x_m, y_tex);                                 \
-   DRAW_LINE (DO_TEX);                                                 \
-   while (i<n)  {                                                      \
-      x_m --;                                                          \
-      y_tex = y_min;                                                   \
-      y_min -= dy_dx;                                                  \
-      if ((int)y_min != (int)y_tex) {                                  \
-         GLfloat x_mid = (FLOORF(y_tex)-y_tex) * dx_dy;                        \
-         j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid);      \
-         pos = COMP * TEX_COORD(x_m, (y_tex));                         \
-         DRAW_LINE (DO_TEX);                                           \
-         y_tex = y_min;                                                        \
-      }                                                                        \
-      nominator -= vv;                                                 \
-      denominator += dvdx;                                             \
-      j = nominator/denominator;                                       \
-      pos = COMP * TEX_COORD(x_m, y_tex);                              \
-      DRAW_LINE (DO_TEX);                                              \
-   }                                                                   \
 }
 
-#define DRAW_LINE(DO_TEX)              \
-   {                                   \
-      GLchan *tex00 = texture + pos;   \
-      if (j>n || j<-100000)            \
-         j = n;                                \
-      while (i<j) {                    \
-         zspan[i] = FixedToDepth(ffz); \
-         fogspan[i] = fffog / 256;      \
-         DO_TEX;                       \
-         fffog += fdfogdx;              \
-         ffz += fdzdx;                 \
-         ffr += fdrdx;                 \
-         ffg += fdgdx;                 \
-         ffb += fdbdx;                 \
-         ffa += fdadx;                 \
-         dest += 4;                    \
-         i++;                          \
-      }                                        \
-   }
 
