Committing in .
[mesa.git] / src / mesa / swrast / s_triangle.c
index b3c58101237f9951e6dad70b713e62874f8468f6..ab262beabc1c49cb8cda363a4bbb21cf6ea8563a 100644 (file)
@@ -1,10 +1,8 @@
-/* $Id: s_triangle.c,v 1.27 2001/05/15 21:30:27 brianp Exp $ */
-
 /*
  * Mesa 3-D graphics library
- * Version:  3.5
+ * Version:  6.1
  *
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2004  Brian Paul   All Rights Reserved.
  *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the "Software"),
@@ -34,9 +32,8 @@
 #include "glheader.h"
 #include "context.h"
 #include "colormac.h"
+#include "imports.h"
 #include "macros.h"
-#include "mem.h"
-#include "mmath.h"
 #include "texformat.h"
 #include "teximage.h"
 #include "texstate.h"
 #include "s_feedback.h"
 #include "s_span.h"
 #include "s_triangle.h"
-#include "s_trispan.h"
-
 
 
-GLboolean _mesa_cull_triangle( GLcontext *ctx,
-                           const SWvertex *v0,
-                           const SWvertex *v1,
-                           const SWvertex *v2 )
+/*
+ * Just used for feedback mode.
+ */
+GLboolean
+_swrast_culltriangle( GLcontext *ctx,
+                      const SWvertex *v0,
+                      const SWvertex *v1,
+                      const SWvertex *v2 )
 {
    GLfloat ex = v1->win[0] - v0->win[0];
    GLfloat ey = v1->win[1] - v0->win[1];
@@ -62,7 +61,7 @@ GLboolean _mesa_cull_triangle( GLcontext *ctx,
    GLfloat fy = v2->win[1] - v0->win[1];
    GLfloat c = ex*fy-ey*fx;
 
-   if (c * SWRAST_CONTEXT(ctx)->_backface_sign > 0)
+   if (c * SWRAST_CONTEXT(ctx)->_BackfaceSign > 0)
       return 0;
 
    return 1;
@@ -73,141 +72,72 @@ 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 *v2 )
-{
+#define NAME flat_ci_triangle
 #define INTERP_Z 1
 #define INTERP_FOG 1
-
-#define RENDER_SPAN( span )                                            \
-   GLdepth zSpan[MAX_WIDTH];                                           \
-   GLfloat fogSpan[MAX_WIDTH];                                         \
-   GLuint i;                                                           \
-   for (i = 0; i < span.count; i++) {                                  \
-      zSpan[i] = FixedToDepth(span.z);                                 \
-      span.z += span.zStep;                                            \
-      fogSpan[i] = span.fog;                                           \
-      span.fog += span.fogStep;                                                \
-   }                                                                   \
-   _mesa_write_monoindex_span(ctx, span.count, span.x, span.y,         \
-                             zSpan, fogSpan, v0->index, NULL, GL_POLYGON );
-
+#define SETUP_CODE                     \
+   span.interpMask |= SPAN_INDEX;      \
+   span.index = FloatToFixed(v2->index);\
+   span.indexStep = 0;
+#define RENDER_SPAN( span )  _swrast_write_index_span(ctx, &span);
 #include "s_tritemp.h"
-}
 
 
 
 /*
  * Render a smooth-shaded color index triangle.
  */
-static void smooth_ci_triangle( GLcontext *ctx,
-                               const SWvertex *v0,
-                               const SWvertex *v1,
-                               const SWvertex *v2 )
-{
+#define NAME smooth_ci_triangle
 #define INTERP_Z 1
 #define INTERP_FOG 1
 #define INTERP_INDEX 1
-
-#define RENDER_SPAN( span )                                            \
-   GLdepth zSpan[MAX_WIDTH];                                           \
-   GLfloat fogSpan[MAX_WIDTH];                                         \
-   GLuint indexSpan[MAX_WIDTH];                                                \
-   GLuint i;                                                           \
-   for (i = 0; i < span.count; i++) {                                  \
-      zSpan[i] = FixedToDepth(span.z);                                 \
-      span.z += span.zStep;                                            \
-      indexSpan[i] = FixedToInt(span.index);                           \
-      span.index += span.indexStep;                                    \
-      fogSpan[i] = span.fog;                                           \
-      span.fog += span.fogStep;                                                \
-   }                                                                   \
-   _mesa_write_index_span(ctx, span.count, span.x, span.y,             \
-                          zSpan, fogSpan, indexSpan, NULL, GL_POLYGON);
-
+#define RENDER_SPAN( span )  _swrast_write_index_span(ctx, &span);
 #include "s_tritemp.h"
-}
 
 
 
 /*
  * Render a flat-shaded RGBA triangle.
  */
-static void flat_rgba_triangle( GLcontext *ctx,
-                               const SWvertex *v0,
-                               const SWvertex *v1,
-                               const SWvertex *v2 )
-{
+#define NAME flat_rgba_triangle
 #define INTERP_Z 1
 #define INTERP_FOG 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-
-#define RENDER_SPAN( span )                                            \
-   GLdepth zSpan[MAX_WIDTH];                                           \
-   GLfloat fogSpan[MAX_WIDTH];                                         \
-   GLuint i;                                                           \
-   for (i = 0; i < span.count; i++) {                                  \
-      zSpan[i] = FixedToDepth(span.z);                                 \
-      span.z += span.zStep;                                            \
-      fogSpan[i] = span.fog;                                           \
-      span.fog += span.fogStep;                                                \
-   }                                                                   \
-   _mesa_write_monocolor_span(ctx, span.count, span.x, span.y, zSpan,  \
-                              fogSpan, v2->color, NULL, GL_POLYGON );
-
+#define SETUP_CODE                             \
+   ASSERT(ctx->Texture._EnabledCoordUnits == 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 )  _swrast_write_rgba_span(ctx, &span);
 #include "s_tritemp.h"
 
-   ASSERT(!ctx->Texture._ReallyEnabled);  /* texturing must be off */
-   ASSERT(ctx->Light.ShadeModel==GL_FLAT);
-}
-
 
 
 /*
  * Render a smooth-shaded RGBA triangle.
  */
-static void smooth_rgba_triangle( GLcontext *ctx,
-                                 const SWvertex *v0,
-                                 const SWvertex *v1,
-                                 const SWvertex *v2 )
-{
-
+#define NAME smooth_rgba_triangle
 #define INTERP_Z 1
 #define INTERP_FOG 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
 #define INTERP_ALPHA 1
-
-#define RENDER_SPAN( span )                                    \
-   GLdepth zSpan[MAX_WIDTH];                                   \
-   GLchan rgbaSpan[MAX_WIDTH][4];                              \
-   GLfloat fogSpan[MAX_WIDTH];                                 \
-   GLuint i;                                                   \
-   for (i = 0; i < span.count; i++) {                          \
-      rgbaSpan[i][RCOMP] = FixedToInt(span.red);               \
-      rgbaSpan[i][GCOMP] = FixedToInt(span.green);             \
-      rgbaSpan[i][BCOMP] = FixedToInt(span.blue);              \
-      rgbaSpan[i][ACOMP] = FixedToInt(span.alpha);             \
-      span.red += span.redStep;                                        \
-      span.green += span.greenStep;                            \
-      span.blue += span.blueStep;                              \
-      span.alpha += span.alphaStep;                            \
-      zSpan[i] = FixedToDepth(span.z);                         \
-      span.z += span.zStep;                                    \
-      fogSpan[i] = span.fog;                                   \
-      span.fog += span.fogStep;                                        \
-   }                                                           \
-   _mesa_write_rgba_span(ctx, span.count, span.x, span.y,      \
-                         (CONST GLdepth *) zSpan,              \
-                         fogSpan, rgbaSpan, NULL, GL_POLYGON);
-
+#define SETUP_CODE                             \
+   {                                           \
+      /* texturing must be off */              \
+      ASSERT(ctx->Texture._EnabledCoordUnits == 0);    \
+      ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);        \
+   }
+#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
 #include "s_tritemp.h"
 
-   ASSERT(!ctx->Texture._ReallyEnabled);  /* texturing must be off */
-   ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);
-}
 