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-   {                                                                   \
-      GLint i = 0;                                                     \
-      const GLint n = RIGHT-LEFT;                                      \
-      GLdepth zspan[MAX_WIDTH];                                                \
-      GLfixed fogspan[MAX_WIDTH];                                      \
-      GLchan rgba[MAX_WIDTH][4];                                       \
-      (void)uu; /* please GCC */                                       \
-      if (n > 0) {                                                     \
-         GLchan *dest = rgba[0];                                       \
-         GLfloat SS = ss * sscale;                                     \
-         GLfloat TT = tt * tscale;                                     \
-         GLfloat dSdx = dsdx * sscale;                                 \
-         GLfloat dTdx = dtdx * tscale;                                 \
-         GLfloat x_tex;                                                        \
-         GLfloat y_tex;                                                        \
-         GLfloat dx_tex;                                               \
-         GLfloat dy_tex;                                               \
-         if (n<5) /* When line very short, setup-time > speed-gain. */ \
-            goto old_span;  /* So: take old method */                  \
-         x_tex = SS / vv,                                              \
-            y_tex = TT / vv;                                           \
-         dx_tex = (SS + n * dSdx) / (vv + n * dvdx) - x_tex,           \
-            dy_tex = (TT + n * dTdx) / (vv + n * dvdx) - y_tex;                \
-        /* Choose between walking over texture or over pixelline: */   \
-        /* If there are few texels, walk over texture otherwise   */   \
-        /* walk over pixelarray. The quotient on the right side   */   \
-        /* should give the timeratio needed to draw one texel in  */   \
-        /* comparison to one pixel. Depends on CPU.               */   \
-         if (dx_tex*dx_tex + dy_tex*dy_tex < (n*n)/16) {               \
-            x_tex += BIAS;                                             \
-            y_tex += BIAS;                                             \
-            if (dx_tex*dx_tex > dy_tex*dy_tex) {                       \
-           /* if (FABSF(dx_tex) > FABSF(dy_tex)) */                    \
-               GLfloat nominator = - SS - vv * BIAS;                   \
-               GLfloat denominator = dvdx * BIAS + dSdx;               \
-               GLfloat dy_dx;                                          \
-               GLfloat dx_dy;                                          \
-               if (dy_tex != 0.0f) {                                   \
-                  dy_dx = dy_tex / dx_tex;                              \
-                  dx_dy = 1.0f/dy_dx;                                  \
-               }                                                        \
-               else                                                     \
-                  dy_dx = 0.0f;                                         \
-               if (dx_tex > 0.0f) {                                    \
-                  if (dy_tex > 0.0f) {                                 \
-                     switch (format) {                                 \
-                     case GL_RGB:                                      \
-                        switch (envmode) {                             \
-                        case GL_MODULATE:                              \
-                           SPAN1(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
-                           break;                                      \
-                        case GL_DECAL:                                 \
-                        case GL_REPLACE:                               \
-                           SPAN1(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD);        \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN1(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD);  \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN1(NEAREST_RGB;ADD,3, Y_X_TEX_COORD);     \
-                          break;                                       \
-                        default: /* unexpected env mode */             \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     case GL_RGBA:                                     \
-                        switch(envmode) {                              \
-                        case GL_MODULATE:                              \
-                           SPAN1(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
-                           break;                                      \
-                        case GL_DECAL:                                 \
-                           SPAN1(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN1(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN1(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD);    \
-                          break;                                       \
-                        case GL_REPLACE:                               \
-                           SPAN1(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
-                           break;                                      \
-                        default: /* unexpected env mode */             \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     }                                                 \
-                  }                                                    \
-                  else {  /* dy_tex <= 0.0f */                         \
-                     switch (format) {                                 \
-                     case GL_RGB:                                      \
-                        switch (envmode) {                             \
-                        case GL_MODULATE:                              \
-                           SPAN2(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
-                           break;                                      \
-                        case GL_DECAL:                                 \
-                        case GL_REPLACE:                               \
-                           SPAN2(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD);        \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN2(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD);  \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN2(NEAREST_RGB;ADD,3, Y_X_TEX_COORD);     \
-                          break;                                       \
-                        default: /* unexpected env mode */             \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     case GL_RGBA:                                     \
-                        switch(envmode) {                              \
-                        case GL_MODULATE:                              \
-                           SPAN2(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
-                           break;                                      \
-                        case GL_DECAL:                                 \
-                           SPAN2(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN2(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN2(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD);    \
-                          break;                                       \
-                        case GL_REPLACE:                               \
-                           SPAN2(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
-                           break;                                      \
-                        default: /* unexpected env mode */             \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     }                                                 \
-                  }                                                    \
-               }                                                       \
-               else { /* dx_tex < 0.0f */                              \
-                  if (dy_tex > 0.0f) {                                 \
-                     switch (format) {                                 \
-                     case GL_RGB:                                      \
-                        switch (envmode) {                             \
-                        case GL_MODULATE:                              \
-                           SPAN3(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
-                           break;                                      \
-                        case GL_DECAL:                                 \
-                        case GL_REPLACE:                               \
-                           SPAN3(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD);        \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN3(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD);  \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN3(NEAREST_RGB;ADD,3, Y_X_TEX_COORD);     \
-                          break;                                       \
-                        default: /* unexpected env mode */             \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     case GL_RGBA:                                     \
-                        switch(envmode) {                              \
-                        case GL_MODULATE:                              \
-                           SPAN3(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
-                           break;                                      \
-                        case GL_DECAL:                                 \
-                           SPAN3(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
-                           break;                                      \
-                          case GL_BLEND:                               \
-                           SPAN3(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN3(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD);    \
-                          break;                                       \
-                        case GL_REPLACE:                               \
-                           SPAN3(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
-                           break;                                      \
-                        default: /* unexpected env mode */             \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     }                                                 \
-                  }                                                    \
-                  else {  /* dy_tex <= 0.0f */                         \
-                     switch (format) {                                 \
-                     case GL_RGB:                                      \
-                        switch (envmode) {                             \
-                        case GL_MODULATE:                              \
-                           SPAN4(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
-                           break;                                      \
-                          case GL_DECAL:                               \
-                        case GL_REPLACE:                               \
-                           SPAN4(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD);        \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN4(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD);  \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN4(NEAREST_RGB;ADD,3, Y_X_TEX_COORD);     \
-                          break;                                       \
-                        default:                                       \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     case GL_RGBA:                                     \
-                        switch(envmode) {                              \
-                            case GL_MODULATE:                          \
-                           SPAN4(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
-                           break;                                      \
-                        case GL_DECAL:                                 \
-                           SPAN4(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN4(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN4(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD);    \
-                          break;                                       \
-                        case GL_REPLACE:                               \
-                           SPAN4(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
-                           break;                                      \
-                        default: /* unexpected env mode */             \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     }                                                 \
-                  }                                                    \
-               }                                                       \
-            }                                                          \
-            else {  /* FABSF(dx_tex) > FABSF(dy_tex) */                        \
-               GLfloat swap;                                           \
-               GLfloat dy_dx;                                          \
-               GLfloat dx_dy;                                          \
-               GLfloat nominator, denominator;                         \
-               if (dx_tex == 0.0f /* &&  dy_tex == 0.0f*/)             \
-                  goto old_span; /* case so special, that use old */    \
-               /* swap some x-values and y-values */                   \
-               SS = TT;                                                        \
-               dSdx = dTdx;                                            \
-               swap = x_tex, x_tex = y_tex, y_tex = swap;              \
-               swap = dx_tex, dx_tex = dy_tex, dy_tex = swap;          \
-               nominator = - SS - vv * BIAS;                           \
-               denominator = dvdx * BIAS + dSdx;                       \
-               if (dy_tex != 0.0f) {                                   \
-                  dy_dx = dy_tex / dx_tex;                              \
-                  dx_dy = 1.0f/dy_dx;                                  \
-               }                                                        \
-               else                                                     \
-                  dy_dx = 0.0f;                                         \
-               if (dx_tex > 0.0f) {                                    \
-                  if (dy_tex > 0.0f) {                                 \
-                    switch (format) {                                  \
-                    case GL_RGB:                                       \
-                       switch (envmode) {                              \
-                       case GL_MODULATE:                               \
-                           SPAN1(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
-                          break;                                       \
-                        case GL_DECAL:                                 \
-                        case GL_REPLACE:                                       \
-                           SPAN1(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD);        \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN1(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD);  \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN1(NEAREST_RGB;ADD,3, X_Y_TEX_COORD);     \
-                          break;                                       \
-                        default: /* unexpected env mode */             \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     case GL_RGBA:                                     \
-                        switch(envmode) {                              \
-                        case GL_MODULATE:                              \
-                           SPAN1(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
-                           break;                                      \
-                        case GL_DECAL:                                 \
-                           SPAN1(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD);  \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN1(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD);  \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN1(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD);    \
-                          break;                                       \
-                        case GL_REPLACE:                               \
-                           SPAN1(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
-                           break;                                      \
-                        default:                                       \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     }                                                 \
-                  }                                                    \
-                  else { /* dy_tex <= 0.0f */                          \
-                     switch (format) {                                 \
-                     case GL_RGB:                                      \
-                        switch (envmode) {                             \
-                        case GL_MODULATE:                              \
-                           SPAN2(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
-                           break;                                      \
-                          case GL_DECAL:                               \
-                        case GL_REPLACE:                               \
-                           SPAN2(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD);        \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN2(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD);  \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN2(NEAREST_RGB;ADD,3, X_Y_TEX_COORD);     \
-                          break;                                       \
-                        default:                                       \
-                           abort();                                    \
-                            }                                          \
-                        break;                                         \
-                     case GL_RGBA:                                     \
-                        switch(envmode) {                              \
-                        case GL_MODULATE:                              \
-                           SPAN2(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
-                           break;                                      \
-                        case GL_DECAL:                                 \
-                           SPAN2(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN2(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN2(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD);    \
-                          break;                                       \
-                        case GL_REPLACE:                               \
-                           SPAN2(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
-                           break;                                      \
-                        default:                                       \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     }                                                 \
-                  }                                                    \
-               }                                                       \
-               else { /* dx_tex < 0.0f */                              \
-                  if (dy_tex > 0.0f) {                                 \
-                     switch (format) {                                 \
-                     case GL_RGB:                                      \
-                        switch (envmode) {                             \
-                        case GL_MODULATE:                              \
-                           SPAN3(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
-                           break;                                      \
-                        case GL_DECAL:                         \
-                        case GL_REPLACE:                               \
-                           SPAN3(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD);        \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN3(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD);  \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN3(NEAREST_RGB;ADD,3, X_Y_TEX_COORD);     \
-                          break;                                       \
-                        default:                                       \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     case GL_RGBA:                                     \
-                        switch(envmode) {                              \
-                           case GL_MODULATE:                           \
-                           SPAN3(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
-                           break;                                      \
-                        case GL_DECAL:                                 \
-                           SPAN3(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN3(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN3(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD);    \
-                          break;                                       \
-                        case GL_REPLACE:                               \
-                           SPAN3(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
-                           break;                                      \
-                        default:                                       \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     }                                                 \
-                  }                                                    \
-                  else { /* dy_tex <= 0.0f */                          \
-                     switch (format) {                                 \
-                     case GL_RGB:                                      \
-                        switch (envmode) {                             \
-                        case GL_MODULATE:                              \
-                           SPAN4(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
-                           break;                                      \
-                          case GL_DECAL:                               \
-                        case GL_REPLACE:                               \
-                           SPAN4(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD);        \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN4(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD);  \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN4(NEAREST_RGB;ADD,3, X_Y_TEX_COORD);     \
-                          break;                                       \
-                        default:                                       \
-                           abort();                                    \
-                            }                                          \
-                        break;                                         \
-                     case GL_RGBA:                                     \
-                        switch(envmode) {                                      \
-                        case GL_MODULATE:                              \
-                           SPAN4(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
-                           break;                                      \
-                        case GL_DECAL:                                 \
-                           SPAN4(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
-                           break;                                      \
-                        case GL_BLEND:                                 \
-                           SPAN4(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
-                           break;                                      \
-                       case GL_ADD:                                    \
-                          SPAN4(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD);    \
-                          break;                                       \
-                        case GL_REPLACE:                               \
-                           SPAN4(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
-                           break;                                      \
-                        default:                                       \
-                           abort();                                    \
-                        }                                              \
-                        break;                                         \
-                     }                                                 \
-                  }                                                    \
-               }                                                       \
-            }                                                          \
-         }                                                             \
-         else {                                                                \
-            old_span:                                                   \
-            switch (format) {                                                  \
-            case GL_RGB:                                               \
-               switch (envmode) {                                              \
-               case GL_MODULATE:                                       \
-                  OLD_SPAN(NEAREST_RGB;MODULATE,3);                    \
-                  break;                                               \
-               case GL_DECAL:                                          \
-               case GL_REPLACE:                                                \
-                  OLD_SPAN(NEAREST_RGB_REPLACE,3);                     \
-                  break;                                               \
-               case GL_BLEND:                                          \
-                  OLD_SPAN(NEAREST_RGB;BLEND,3);                       \
-                  break;                                               \
-              case GL_ADD:                                             \
-                 OLD_SPAN(NEAREST_RGB;ADD,3);                          \
-                 break;                                                \
-               default:                                                        \
-                  abort();                                             \
-               }                                                       \
-               break;                                                  \
-            case GL_RGBA:                                              \
-               switch(envmode) {                                               \
-               case GL_MODULATE:                                       \
-                  OLD_SPAN(NEAREST_RGBA;MODULATE,4);                   \
-                  break;                                               \
-               case GL_DECAL:                                          \
-                  OLD_SPAN(NEAREST_RGBA;DECAL,4);                      \
-                  break;                                               \
-               case GL_BLEND:                                          \
-                  OLD_SPAN(NEAREST_RGBA;BLEND,4);                      \
-                  break;                                               \
-              case GL_ADD:                                             \
-                 OLD_SPAN(NEAREST_RGBA;ADD,4);                         \
-                 break;                                                \
-               case GL_REPLACE:                                                \
-                  OLD_SPAN(NEAREST_RGBA_REPLACE,4);                    \
-                  break;                                               \
-               default:                                                        \
-                  abort();                                             \
-               }                                                       \
-               break;                                                  \
-            }                                                          \
-         }                                                             \
-         _mesa_write_rgba_span( ctx, n, LEFT, Y, zspan,                        \
-                             fogspan, rgba, GL_POLYGON);               \
-         ffr = ffg = ffb = ffa = 0;                                    \
-      }                                                                        \
-   }                                                                   \
 