 
 /*
@@ -216,11 +146,7 @@ static void smooth_rgba_triangle( GLcontext *ctx,
  *
  * No fog.
  */
-static void simple_textured_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
+#define NAME simple_textured_triangle
 #define INTERP_INT_TEX 1
 #define S_SCALE twidth
 #define T_SCALE theight
@@ -228,39 +154,38 @@ static void simple_textured_triangle( GLcontext *ctx,
 #define SETUP_CODE                                                     \
    SWcontext *swrast = SWRAST_CONTEXT(ctx);                             \
    struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D;     \
-   GLint b = obj->BaseLevel;                                           \
-   const 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 b = obj->BaseLevel;                                     \
+   const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;           \
+   const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;         \
+   const GLint twidth_log2 = obj->Image[0][b]->WidthLog2;              \
+   const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data;    \
+   const GLint smask = obj->Image[0][b]->Width - 1;                    \
+   const GLint tmask = obj->Image[0][b]->Height - 1;                   \
    if (!texture) {                                                     \
       /* this shouldn't happen */                                      \
       return;                                                          \
    }
 
 #define RENDER_SPAN( span  )                                           \
-   GLchan rgbSpan[MAX_WIDTH][3];                                       \
    GLuint i;                                                           \
    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
    span.intTex[1] -= FIXED_HALF;                                       \
-   for (i = 0; i < span.count; i++) {                                  \
+   for (i = 0; i < span.end; i++) {                                    \
       GLint s = FixedToInt(span.intTex[0]) & smask;                    \
       GLint t = FixedToInt(span.intTex[1]) & tmask;                    \
       GLint pos = (t << twidth_log2) + s;                              \
       pos = pos + pos + pos;  /* multiply by 3 */                      \
-      rgbSpan[i][RCOMP] = texture[pos];                                        \
-      rgbSpan[i][GCOMP] = texture[pos+1];                              \
-      rgbSpan[i][BCOMP] = texture[pos+2];                              \
+      span.array->rgb[i][RCOMP] = texture[pos];                                \
+      span.array->rgb[i][GCOMP] = texture[pos+1];                      \
+      span.array->rgb[i][BCOMP] = texture[pos+2];                      \
       span.intTex[0] += span.intTexStep[0];                            \
       span.intTex[1] += span.intTexStep[1];                            \
    }                                                                   \
-   (*swrast->Driver.WriteRGBSpan)(ctx, span.count, span.x, span.y,     \
-                                  (CONST GLchan (*)[3]) rgbSpan, NULL );
-
+   (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y,       \
+                                  (CONST GLchan (*)[3]) span.array->rgb,\
+                                  NULL );
 #include "s_tritemp.h"
-}
+
 
 
 /*
@@ -270,11 +195,7 @@ static void simple_textured_triangle( GLcontext *ctx,
  *
  * No fog.
  */
-static void simple_z_textured_triangle( GLcontext *ctx,
-                                       const SWvertex *v0,
-                                       const SWvertex *v1,
-                                       const SWvertex *v2 )
-{
+#define NAME simple_z_textured_triangle
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_INT_TEX 1
@@ -284,52 +205,51 @@ static void simple_z_textured_triangle( GLcontext *ctx,
 #define SETUP_CODE                                                     \
    SWcontext *swrast = SWRAST_CONTEXT(ctx);                             \
    struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D;     \
-   GLint b = obj->BaseLevel;                                           \
-   GLfloat twidth = (GLfloat) obj->Image[b]->Width;                    \
-   GLfloat theight = (GLfloat) obj->Image[b]->Height;                  \
-   GLint twidth_log2 = obj->Image[b]->WidthLog2;                       \
-   const GLchan *texture = (const GLchan *) obj->Image[b]->Data;       \
-   GLint smask = obj->Image[b]->Width - 1;                             \
-   GLint tmask = obj->Image[b]->Height - 1;                            \
+   const GLint b = obj->BaseLevel;                                     \
+   const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;           \
+   const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;         \
+   const GLint twidth_log2 = obj->Image[0][b]->WidthLog2;              \
+   const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data;    \
+   const GLint smask = obj->Image[0][b]->Width - 1;                    \
+   const GLint tmask = obj->Image[0][b]->Height - 1;                   \
    if (!texture) {                                                     \
       /* this shouldn't happen */                                      \
       return;                                                          \
    }
 
 #define RENDER_SPAN( span )                                            \
-   GLchan rgbSpan[MAX_WIDTH][3];                                       \
-   GLubyte mask[MAX_WIDTH];                                            \
    GLuint i;                                                           \
    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
    span.intTex[1] -= FIXED_HALF;                                       \
-   for (i = 0; i < span.count; i++) {                                  \
+   for (i = 0; i < span.end; i++) {                                    \
       const GLdepth z = FixedToDepth(span.z);                          \
       if (z < zRow[i]) {                                               \
          GLint s = FixedToInt(span.intTex[0]) & smask;                 \
          GLint t = FixedToInt(span.intTex[1]) & tmask;                 \
          GLint pos = (t << twidth_log2) + s;                           \
          pos = pos + pos + pos;  /* multiply by 3 */                   \
-         rgbSpan[i][RCOMP] = texture[pos];                             \
-         rgbSpan[i][GCOMP] = texture[pos+1];                           \
-         rgbSpan[i][BCOMP] = texture[pos+2];                           \
+         span.array->rgb[i][RCOMP] = texture[pos];                     \
+         span.array->rgb[i][GCOMP] = texture[pos+1];                   \
+         span.array->rgb[i][BCOMP] = texture[pos+2];                   \
          zRow[i] = z;                                                  \
-         mask[i] = 1;                                                  \
+         span.array->mask[i] = 1;                                      \
       }                                                                        \
       else {                                                           \
-         mask[i] = 0;                                                  \
+         span.array->mask[i] = 0;                                      \
       }                                                                        \
       span.intTex[0] += span.intTexStep[0];                            \
       span.intTex[1] += span.intTexStep[1];                            \
       span.z += span.zStep;                                            \
    }                                                                   \
-   (*swrast->Driver.WriteRGBSpan)(ctx, span.count, span.x, span.y,     \
-                                  (CONST GLchan (*)[3]) rgbSpan, mask );
-
+   (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y,       \
+                                  (CONST GLchan (*)[3]) span.array->rgb,\
+                                  span.array->mask );
 #include "s_tritemp.h"
-}
 
 
 
+#if CHAN_TYPE != GL_FLOAT
+
 struct affine_info
 {
    GLenum filter;
@@ -338,110 +258,113 @@ struct affine_info
    GLint smask, tmask;
    GLint twidth_log2;
    const GLchan *texture;
-   GLchan er, eg, eb, ea;
+   GLfixed er, eg, eb, ea;
    GLint tbytesline, tsize;
-   GLint fixedToDepthShift;
 };
 
-static void
-affine_span(GLcontext *ctx, struct triangle_span *span,
+
+/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
+ * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
+ * texture env modes.
+ */
+static INLINE void
+affine_span(GLcontext *ctx, struct sw_span *span,
             struct affine_info *info)
 {
-   GLint tr, tg, tb, ta;
+   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).
-   */
+   /* 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 NEAREST_RGB                    \
+   sample[RCOMP] = tex00[RCOMP];       \
+   sample[GCOMP] = tex00[GCOMP];       \
+   sample[BCOMP] = tex00[BCOMP];       \
+   sample[ACOMP] = CHAN_MAX
 
 #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]
+   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                                                    \
-       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] = span->red * (tr + 1) >> (FIXED_SHIFT + 8);       \
-        dest[GCOMP] = span->green * (tg + 1) >> (FIXED_SHIFT + 8);     \
-        dest[BCOMP] = span->blue * (tb + 1) >> (FIXED_SHIFT + 8);      \
-        dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
+   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] = ((0xff - ta) * span->red                          \
-           + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8);     \
-       dest[GCOMP] = ((0xff - ta) * span->green                        \
-           + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8);     \
-       dest[BCOMP] = ((0xff - ta) * span->blue                         \
-           + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8);     \
-       dest[ACOMP] = FixedToInt(span->alpha)
+   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] = ((0xff - tr) * span->red                         \
-           + (tr + 1) * info->er) >> (FIXED_SHIFT + 8);                        \
-        dest[GCOMP] = ((0xff - tg) * span->green                       \
-           + (tg + 1) * info->eg) >> (FIXED_SHIFT + 8);                        \
-        dest[BCOMP] = ((0xff - tb) * span->blue                                \
-           + (tb + 1) * info->eb) >> (FIXED_SHIFT + 8);                        \
-        dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
-
-#define REPLACE                        \
-        dest[RCOMP] = tr;      \
-        dest[GCOMP] = tg;      \
-        dest[BCOMP] = tb;      \
-        dest[ACOMP] = ta
+   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                                                            \
-        dest[RCOMP] = ((span->red << 8)                                        \
-           + (tr + 1) * info->er) >> (FIXED_SHIFT + 8);                        \
-        dest[GCOMP] = ((span->green << 8)                              \
-           + (tg + 1) * info->eg) >> (FIXED_SHIFT + 8);                        \
-        dest[BCOMP] = ((span->blue << 8)                               \
-           + (tb + 1) * info->eb) >> (FIXED_SHIFT + 8);                        \
-        dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
+   {                                                                   \
+      GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];    \
+      GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];    \
+      GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];    \
+      dest[RCOMP] = MIN2(rSum, CHAN_MAX);                              \
+      dest[GCOMP] = MIN2(gSum, CHAN_MAX);                              \
+      dest[BCOMP] = MIN2(bSum, CHAN_MAX);                              \
+      dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
+  }
 