-#include "s_tritemp.h"
-#undef OLD_SPAN
-#undef SPAN1
-#undef SPAN2
-#undef SPAN3
-#undef SPAN4
-#undef X_Y_TEX_COORD
-#undef Y_X_TEX_COORD
-#undef DRAW_LINE
-#undef BIAS
+struct persp_info
+{
+   GLenum filter;
+   GLenum format;
+   GLenum envmode;
+   GLint smask, tmask;
+   GLint twidth_log2;
+   const GLchan *texture;
+   GLfixed er, eg, eb, ea;   /* texture env color */
+   GLint tbytesline, tsize;
+};
+
+
+static INLINE void
+fast_persp_span(GLcontext *ctx, struct sw_span *span,
+               struct persp_info *info)
+{
+   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
+   * and complexity. Observe that an optimizing compiler kills
+   * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
+   */
+#define SPAN_NEAREST(DO_TEX,COMP)                                      \
+       for (i = 0; i < span->end; i++) {                               \
+           GLdouble invQ = tex_coord[2] ?                              \
+                                 (1.0 / tex_coord[2]) : 1.0;            \
+           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;           \
+           DO_TEX;                                                     \
+           span->red += span->redStep;                                 \
+          span->green += span->greenStep;                              \
+           span->blue += span->blueStep;                               \
+          span->alpha += span->alphaStep;                              \
+          tex_coord[0] += tex_step[0];                                 \
+          tex_coord[1] += tex_step[1];                                 \
+          tex_coord[2] += tex_step[2];                                 \
+           dest += 4;                                                  \
+       }
+
+#define SPAN_LINEAR(DO_TEX,COMP)                                       \
+       for (i = 0; i < span->end; i++) {                               \
+           GLdouble invQ = tex_coord[2] ?                              \
+                                 (1.0 / tex_coord[2]) : 1.0;            \
+           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;      \
+           GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask;      \
+           GLfixed sf = s_fix & FIXED_FRAC_MASK;                       \
+           GLfixed tf = t_fix & FIXED_FRAC_MASK;                       \
+           GLfixed si = FIXED_FRAC_MASK - sf;                          \
+           GLfixed ti = FIXED_FRAC_MASK - tf;                          \
+           GLint pos = (t << info->twidth_log2) + s;                   \
+           const GLchan *tex00 = info->texture + COMP * pos;           \
+           const GLchan *tex10 = tex00 + info->tbytesline;             \
+           const GLchan *tex01 = tex00 + COMP;                         \
+           const GLchan *tex11 = tex10 + COMP;                         \
+           (void) ti;                                                  \
+           (void) si;                                                  \
+           if (t == info->tmask) {                                     \
+              tex10 -= info->tsize;                                    \
+              tex11 -= info->tsize;                                    \
+           }                                                           \
+           if (s == info->smask) {                                     \
+              tex01 -= info->tbytesline;                               \
+              tex11 -= info->tbytesline;                               \
+           }                                                           \
+           DO_TEX;                                                     \
+           span->red   += span->redStep;                               \
+          span->green += span->greenStep;                              \
+           span->blue  += span->blueStep;                              \
+          span->alpha += span->alphaStep;                              \
+          tex_coord[0] += tex_step[0];                                 \
+          tex_coord[1] += tex_step[1];                                 \
+          tex_coord[2] += tex_step[2];                                 \
+           dest += 4;                                                  \
+       }
+
+   GLuint i;
+   GLfloat tex_coord[3], tex_step[3];
+   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->texStepX[0][3];
+
+   switch (info->filter) {
+   case GL_NEAREST:
+      switch (info->format) {
+      case GL_RGB:
+         switch (info->envmode) {
+         case GL_MODULATE:
+            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
+            break;
+         case GL_DECAL:
+         case GL_REPLACE:
+            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
+            break;
+         case GL_BLEND:
+            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
+            break;
+         case GL_ADD:
+            SPAN_NEAREST(NEAREST_RGB;ADD,3);
+            break;
+         default:
+            abort();
+         }
+         break;
+      case GL_RGBA:
+         switch(info->envmode) {
+         case GL_MODULATE:
+            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
+            break;
+         case GL_DECAL:
+            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
+            break;
+         case GL_BLEND:
+            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
+            break;
+         case GL_ADD:
+            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
+            break;
+         case GL_REPLACE:
+            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
+            break;
+         default:
+            abort();
+         }
+         break;
+      }
+      break;
+
+   case GL_LINEAR:
+      switch (info->format) {
+      case GL_RGB:
+         switch (info->envmode) {
+         case GL_MODULATE:
+            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
+            break;
+         case GL_DECAL:
+         case GL_REPLACE:
+            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
+            break;
+         case GL_BLEND:
+            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
+            break;
+         case GL_ADD:
+            SPAN_LINEAR(LINEAR_RGB;ADD,3);
+            break;
+         default:
+            abort();
+         }
+         break;
+      case GL_RGBA:
+         switch (info->envmode) {
+         case GL_MODULATE:
+            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
+            break;
+         case GL_DECAL:
+            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
+            break;
+         case GL_BLEND:
+            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
+            break;
+         case GL_ADD:
+            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
+            break;
+         case GL_REPLACE:
+            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
+            break;
+         default:
+            abort();
+         }
+         break;
+      }
+      break;
+   }
+   
+   ASSERT(span->arrayMask & SPAN_RGBA);
+   _mesa_write_rgba_span(ctx, span);
+
+#undef SPAN_NEAREST
+#undef SPAN_LINEAR
 }
-#endif
 