 /* shortcuts */
 
-#define NEAREST_RGB_REPLACE  NEAREST_RGB;REPLACE
+#define NEAREST_RGB_REPLACE            \
+   NEAREST_RGB;                                \
+   dest[0] = sample[0];                        \
+   dest[1] = sample[1];                        \
+   dest[2] = sample[2];                        \
+   dest[3] = FixedToInt(span->alpha);
 
-#define NEAREST_RGBA_REPLACE  *(GLint *)dest = *(GLint *)tex00
+#define NEAREST_RGBA_REPLACE  COPY_CHAN4(dest, tex00)
 
-#define SPAN1(DO_TEX,COMP)                                             \
-       for (i = 0; i < span->count; i++) {                             \
+#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;           \
-          zspan[i] = FixedToDepth(span->z);                            \
-          fogspan[i] = span->fog;                                      \
            DO_TEX;                                                     \
-          span->fog += span->fogStep;                                  \
-          span->z += span->zStep;                                      \
            span->red += span->redStep;                                 \
           span->green += span->greenStep;                              \
            span->blue += span->blueStep;                               \
@@ -451,14 +374,15 @@ affine_span(GLcontext *ctx, struct triangle_span *span,
            dest += 4;                                                  \
        }
 
-#define SPAN2(DO_TEX,COMP)                                             \
-       for (i = 0; i < span->count; i++) {                             \
+#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;                \
-           GLint sf = span->intTex[0] & FIXED_FRAC_MASK;               \
-           GLint tf = span->intTex[1] & FIXED_FRAC_MASK;               \
-           GLint si = FIXED_FRAC_MASK - sf;                            \
-           GLint ti = FIXED_FRAC_MASK - tf;                            \
+           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;             \
@@ -474,11 +398,7 @@ affine_span(GLcontext *ctx, struct triangle_span *span,
               tex01 -= info->tbytesline;                               \
               tex11 -= info->tbytesline;                               \
            }                                                           \
-          zspan[i] = FixedToDepth(span->z);                            \
-          fogspan[i] = span->fog;                                      \
            DO_TEX;                                                     \
-          span->fog += span->fogStep;                                  \
-          span->z += span->zStep;                                      \
            span->red += span->redStep;                                 \
           span->green += span->greenStep;                              \
            span->blue += span->blueStep;                               \
@@ -488,14 +408,9 @@ affine_span(GLcontext *ctx, struct triangle_span *span,
            dest += 4;                                                  \
        }
 
-#define FixedToDepth(F)  ((F) >> fixedToDepthShift)
 
    GLuint i;
-   GLdepth zspan[MAX_WIDTH];
-   GLfloat fogspan[MAX_WIDTH];
-   GLchan rgba[MAX_WIDTH][4];
-   GLchan *dest = rgba[0];
-   const GLint fixedToDepthShift = info->fixedToDepthShift;
+   GLchan *dest = span->array->rgba[0];
 
    span->intTex[0] -= FIXED_HALF;
    span->intTex[1] -= FIXED_HALF;
@@ -505,41 +420,43 @@ affine_span(GLcontext *ctx, struct triangle_span *span,
       case GL_RGB:
          switch (info->envmode) {
          case GL_MODULATE:
-            SPAN1(NEAREST_RGB;MODULATE,3);
+            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
             break;
          case GL_DECAL:
          case GL_REPLACE:
-            SPAN1(NEAREST_RGB_REPLACE,3);
+            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
             break;
          case GL_BLEND:
-            SPAN1(NEAREST_RGB;BLEND,3);
+            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
             break;
          case GL_ADD:
-            SPAN1(NEAREST_RGB;ADD,3);
+            SPAN_NEAREST(NEAREST_RGB;ADD,3);
             break;
          default:
-            abort();
+            _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
+            return;
          }
          break;
       case GL_RGBA:
          switch(info->envmode) {
          case GL_MODULATE:
-            SPAN1(NEAREST_RGBA;MODULATE,4);
+            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
             break;
          case GL_DECAL:
-            SPAN1(NEAREST_RGBA;DECAL,4);
+            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
             break;
          case GL_BLEND:
-            SPAN1(NEAREST_RGBA;BLEND,4);
+            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
             break;
          case GL_ADD:
-            SPAN1(NEAREST_RGBA;ADD,4);
+            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
             break;
          case GL_REPLACE:
-            SPAN1(NEAREST_RGBA_REPLACE,4);
+            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
             break;
          default:
-            abort();
+            _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
+            return;
          }
          break;
       }
@@ -552,51 +469,54 @@ affine_span(GLcontext *ctx, struct triangle_span *span,
       case GL_RGB:
          switch (info->envmode) {
          case GL_MODULATE:
-            SPAN2(LINEAR_RGB;MODULATE,3);
+            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
             break;
          case GL_DECAL:
          case GL_REPLACE:
-            SPAN2(LINEAR_RGB;REPLACE,3);
+            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
             break;
          case GL_BLEND:
-            SPAN2(LINEAR_RGB;BLEND,3);
+            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
             break;
          case GL_ADD:
-            SPAN2(LINEAR_RGB;ADD,3);
+            SPAN_LINEAR(LINEAR_RGB;ADD,3);
             break;
          default:
-            abort();
+            _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
+            return;
          }
          break;
       case GL_RGBA:
          switch (info->envmode) {
          case GL_MODULATE:
-            SPAN2(LINEAR_RGBA;MODULATE,4);
+            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
             break;
          case GL_DECAL:
-            SPAN2(LINEAR_RGBA;DECAL,4);
+            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
             break;
          case GL_BLEND:
-            SPAN2(LINEAR_RGBA;BLEND,4);
+            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
             break;
          case GL_ADD:
-            SPAN2(LINEAR_RGBA;ADD,4);
+            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
             break;
          case GL_REPLACE:
-            SPAN2(LINEAR_RGBA;REPLACE,4);
+            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
             break;
          default:
-            abort();
-         }                 break;
+            _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
+            return;
+         }
+         break;
       }
       break;
    }
-   _mesa_write_rgba_span(ctx, span->count, span->x, span->y,
-                         zspan, fogspan, rgba, NULL, GL_POLYGON);
+   span->interpMask &= ~SPAN_RGBA;
+   ASSERT(span->arrayMask & SPAN_RGBA);
+   _swrast_write_rgba_span(ctx, span);
 
-#undef SPAN1
-#undef SPAN2
-#undef FixedToDepth
+#undef SPAN_NEAREST
+#undef SPAN_LINEAR
 }
 
 
@@ -604,11 +524,7 @@ affine_span(GLcontext *ctx, struct triangle_span *span,
 /*
  * Render an RGB/RGBA textured triangle without perspective correction.
  */
-static void affine_textured_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
+#define NAME affine_textured_triangle
 #define INTERP_Z 1
 #define INTERP_FOG 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
@@ -618,28 +534,28 @@ static void affine_textured_triangle( GLcontext *ctx,
 #define S_SCALE twidth
 #define T_SCALE theight
 