 
 /*
@@ -1418,14 +836,11 @@ static void near_persp_textured_triangle(GLcontext *ctx,
  * The Q (aka V in Mesa) coordinate must be zero such that the divide
  * by interpolated Q/W comes out right.
  *
- * This function written by Klaus Niederkrueger <klaus@math.leidenuniv.nl>
- * Send all questions and bug reports to him.
  */
-#if 0 /* XXX disabled because of texcoord interpolation errors */
-static void lin_persp_textured_triangle( GLcontext *ctx,
-                                        const SWvertex *v0,
-                                        const SWvertex *v1,
-                                        const SWvertex *v2 )
+static void persp_textured_triangle( GLcontext *ctx,
+                                    const SWvertex *v0,
+                                    const SWvertex *v1,
+                                    const SWvertex *v2 )
 {
 #define INTERP_Z 1
 #define INTERP_FOG 1
@@ -1433,479 +848,76 @@ static void lin_persp_textured_triangle( GLcontext *ctx,
 #define INTERP_RGB 1
 #define INTERP_ALPHA 1
 #define INTERP_TEX 1
+
 #define SETUP_CODE                                                     \
-   struct gl_texture_unit *unit = ctx->Texture.Unit+0;                 \
-   struct gl_texture_object *obj = unit->Current2D;                    \
+   struct persp_info info;                                             \
+   const struct gl_texture_unit *unit = ctx->Texture.Unit+0;           \
+   const struct gl_texture_object *obj = unit->Current2D;              \
    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;                 \
-   GLchan *texture = obj->Image[b]->Data;                              \
-   const GLint smask = (obj->Image[b]->Width - 1);                      \
-   const GLint tmask = (obj->Image[b]->Height - 1);                     \
-   const GLint format = obj->Image[b]->Format;                          \
-   const GLint envmode = unit->EnvMode;                                 \
-   GLfloat sscale, tscale;                                              \
-   GLint comp, tbytesline, tsize;                                       \
-   GLfixed er, eg, eb, ea;                                              \
-   GLint tr, tg, tb, ta;                                                \
-   if (!texture) {                                                     \
+   info.texture = (const GLchan *) obj->Image[b]->Data;                        \
+   info.twidth_log2 = obj->Image[b]->WidthLog2;                                \
+   info.smask = obj->Image[b]->Width - 1;                              \
+   info.tmask = obj->Image[b]->Height - 1;                             \
+   info.format = obj->Image[b]->Format;                                        \
+   info.filter = obj->MinFilter;                                       \
+   info.envmode = unit->EnvMode;                                       \
+                                                                       \
+   if (info.envmode == GL_BLEND) {                                     \
+      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */       \
+      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 */                                      \
       return;                                                          \
    }                                                                   \
-   if (envmode == GL_BLEND || envmode == GL_ADD) {                      \
-      er = FloatToFixed(unit->EnvColor[RCOMP]);                         \
-      eg = FloatToFixed(unit->EnvColor[GCOMP]);                         \
-      eb = FloatToFixed(unit->EnvColor[BCOMP]);                         \
-      ea = FloatToFixed(unit->EnvColor[ACOMP]);                         \
-   }                                                                    \
-   switch (format) {                                                    \
+                                                                       \
+   switch (info.format) {                                              \
    case GL_ALPHA:                                                      \
    case GL_LUMINANCE:                                                  \
    case GL_INTENSITY:                                                  \
-      comp = 1;                                                         \
-      break;                                                            \
+      info.tbytesline = obj->Image[b]->Width;                          \
+      break;                                                           \
    case GL_LUMINANCE_ALPHA:                                            \
-      comp = 2;                                                         \
-      break;                                                            \
+      info.tbytesline = obj->Image[b]->Width * 2;                      \
+      break;                                                           \
    case GL_RGB:                                                                \
-      comp = 3;                                                         \
-      break;                                                            \
+      info.tbytesline = obj->Image[b]->Width * 3;                      \
+      break;                                                           \
    case GL_RGBA:                                                       \
-      comp = 4;                                                         \
-      break;                                                            \
+      info.tbytesline = obj->Image[b]->Width * 4;                      \
+      break;                                                           \
    default:                                                            \
-      _mesa_problem(NULL, "Bad texture format in lin_persp_texture_triangle"); \
-      return;                                                           \
-   }                                                                    \
-   sscale = FIXED_SCALE * twidth;                                       \
-   tscale = FIXED_SCALE * theight;                                      \
-   tbytesline = obj->Image[b]->Width * comp;                            \
-   tsize = theight * tbytesline;
-
-
-#define SPAN(DO_TEX,COMP)                                  \
-        for (i=0;i<n;i++) {                                \
-           GLfloat invQ = 1.0f / vv;                       \
-           GLfixed ffs = (int)(SS * invQ);                 \
-           GLfixed fft = (int)(TT * invQ);                 \
-          GLint s = FixedToInt(ffs) & smask;              \
-          GLint t = FixedToInt(fft) & tmask;              \
-           GLint sf = ffs & FIXED_FRAC_MASK;               \
-           GLint tf = fft & FIXED_FRAC_MASK;               \
-           GLint si = FIXED_FRAC_MASK - sf;                \
-           GLint ti = FIXED_FRAC_MASK - tf;                \
-           GLint pos = COMP * ((t << twidth_log2) + s);    \
-           GLchan *tex00 = texture + pos;                  \
-           GLchan *tex10 = tex00 + tbytesline;             \
-           GLchan *tex01 = tex00 + COMP;                   \
-           GLchan *tex11 = tex10 + COMP;                   \
-           if (t == tmask) {                               \
-              tex10 -= tsize;                              \
-              tex11 -= tsize;                              \
-           }                                               \
-           if (s == smask) {                               \
-              tex01 -= tbytesline;                         \
-              tex11 -= tbytesline;                         \
-           }                                               \
-          zspan[i] = FixedToDepth(ffz);                   \
-          fogspan[i] = fffog / 256;                       \
-           DO_TEX;                                         \
-          fffog += fdfogdx;                               \
-          ffz += fdzdx;                                   \
-           ffr += fdrdx;                                   \
-          ffg += fdgdx;                                   \
-           ffb += fdbdx;                                   \
-          ffa += fdadx;                                   \
-           SS += dSdx;                                     \
-           TT += dTdx;                                     \
-          vv += dvdx;                                     \
-           dest += 4;                                      \
-       }
+      _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
+      return;                                                          \
+   }                                                                   \
+   info.tsize = obj->Image[b]->Height * info.tbytesline;
 
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-   {                                                   \
-      GLint i;                                         \
-      const GLint n = RIGHT-LEFT;                      \
-      GLdepth zspan[MAX_WIDTH];                                \
-      GLfixed fogspan[MAX_WIDTH];                      \
-      GLchan rgba[MAX_WIDTH][4];                       \
-      (void) uu; /* please GCC */                      \
-      if (n > 0) {                                     \
-         GLfloat SS = ss * sscale;                     \
-         GLfloat TT = tt * tscale;                     \
-         GLfloat dSdx = dsdx * sscale;                 \
-         GLfloat dTdx = dtdx * tscale;                 \
-         GLchan *dest = rgba[0];                       \
-         SS -= 0.5f * FIXED_SCALE * vv;                        \
-         TT -= 0.5f * FIXED_SCALE * vv;                        \
-         switch (format) {                             \
-         case GL_RGB:                                  \
-            switch (envmode) {                         \
-            case GL_MODULATE:                          \
-               SPAN(LINEAR_RGB;MODULATE,3);            \
-               break;                                  \
-            case GL_DECAL:                             \
-            case GL_REPLACE:                           \
-               SPAN(LINEAR_RGB;REPLACE,3);             \
-               break;                                  \
-            case GL_BLEND:                             \
-               SPAN(LINEAR_RGB;BLEND,3);               \
-               break;                                  \
-            case GL_ADD:                                \
-              SPAN(LINEAR_RGB;ADD,3);                  \
-              break;                                   \
-            default:                                   \
-               abort();                                        \
-            }                                          \
-            break;                                     \
-         case GL_RGBA:                                 \
-            switch (envmode) {                         \
-            case GL_MODULATE:                          \
-               SPAN(LINEAR_RGBA;MODULATE,4);           \
-               break;                                  \
-            case GL_DECAL:                             \
-               SPAN(LINEAR_RGBA;DECAL,4);              \
-               break;                                  \
-            case GL_BLEND:                             \
-               SPAN(LINEAR_RGBA;BLEND,4);              \
-               break;                                  \
-            case GL_REPLACE:                           \
-               SPAN(LINEAR_RGBA;REPLACE,4);            \
-               break;                                  \
-            case GL_ADD:                                \
-               SPAN(LINEAR_RGBA;ADD,4);                 \
-               break;                                   \
-            default: /* unexpected env mode */         \
-               abort();                                        \
-            }                                          \
-         }                                             \
-         _mesa_write_rgba_span( ctx, n, LEFT, Y, zspan,        \
-                             fogspan,                   \
-                             rgba, GL_POLYGON );       \
-         ffr = ffg = ffb = ffa = 0;                    \
-      }                                                        \
-   }
+#define RENDER_SPAN( span )                    \
+   span.interpMask &= ~SPAN_RGBA;              \
+   span.arrayMask |= SPAN_RGBA;                        \
+   fast_persp_span(ctx, &span, &info);
 
 #include "s_tritemp.h"
-#undef SPAN
-}
-#endif
-
-
-/*
- * Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,U with perspective correction, w/out mipmapping.
- * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
- * R is already used for red.
- */
-static void general_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 SETUP_CODE                                             \
-   GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT);    \
-   GLint r, g, b, a;                                           \
-   if (flat_shade) {                                           \
-      r = v2->color[RCOMP];                                    \
-      g = v2->color[GCOMP];                                    \
-      b = v2->color[BCOMP];                                    \
-      a = v2->color[ACOMP];                                    \
-   }
-#define INNER_LOOP( LEFT, RIGHT, Y )                           \
-       {                                                       \
-          GLint i;                                             \
-           const GLint n = RIGHT-LEFT;                         \
-          GLdepth zspan[MAX_WIDTH];                            \
-          GLfixed fogspan[MAX_WIDTH];                          \
-          GLchan rgba[MAX_WIDTH][4];                           \
-           GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH];   \
-          if (n>0) {                                           \
-              if (flat_shade) {                                        \
-                 for (i=0;i<n;i++) {                           \
-                   GLdouble invQ = vv ? (1.0 / vv) : 1.0;      \
-                   zspan[i] = FixedToDepth(ffz);               \
-                   fogspan[i] = fffog / 256;                   \
-                   rgba[i][RCOMP] = r;                         \
-                   rgba[i][GCOMP] = g;                         \
-                   rgba[i][BCOMP] = b;                         \
-                   rgba[i][ACOMP] = a;                         \
-                   s[i] = ss*invQ;                             \
-                   t[i] = tt*invQ;                             \
-                   u[i] = uu*invQ;                             \
-                   fffog += fdfogdx;                           \
-                   ffz += fdzdx;                               \
-                   ss += dsdx;                                 \
-                   tt += dtdx;                                 \
-                   uu += dudx;                                 \
-                   vv += dvdx;                                 \
-                }                                              \
-              }                                                        \
-              else {                                           \
-                 for (i=0;i<n;i++) {                           \
-                   GLdouble invQ = vv ? (1.0 / vv) : 1.0;      \
-                   zspan[i] = FixedToDepth(ffz);               \
-                   rgba[i][RCOMP] = FixedToInt(ffr);           \
-                   rgba[i][GCOMP] = FixedToInt(ffg);           \
-                   rgba[i][BCOMP] = FixedToInt(ffb);           \
-                   rgba[i][ACOMP] = FixedToInt(ffa);           \
-                   fogspan[i] = fffog / 256;                   \
-                   s[i] = ss*invQ;                             \
-                   t[i] = tt*invQ;                             \
-                   u[i] = uu*invQ;                             \
-                   fffog += fdfogdx;                           \
-                   ffz += fdzdx;                               \
-                   ffr += fdrdx;                               \
-                   ffg += fdgdx;                               \
-                   ffb += fdbdx;                               \
-                   ffa += fdadx;                               \
-                   ss += dsdx;                                 \
-                   tt += dtdx;                                 \
-                   uu += dudx;                                 \
-                   vv += dvdx;                                 \
-                }                                              \
-              }                                                        \
-             _mesa_write_texture_span( ctx, n, LEFT, Y, zspan, fogspan,        \
-                                     s, t, u, NULL,            \
-                                    rgba, \
-                                     NULL, GL_POLYGON );       \
-          }                                                    \
-       }
 