-#define SETUP_CODE
-   struct affine_info info;
+#define SETUP_CODE                                                     \
+   struct affine_info info;                                            \
    struct gl_texture_unit *unit = ctx->Texture.Unit+0;                 \
    struct gl_texture_object *obj = unit->Current2D;                    \
-   GLint b = obj->BaseLevel;                                           \
-   GLfloat twidth = (GLfloat) obj->Image[b]->Width;                    \
-   GLfloat theight = (GLfloat) obj->Image[b]->Height;                  \
-   info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\
-   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;                                        \
+   const GLint b = obj->BaseLevel;                                     \
+   const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;           \
+   const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;         \
+   info.texture = (const GLchan *) obj->Image[0][b]->Data;             \
+   info.twidth_log2 = obj->Image[0][b]->WidthLog2;                     \
+   info.smask = obj->Image[0][b]->Width - 1;                           \
+   info.tmask = obj->Image[0][b]->Height - 1;                          \
+   info.format = obj->Image[0][b]->Format;                             \
    info.filter = obj->MinFilter;                                       \
    info.envmode = unit->EnvMode;                                       \
+   span.arrayMask |= SPAN_RGBA;                                                \
                                                                        \
    if (info.envmode == GL_BLEND) {                                     \
       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */       \
-      info.er = FloatToFixed(unit->EnvColor[RCOMP]);                   \
-      info.eg = FloatToFixed(unit->EnvColor[GCOMP]);                   \
-      info.eb = FloatToFixed(unit->EnvColor[BCOMP]);                   \
-      info.ea = FloatToFixed(unit->EnvColor[ACOMP]);                   \
+      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);       \
+      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);       \
+      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);       \
+      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);       \
    }                                                                   \
    if (!info.texture) {                                                        \
       /* this shouldn't happen */                                      \
@@ -650,790 +566,239 @@ static void affine_textured_triangle( GLcontext *ctx,
    case GL_ALPHA:                                                      \
    case GL_LUMINANCE:                                                  \
    case GL_INTENSITY:                                                  \
-      info.tbytesline = obj->Image[b]->Width;                          \
+      info.tbytesline = obj->Image[0][b]->Width;                       \
       break;                                                           \
    case GL_LUMINANCE_ALPHA:                                            \
-      info.tbytesline = obj->Image[b]->Width * 2;                      \
+      info.tbytesline = obj->Image[0][b]->Width * 2;                   \
       break;                                                           \
    case GL_RGB:                                                                \
-      info.tbytesline = obj->Image[b]->Width * 3;                      \
+      info.tbytesline = obj->Image[0][b]->Width * 3;                   \
       break;                                                           \
    case GL_RGBA:                                                       \
-      info.tbytesline = obj->Image[b]->Width * 4;                      \
+      info.tbytesline = obj->Image[0][b]->Width * 4;                   \
       break;                                                           \
    default:                                                            \
       _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
       return;                                                          \
    }                                                                   \
-   info.tsize = obj->Image[b]->Height * info.tbytesline;
+   info.tsize = obj->Image[0][b]->Height * info.tbytesline;
 
-#define RENDER_SPAN( span )            \
-   affine_span(ctx, &span, &info);
+#define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
 
 #include "s_tritemp.h"
 
-}
 
 
-#if 0 /* XXX disabled because of texcoord interpolation errors */
-/*
- * 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.
- */
-static void near_persp_textured_triangle(GLcontext *ctx,
-                                        const SWvertex *v0,
-                                        const SWvertex *v1,
-                                        const SWvertex *v2 )
+struct persp_info
 {
-/* 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
+   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;
+};
 
-#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                                                     \
-   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 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) {                                                     \
-      /* 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(span.z);                   \
-      fogspan[i] = span.fog;                              \
-      DO_TEX;                                         \
-      span.fog += span.fogStep;                                 \
-      span.z += span.zStep;                                   \
-      span.red += span.redStep;                                   \
-      span.green += span.greenStep;                                   \
-      span.blue += span.blueStep;                                   \
-      span.alpha += span.alphaStep;                                   \
-      SS += dSdx;                                     \
-      TT += dTdx;                                     \
-      vv += dvdx;                                     \
-      dest += 4;                                      \
-   }
+static INLINE void
+fast_persp_span(GLcontext *ctx, struct sw_span *span,
+               struct persp_info *info)
+{
+   GLchan sample[4];  /* the filtered texture sample */
 
-#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 ++;                                                     \
-   }                                                              \
-}
+  /* 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 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 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;                                                  \
+       }
 
-#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);                                              \
-   }                                                                   \
-}
+   GLuint i;
+   GLfloat tex_coord[3], tex_step[3];
+   GLchan *dest = span->array->rgba[0];
 
-#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);                                              \
-   }                                                                   \
-}
+   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];
 