-#include "s_tritemp.h"
 }
 
 
-/*
- * Render a smooth-shaded, textured, RGBA triangle with separate specular
- * color interpolation.
- * Interpolate S,T,U with perspective correction, w/out mipmapping.
- * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
- * R is already used for red.
- */
-static void general_textured_spec_triangle1( GLcontext *ctx,
-                                            const SWvertex *v0,
-                                            const SWvertex *v1,
-                                            const SWvertex *v2,
-                                             GLdepth zspan[MAX_WIDTH],
-                                             GLfixed fogspan[MAX_WIDTH],
-                                             GLchan rgba[MAX_WIDTH][4],
-                                             GLchan spec[MAX_WIDTH][4] )
-{
-#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                                             \
-   GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT);    \
-   GLint r, g, b, a, sr, sg, sb;                               \
-   if (flat_shade) {                                           \
-      r = v2->color[RCOMP];                                    \
-      g = v2->color[GCOMP];                                    \
-      b = v2->color[BCOMP];                                    \
-      a = v2->color[ACOMP];                                    \
-      sr = v2->specular[RCOMP];                                        \
-      sg = v2->specular[GCOMP];                                        \
-      sb = v2->specular[BCOMP];                                        \
-   }
-#define INNER_LOOP( LEFT, RIGHT, Y )                           \
-       {                                                       \
-          GLint i;                                             \
-           const GLint n = RIGHT-LEFT;                         \
-           GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH];   \
-          if (n>0) {                                           \
-              if (flat_shade) {                                        \
-                 for (i=0;i<n;i++) {                           \
-                   GLdouble invQ = vv ? (1.0 / vv) : 1.0;      \
-                   zspan[i] = FixedToDepth(ffz);               \
-                   fogspan[i] = fffog / 256;                   \
-                   rgba[i][RCOMP] = r;                         \
-                   rgba[i][GCOMP] = g;                         \
-                   rgba[i][BCOMP] = b;                         \
-                   rgba[i][ACOMP] = a;                         \
-                   spec[i][RCOMP] = sr;                        \
-                   spec[i][GCOMP] = sg;                        \
-                   spec[i][BCOMP] = sb;                        \
-                   s[i] = ss*invQ;                             \
-                   t[i] = tt*invQ;                             \
-                   u[i] = uu*invQ;                             \
-                   fffog += fdfogdx;                           \
-                   ffz += fdzdx;                               \
-                   ss += dsdx;                                 \
-                   tt += dtdx;                                 \
-                   uu += dudx;                                 \
-                   vv += dvdx;                                 \
-                }                                              \
-              }                                                        \
-              else {                                           \
-                 for (i=0;i<n;i++) {                           \
-                   GLdouble invQ = vv ? (1.0 / vv) : 1.0;      \
-                   zspan[i] = FixedToDepth(ffz);               \
-                   fogspan[i] = fffog / 256;                   \
-                   rgba[i][RCOMP] = FixedToInt(ffr);           \
-                   rgba[i][GCOMP] = FixedToInt(ffg);           \
-                   rgba[i][BCOMP] = FixedToInt(ffb);           \
-                   rgba[i][ACOMP] = FixedToInt(ffa);           \
-                   spec[i][RCOMP] = FixedToInt(ffsr);          \
-                   spec[i][GCOMP] = FixedToInt(ffsg);          \
-                   spec[i][BCOMP] = FixedToInt(ffsb);          \
-                   s[i] = ss*invQ;                             \
-                   t[i] = tt*invQ;                             \
-                   u[i] = uu*invQ;                             \
-                   fffog += fdfogdx;                           \
-                   ffz += fdzdx;                               \
-                   ffr += fdrdx;                               \
-                   ffg += fdgdx;                               \
-                   ffb += fdbdx;                               \
-                   ffa += fdadx;                               \
-                   ffsr += fdsrdx;                             \
-                   ffsg += fdsgdx;                             \
-                   ffsb += fdsbdx;                             \
-                   ss += dsdx;                                 \
-                   tt += dtdx;                                 \
-                   uu += dudx;                                 \
-                   vv += dvdx;                                 \
-                }                                              \
-              }                                                        \
-             _mesa_write_texture_span( ctx, n, LEFT, Y, zspan, \
-                                   fogspan,                     \
-                                   s, t, u, NULL, rgba,                \
-                                   (CONST GLchan (*)[4]) spec, \
-                                  GL_POLYGON );                \
-          }                                                    \
-       }
+#endif /* CHAN_BITS != GL_FLOAT */
 
-#include "s_tritemp.h"
-}
+                
 
 
 /*
  * Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,U 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.
+ * Interpolate S,T,R with perspective correction, w/out mipmapping.
  */
-static void lambda_textured_triangle1( GLcontext *ctx,
+static void general_textured_triangle( GLcontext *ctx,
                                       const SWvertex *v0,
                                       const SWvertex *v1,
-                                      const SWvertex *v2, 
-                                       GLfloat s[MAX_WIDTH],
-                                       GLfloat t[MAX_WIDTH],
-                                       GLfloat u[MAX_WIDTH] )
-{
-#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_LAMBDA 1
-#define INTERP_TEX 1
-
-#define SETUP_CODE                                                     \
-   const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;        \
-   const GLint baseLevel = obj->BaseLevel;                             \
-   const struct gl_texture_image *texImage = obj->Image[baseLevel];    \
-   const GLfloat twidth = (GLfloat) texImage->Width;                   \
-   const GLfloat theight = (GLfloat) texImage->Height;                 \
-   const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT);      \
-   GLint r, g, b, a;                                                   \
-   if (flat_shade) {                                                   \
-      r = v2->color[RCOMP];                                            \
-      g = v2->color[GCOMP];                                            \
-      b = v2->color[BCOMP];                                            \
-      a = v2->color[ACOMP];                                            \
-   }
-
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-       {                                                               \
-          GLint i;                                                     \
-           const GLint n = RIGHT-LEFT;                                 \
-          GLdepth zspan[MAX_WIDTH];                                    \
-          GLfixed fogspan[MAX_WIDTH];                                  \
-          GLchan rgba[MAX_WIDTH][4];                                   \
-          GLfloat lambda[MAX_WIDTH];                                   \
-          if (n>0) {                                                   \
-             if (flat_shade) {                                         \
-                for (i=0;i<n;i++) {                                    \
-                   GLdouble invQ = vv ? (1.0 / vv) : 1.0;              \
-                   zspan[i] = FixedToDepth(ffz);                       \
-                   fogspan[i] = fffog / 256;                           \
-                   rgba[i][RCOMP] = r;                                 \
-                   rgba[i][GCOMP] = g;                                 \
-                   rgba[i][BCOMP] = b;                                 \
-                   rgba[i][ACOMP] = a;                                 \
-                   s[i] = ss*invQ;                                     \
-                   t[i] = tt*invQ;                                     \
-                   u[i] = uu*invQ;                                     \
-                    COMPUTE_LAMBDA(lambda[i], invQ);                   \
-                   ffz += fdzdx;                                       \
-                   fffog += fdfogdx;                                   \
-                   ss += dsdx;                                         \
-                   tt += dtdx;                                         \
-                   uu += dudx;                                         \
-                   vv += dvdx;                                         \
-                }                                                      \
-              }                                                                \
-              else {                                                   \
-                for (i=0;i<n;i++) {                                    \
-                   GLdouble invQ = vv ? (1.0 / vv) : 1.0;              \
-                   zspan[i] = FixedToDepth(ffz);                       \
-                   fogspan[i] = fffog / 256;                           \
-                   rgba[i][RCOMP] = FixedToInt(ffr);                   \
-                   rgba[i][GCOMP] = FixedToInt(ffg);                   \
-                   rgba[i][BCOMP] = FixedToInt(ffb);                   \
-                   rgba[i][ACOMP] = FixedToInt(ffa);                   \
-                   s[i] = ss*invQ;                                     \
-                   t[i] = tt*invQ;                                     \
-                   u[i] = uu*invQ;                                     \
-                    COMPUTE_LAMBDA(lambda[i], invQ);                   \
-                   ffz += fdzdx;                                       \
-                   fffog += fdfogdx;                                   \
-                   ffr += fdrdx;                                       \
-                   ffg += fdgdx;                                       \
-                   ffb += fdbdx;                                       \
-                   ffa += fdadx;                                       \
-                   ss += dsdx;                                         \
-                   tt += dtdx;                                         \
-                   uu += dudx;                                         \
-                   vv += dvdx;                                         \
-                }                                                      \
-              }                                                                \
-             _mesa_write_texture_span( ctx, n, LEFT, Y, zspan, fogspan,        \
-                                     s, t, u, lambda,                  \
-                                    rgba, NULL, GL_POLYGON );          \
-          }                                                            \
-       }
-
-#include "s_tritemp.h"
-}
-
-
-/*
- * Render a smooth-shaded, textured, RGBA triangle with separate specular
- * interpolation.
- * Interpolate S,T,U 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_triangle1( GLcontext *ctx,
-                                           const SWvertex *v0,
-                                           const SWvertex *v1,
-                                           const SWvertex *v2,
-                                            GLfloat s[MAX_WIDTH],
-                                            GLfloat t[MAX_WIDTH],
-                                            GLfloat u[MAX_WIDTH] )
+                                      const SWvertex *v2 )
 {
 #define INTERP_Z 1
 #define INTERP_FOG 1
@@ -1914,280 +926,41 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
 #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 GLint baseLevel = obj->BaseLevel;                             \
-   const struct gl_texture_image *texImage = obj->Image[baseLevel];    \
-   const GLfloat twidth = (GLfloat) texImage->Width;                   \
-   const GLfloat theight = (GLfloat) texImage->Height;                 \
-   const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT);      \
-   GLint r, g, b, a, sr, sg, sb;                                       \
-   if (flat_shade) {                                                   \
-      r = v2->color[RCOMP];                                            \
-      g = v2->color[GCOMP];                                            \
-      b = v2->color[BCOMP];                                            \
-      a = v2->color[ACOMP];                                            \
-      sr = v2->specular[RCOMP];                                                \
-      sg = v2->specular[GCOMP];                                                \
-      sb = v2->specular[BCOMP];                                                \
-   }
-
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-       {                                                               \
-          GLint i;                                                     \
-           const GLint n = RIGHT-LEFT;                                 \
-          GLdepth zspan[MAX_WIDTH];                                    \
-          GLfixed fogspan[MAX_WIDTH];                                  \
-          GLchan spec[MAX_WIDTH][4];                                   \
-           GLchan rgba[MAX_WIDTH][4];                                  \
-          GLfloat lambda[MAX_WIDTH];                                   \
-          if (n>0) {                                                   \
-             if (flat_shade) {                                         \
-                for (i=0;i<n;i++) {                                    \
-                   GLdouble invQ = vv ? (1.0 / vv) : 1.0;              \
-                   zspan[i] = FixedToDepth(ffz);                       \
-                   fogspan[i] = fffog / 256;                           \
-                   rgba[i][RCOMP] = r;                                 \
-                   rgba[i][GCOMP] = g;                                 \
-                   rgba[i][BCOMP] = b;                                 \
-                   rgba[i][ACOMP] = a;                                 \
-                   spec[i][RCOMP] = sr;                                \
-                   spec[i][GCOMP] = sg;                                \
-                   spec[i][BCOMP] = sb;                                \
-                   s[i] = ss*invQ;                                     \
-                   t[i] = tt*invQ;                                     \
-                   u[i] = uu*invQ;                                     \
-                    COMPUTE_LAMBDA(lambda[i], invQ);                   \
-                   fffog += fdfogdx;                                   \
-                   ffz += fdzdx;                                       \
-                   ss += dsdx;                                         \
-                   tt += dtdx;                                         \
-                   uu += dudx;                                         \
-                   vv += dvdx;                                         \
-                }                                                      \
-              }                                                                \
-              else {                                                   \
-                for (i=0;i<n;i++) {                                    \
-                   GLdouble invQ = vv ? (1.0 / vv) : 1.0;              \
-                   zspan[i] = FixedToDepth(ffz);                       \
-                   fogspan[i] = fffog / 256;                           \
-                   rgba[i][RCOMP] = FixedToInt(ffr);                   \
-                   rgba[i][GCOMP] = FixedToInt(ffg);                   \
-                   rgba[i][BCOMP] = FixedToInt(ffb);                   \
-                   rgba[i][ACOMP] = FixedToInt(ffa);                   \
-                   spec[i][RCOMP] = FixedToInt(ffsr);                  \
-                   spec[i][GCOMP] = FixedToInt(ffsg);                  \
-                   spec[i][BCOMP] = FixedToInt(ffsb);                  \
-                   s[i] = ss*invQ;                                     \
-                   t[i] = tt*invQ;                                     \
-                   u[i] = uu*invQ;                                     \
-                    COMPUTE_LAMBDA(lambda[i], invQ);                   \
-                   fffog += fdfogdx;                                   \
-                   ffz += fdzdx;                                       \
-                   ffr += fdrdx;                                       \
-                   ffg += fdgdx;                                       \
-                   ffb += fdbdx;                                       \
-                   ffa += fdadx;                                       \
-                   ffsr += fdsrdx;                                     \
-                   ffsg += fdsgdx;                                     \
-                   ffsb += fdsbdx;                                     \
-                   ss += dsdx;                                         \
-                   tt += dtdx;                                         \
-                   uu += dudx;                                         \
-                   vv += dvdx;                                         \
-                }                                                      \
-              }                                                                \
-             _mesa_write_texture_span( ctx, n, LEFT, Y, zspan, fogspan,        \
-                                     s, t, u, lambda,                  \
-                                    rgba, (CONST GLchan (*)[4]) spec,  \
-                                     GL_POLYGON );                     \
-          }                                                            \
-       }
+#define RENDER_SPAN( span )   _mesa_write_texture_span(ctx, &span);
 
 #include "s_tritemp.h"
 }
 
 
+
 /*
  * This is the big one!
- * Interpolate Z, RGB, Alpha, and two sets of texture coordinates.
+ * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
  * Yup, it's slow.
  */
-static void 
-lambda_multitextured_triangle1( GLcontext *ctx,
-                               const SWvertex *v0,
-                               const SWvertex *v1,
-                               const SWvertex *v2,
-                               GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH],
-                               GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH],
-                               GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH])
+static void
+multitextured_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_SPEC 1
 #define INTERP_MULTITEX 1
-#define INTERP_MULTILAMBDA 1
-
-#define SETUP_CODE                                                     \
-   GLchan rgba[MAX_WIDTH][4];                                          \
-   const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT);      \
-   GLfloat twidth[MAX_TEXTURE_UNITS], theight[MAX_TEXTURE_UNITS];      \
-   GLint r, g, b, a;                                                   \
-   if (flat_shade) {                                                   \
-      r = v2->color[0];                                                        \
-      g = v2->color[1];                                                        \
-      b = v2->color[2];                                                        \
-      a = v2->color[3];                                                        \
-   }                                                                   \
-   {                                                                   \
-      GLuint unit;                                                     \
-      for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {      \
-         if (ctx->Texture.Unit[unit]._ReallyEnabled) {                 \
-            const struct gl_texture_object *obj = ctx->Texture.Unit[unit]._Current; \
-            const GLint baseLevel = obj->BaseLevel;                    \
-            const struct gl_texture_image *texImage = obj->Image[baseLevel];\
-            twidth[unit] = (GLfloat) texImage->Width;                  \
-            theight[unit] = (GLfloat) texImage->Height;                        \
-         }                                                             \
-      }                                                                        \
-   }
 
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-   {                                                                   \
-      GLint i;                                                         \
-      const GLint n = RIGHT-LEFT;                                      \
-      GLdepth zspan[MAX_WIDTH];                                                \
-      GLfixed fogspan[MAX_WIDTH];                                      \
-      GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH];                    \
-      if (n > 0) {                                                     \
-         if (flat_shade) {                                             \
-           for (i=0;i<n;i++) {                                         \
-               GLuint unit;                                            \
-              zspan[i] = FixedToDepth(ffz);                            \
-              fogspan[i] = fffog / 256;                                \
-               fffog += fdfogdx;                                       \
-              ffz += fdzdx;                                            \
-              rgba[i][RCOMP] = r;                                      \
-              rgba[i][GCOMP] = g;                                      \
-              rgba[i][BCOMP] = b;                                      \
-              rgba[i][ACOMP] = a;                                      \
-              for (unit=0; unit < ctx->Const.MaxTextureUnits; unit++) {\
-                  if (ctx->Texture.Unit[unit]._ReallyEnabled) {                \
-                    GLdouble invQ = 1.0 / vv[unit];                    \
-                    s[unit][i] = ss[unit] * invQ;                      \
-                    t[unit][i] = tt[unit] * invQ;                      \
-                    u[unit][i] = uu[unit] * invQ;                      \
-                     COMPUTE_MULTILAMBDA(lambda[unit][i], invQ, unit); \
-                    ss[unit] += dsdx[unit];                            \
-                    tt[unit] += dtdx[unit];                            \
-                    uu[unit] += dudx[unit];                            \
-                    vv[unit] += dvdx[unit];                            \
-                 }                                                     \
-              }                                                        \
-           }                                                           \
-        }                                                              \
-        else { /* smooth shade */                                      \
-           for (i=0;i<n;i++) {                                         \
-               GLuint unit;                                            \
-              zspan[i] = FixedToDepth(ffz);                            \
-              fogspan[i] = fffog / 256;                                \
-              ffz += fdzdx;                                            \
-              fffog += fdfogdx;                                        \
-              rgba[i][RCOMP] = FixedToInt(ffr);                        \
-              rgba[i][GCOMP] = FixedToInt(ffg);                        \
-              rgba[i][BCOMP] = FixedToInt(ffb);                        \
-              rgba[i][ACOMP] = FixedToInt(ffa);                        \
-              ffr += fdrdx;                                            \
-              ffg += fdgdx;                                            \
-              ffb += fdbdx;                                            \
-              ffa += fdadx;                                            \
-               for (unit=0; unit < ctx->Const.MaxTextureUnits; unit++) {\
-                 if (ctx->Texture.Unit[unit]._ReallyEnabled) {         \
-                    GLdouble invQ = 1.0 / vv[unit];                    \
-                    s[unit][i] = ss[unit] * invQ;                      \
-                    t[unit][i] = tt[unit] * invQ;                      \
-                    u[unit][i] = uu[unit] * invQ;                      \
-                     COMPUTE_MULTILAMBDA(lambda[unit][i], invQ, unit);  \
-                    ss[unit] += dsdx[unit];                            \
-                    tt[unit] += dtdx[unit];                            \
-                    uu[unit] += dudx[unit];                            \
-                    vv[unit] += dvdx[unit];                            \
-                 }                                                     \
-              }                                                        \
-           }                                                           \
-        }                                                              \
-        _mesa_write_multitexture_span(ctx, n, LEFT, Y, zspan, fogspan, \
-                                      (const GLfloat (*)[MAX_WIDTH]) s,\
-                                       (const GLfloat (*)[MAX_WIDTH]) t,\
-                                       (const GLfloat (*)[MAX_WIDTH]) u,\
-                                       (GLfloat (*)[MAX_WIDTH]) lambda,        \
-                                       rgba, NULL, GL_POLYGON );       \
-      }                                                                        \
-   }
+#define RENDER_SPAN( span )   _mesa_write_texture_span(ctx, &span);
 
 #include "s_tritemp.h"
-}
-
-
-/*
- * These wrappers are needed to deal with the 32KB / stack frame limit
- * on Mac / PowerPC systems.
- */
-
-static void general_textured_spec_triangle(GLcontext *ctx,
-                                          const SWvertex *v0,
-                                          const SWvertex *v1,
-                                          const SWvertex *v2 )
-{
-   GLdepth zspan[MAX_WIDTH];
-   GLfixed fogspan[MAX_WIDTH];                    
-   GLchan rgba[MAX_WIDTH][4], spec[MAX_WIDTH][4];
-   general_textured_spec_triangle1(ctx,v0,v1,v2,zspan,fogspan,rgba,spec);
-}
-
-static void lambda_textured_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
-   GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH];
-   lambda_textured_triangle1(ctx,v0,v1,v2,s,t,u);
-}
 
-static void lambda_textured_spec_triangle( GLcontext *ctx,
-                                          const SWvertex *v0,
-                                          const SWvertex *v1,
-                                          const SWvertex *v2 )
-{
-   GLfloat s[MAX_WIDTH];
-   GLfloat t[MAX_WIDTH];
-   GLfloat u[MAX_WIDTH];
-   lambda_textured_spec_triangle1(ctx,v0,v1,v2,s,t,u);
 }
 
 
-static void lambda_multitextured_triangle( GLcontext *ctx,
-                                          const SWvertex *v0,
-                                          const SWvertex *v1,
-                                          const SWvertex *v2 )
-{
-
-   GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH];
-   GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH];
-   DEFMARRAY(GLfloat,u,MAX_TEXTURE_UNITS,MAX_WIDTH);
-   CHECKARRAY(u,return);
-   
-   lambda_multitextured_triangle1(ctx,v0,v1,v2,s,t,u);
-   
-   UNDEFARRAY(u);
-}
-
-
-
 static void occlusion_zless_triangle( GLcontext *ctx,
                                      const SWvertex *v0,
                                      const SWvertex *v1,
@@ -2199,27 +972,37 @@ static void occlusion_zless_triangle( GLcontext *ctx,
 
 #define DO_OCCLUSION_TEST
 #define INTERP_Z 1
-#define INTERP_FOG 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INNER_LOOP( LEFT, RIGHT, Y )           \
-   {                                           \
-      GLint i;                                  \
-      const GLint len = RIGHT-LEFT;            \
-      for (i=0;i<len;i++) {                    \
-        GLdepth z = FixedToDepth(ffz);         \
-         (void) fffog;                          \
-        if (z < zRow[i]) {                     \
-           ctx->OcclusionResult = GL_TRUE;     \
-           return;                             \
-        }                                      \
-        ffz += fdzdx;                          \
-      }                                                \
+
+#define RENDER_SPAN( span )                            \
+   GLuint i;                                           \
+   for (i = 0; i < span.end; i++) {                    \
+      GLdepth z = FixedToDepth(span.z);                        \
+      if (z < zRow[i]) {                               \
+         ctx->OcclusionResult = GL_TRUE;               \
+         return;                                       \
+      }                                                        \
+      span.z += span.zStep;                            \
    }
+
 #include "s_tritemp.h"
 }
 
+static void nodraw_triangle( GLcontext *ctx,
+                            const SWvertex *v0,
+                            const SWvertex *v1,
+                            const SWvertex *v2 )
+{
+   (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,
@@ -2228,29 +1011,68 @@ 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] );   
+   COPY_CHAN4( ncv2->color, c[2] );
 }
 
 
 
-#if 0
-# define dputs(s) puts(s)
+#ifdef DEBUG
+
+/* record the current triangle function name */
+const char *_mesa_triFuncName = NULL;
+
+#define USE(triFunc)                           \
+do {                                           \
+    _mesa_triFuncName = #triFunc;              \
+    /*printf("%s\n", _mesa_triFuncName);*/     \
+    swrast->Triangle = triFunc;                        \
+} while (0)
+
 #else
-# define dputs(s)
+
+#define USE(triFunc)  swrast->Triangle = triFunc;
+
 #endif
 
 
 
+
 /*
  * Determine which triangle rendering function to use given the current
  * rendering context.
@@ -2258,12 +1080,18 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx,
  * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
  * remove tests to this code.
  */
-void 
+void
 _swrast_choose_triangle( GLcontext *ctx )
 {
    SWcontext *swrast = SWRAST_CONTEXT(ctx);
    const GLboolean rgbmode = ctx->Visual.rgbMode;
 
+   if (ctx->Polygon.CullFlag &&
+       ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
+      USE(nodraw_triangle);
+      return;
+   }
+
    if (ctx->RenderMode==GL_RENDER) {
 
       if (ctx->Polygon.SmoothFlag) {
@@ -2278,148 +1106,110 @@ _swrast_choose_triangle( GLcontext *ctx )
           ctx->Depth.Func == GL_LESS &&
           !ctx->Stencil.Enabled) {
          if ((rgbmode &&
-              ctx->Color.ColorMask[0] == 0 && 
-              ctx->Color.ColorMask[1] == 0 && 
+              ctx->Color.ColorMask[0] == 0 &&
+              ctx->Color.ColorMask[1] == 0 &&
               ctx->Color.ColorMask[2] == 0 &&
               ctx->Color.ColorMask[3] == 0)
              ||
              (!rgbmode && ctx->Color.IndexMask == 0)) {
-            dputs("occlusion_test_triangle");
-            swrast->Triangle = occlusion_zless_triangle;
+            USE(occlusion_zless_triangle);
             return;
          }
       }
 
-      if (ctx->Texture._ReallyEnabled) {
+      if (ctx->Texture._EnabledUnits) {
          /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
-        GLint format, filter;
-        const struct gl_texture_object *current2Dtex = ctx->Texture.Unit[0].Current2D;
-         const struct gl_texture_image *image;
-         /* First see if we can used an optimized 2-D texture function */
-         if (ctx->Texture._ReallyEnabled==TEXTURE0_2D
-             && current2Dtex->WrapS==GL_REPEAT
-            && current2Dtex->WrapT==GL_REPEAT
-             && ((image = current2Dtex->Image[current2Dtex->BaseLevel]) != 0)  /* correct! */
-             && image->Border==0
-             && ((format = image->Format)==GL_RGB || format==GL_RGBA)
-             && image->Type == CHAN_TYPE
-            && (filter = current2Dtex->MinFilter)==current2Dtex->MagFilter
-            /* ==> current2Dtex->MinFilter != GL_XXX_MIPMAP_XXX */
-            && ctx->Light.Model.ColorControl==GL_SINGLE_COLOR
-            && ctx->Texture.Unit[0].EnvMode!=GL_COMBINE_EXT) {
+        const struct gl_texture_object *texObj2D;
+         const struct gl_texture_image *texImg;
+         GLenum minFilter, magFilter, envMode;
+         GLint format;
+         texObj2D = ctx->Texture.Unit[0].Current2D;
+         texImg = texObj2D ? texObj2D->Image[texObj2D->BaseLevel] : NULL;
+         format = texImg ? texImg->TexFormat->MesaFormat : -1;
+         minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
+         magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
+         envMode = ctx->Texture.Unit[0].EnvMode;
 
+         /* First see if we can used an optimized 2-D texture function */
+         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
+            && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
            if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
-            
-              if (filter==GL_NEAREST
-                  && format==GL_RGB
-                  && (ctx->Texture.Unit[0].EnvMode==GL_REPLACE
-                      || ctx->Texture.Unit[0].EnvMode==GL_DECAL)
-                  && ((swrast->_RasterMask==DEPTH_BIT
-                       && ctx->Depth.Func==GL_LESS
-                       && ctx->Depth.Mask==GL_TRUE)
-                      || swrast->_RasterMask==0)
-                  && ctx->Polygon.StippleFlag==GL_FALSE) {
-
-                 if (swrast->_RasterMask==DEPTH_BIT) {
-                    swrast->Triangle = simple_z_textured_triangle;
-                    dputs("simple_z_textured_triangle");
+              if (minFilter == GL_NEAREST
+                  && format == MESA_FORMAT_RGB
+                  && (envMode == GL_REPLACE || envMode == GL_DECAL)
+                  && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
+                       && ctx->Depth.Func == GL_LESS
+                       && ctx->Depth.Mask == GL_TRUE)
+                      || swrast->_RasterMask == TEXTURE_BIT)
+                  && ctx->Polygon.StippleFlag == GL_FALSE) {
+                 if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
+                    USE(simple_z_textured_triangle);
                  }
                  else {
-                    swrast->Triangle = simple_textured_triangle;
-                    dputs("simple_textured_triangle");
+                    USE(simple_textured_triangle);
                  }
               }
               else {
-                  if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
-                     swrast->Triangle = general_textured_triangle;
-                     dputs("general_textured_triangle");
-                  }
-                  else {
-                     swrast->Triangle = affine_textured_triangle;
-                     dputs("affine_textured_triangle");
-                  }
+#if (CHAN_BITS == 16 || CHAN_BITS == 32)
+                  USE(general_textured_triangle);
+#else
+                  USE(affine_textured_triangle);
+#endif
               }
            }
            else {
-#if 00 /* XXX these function have problems with texture coord interpolation */
-              if (filter==GL_NEAREST) {
-                swrast->Triangle = near_persp_textured_triangle;
-                dputs("near_persp_textured_triangle");
-              }
-              else {
-                swrast->Triangle = lin_persp_textured_triangle;
-                dputs("lin_persp_textured_triangle");
-              }
+#if (CHAN_BITS == 16 || CHAN_BITS == 32)
+               USE(general_textured_triangle);
+#else
+               USE(persp_textured_triangle);
 #endif
-               swrast->Triangle = general_textured_triangle;
            }
         }
          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 (swrast->_MultiTextureEnabled) {
-               swrast->Triangle = lambda_multitextured_triangle;
-              dputs("lambda_multitextured_triangle");
-            }
-            else if (ctx->_TriangleCaps & DD_SEPERATE_SPECULAR) {
-               /* separate specular color interpolation */
-               if (needLambda) {
-                  swrast->Triangle = lambda_textured_spec_triangle;
-                 dputs("lambda_textured_spec_triangle");
-              }
-               else {
-                  swrast->Triangle = general_textured_spec_triangle;
-                 dputs("general_textured_spec_triangle");
-              }
+            /* general case textured triangles */
+            if (ctx->Texture._EnabledUnits > 1) {
+               USE(multitextured_triangle);
             }
             else {
-               if (needLambda) {
-                 swrast->Triangle = lambda_textured_triangle;
-                 dputs("lambda_textured_triangle");
-              }
-               else {
-                  swrast->Triangle = general_textured_triangle;
-                 dputs("general_textured_triangle");
-              }
+               USE(general_textured_triangle);
             }
          }
       }
       else {
+         ASSERT(!ctx->Texture._EnabledUnits);
         if (ctx->Light.ShadeModel==GL_SMOOTH) {
            /* smooth shaded, no texturing, stippled or some raster ops */
             if (rgbmode) {
-              dputs("smooth_rgba_triangle");
-              swrast->Triangle = smooth_rgba_triangle;
+              USE(smooth_rgba_triangle);
             }
             else {
-               dputs("smooth_ci_triangle");
-               swrast->Triangle = smooth_ci_triangle;
+               USE(smooth_ci_triangle);
             }
         }
         else {
            /* flat shaded, no texturing, stippled or some raster ops */
             if (rgbmode) {
-              dputs("flat_rgba_triangle");
-              swrast->Triangle = flat_rgba_triangle;
+              USE(flat_rgba_triangle);
             }
             else {
-               dputs("flat_ci_triangle");
-               swrast->Triangle = flat_ci_triangle;
+               USE(flat_ci_triangle);
             }
         }
       }
    }
    else if (ctx->RenderMode==GL_FEEDBACK) {
-      swrast->Triangle = _mesa_feedback_triangle;
+      USE(_mesa_feedback_triangle);
    }
    else {
       /* GL_SELECT mode */
-      swrast->Triangle = _mesa_select_triangle;
+      USE(_mesa_select_triangle);
    }
 }