-#define DRAW_LINE(DO_TEX)              \
-   {                                   \
-      GLchan *tex00 = texture + pos;   \
-      if (j>n || j<-100000)            \
-         j = n;                                \
-      while (i<j) {                    \
-         zspan[i] = FixedToDepth(span.z);      \
-         fogspan[i] = span.fog;             \
-         DO_TEX;                       \
-         span.fog += span.fogStep;                \
-         span.z += span.zStep;                 \
-         span.red += span.redStep;                     \
-         span.green += span.greenStep;                 \
-         span.blue += span.blueStep;                   \
-         span.alpha += span.alphaStep;                 \
-         dest += 4;                    \
-         i++;                          \
-      }                                        \
-   }
+   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:
+            _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
+            return;
+         }
+         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:
+            _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
+            return;
+         }
+         break;
+      }
+      break;
 
-#define INNER_LOOP( LEFT, RIGHT, Y )                                   \
-   {                                                                   \
-      GLint i = 0;                                                     \
-      const GLint n = RIGHT-LEFT;                                      \
-      GLdepth zspan[MAX_WIDTH];                                                \
-      GLfloat 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, NULL, GL_POLYGON);         \
-         span.red = span.green = span.blue = span.alpha = 0;           \
-      }                                                                        \
-   }                                                                   \
+   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:
+            _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
+            return;
+         }
+         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:
+            _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
+            return;
+         }
+         break;
+      }
+      break;
+   }
+   
+   ASSERT(span->arrayMask & SPAN_RGBA);
+   _swrast_write_rgba_span(ctx, span);
 
-#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
+#undef SPAN_NEAREST
+#undef SPAN_LINEAR
 }
-#endif
 
 
-#if 0 /* XXX disabled because of texcoord interpolation errors */
 /*
  * 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 written by Klaus Niederkrueger <klaus@math.leidenuniv.nl>
- * Send all questions and bug reports to him.
  */
-static void lin_persp_textured_triangle( GLcontext *ctx,
-                                        const SWvertex *v0,
-                                        const SWvertex *v1,
-                                        const SWvertex *v2 )
-{
+#define NAME persp_textured_triangle
 #define INTERP_Z 1
+#define INTERP_W 1
 #define INTERP_FOG 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
@@ -1441,403 +806,60 @@ static void lin_persp_textured_triangle( GLcontext *ctx,
 #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[0][b]->Data;             \
+   info.twidth_log2 = obj->Image[0][b]->WidthLog2;                     \
+   info.smask = obj->Image[0][b]->Width - 1;                           \
+   info.tmask = obj->Image[0][b]->Height - 1;                          \
+   info.format = obj->Image[0][b]->Format;                             \
+   info.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[0][b]->Width;                       \
+      break;                                                           \
    case GL_LUMINANCE_ALPHA:                                            \
-      comp = 2;                                                         \
-      break;                                                            \
+      info.tbytesline = obj->Image[0][b]->Width * 2;                   \
+      break;                                                           \
    case GL_RGB:                                                                \
-      comp = 3;                                                         \
-      break;                                                            \
+      info.tbytesline = obj->Image[0][b]->Width * 3;                   \
+      break;                                                           \
    case GL_RGBA:                                                       \
-      comp = 4;                                                         \
-      break;                                                            \
+      info.tbytesline = obj->Image[0][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 span.intTex[0] = (int)(SS * invQ);          \
-           GLfixed span.intTex[1] = (int)(TT * invQ);          \
-          GLint s = FixedToInt(span.intTex[0]) & smask;        \
-          GLint t = FixedToInt(span.intTex[1]) & tmask;        \
-           GLint sf = span.intTex[0] & FIXED_FRAC_MASK;                \
-           GLint tf = span.intTex[1] & 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(span.z);                     \
-          fogspan[i] = span.fog;                               \
-           DO_TEX;                                             \
-          span.fog += span.fogStep;                            \
-          span.z += span.zStep;                                \
-           span.red += span.redStep;                           \
-          span.green += span.greenStep;                        \
-           span.blue += span.blueStep;                         \
-          span.alpha += span.alphaStep;                        \
-           SS += dSdx;                                         \
-           TT += dTdx;                                         \
-          vv += dvdx;                                          \
-           dest += 4;                                          \
-       }
+      _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
+      return;                                                          \
+   }                                                                   \
+   info.tsize = obj->Image[0][b]->Height * info.tbytesline;
 
-#define INNER_LOOP( LEFT, RIGHT, Y )                   \
-   {                                                   \
-      GLint i;                                         \
-      const GLint n = RIGHT-LEFT;                      \
-      GLdepth zspan[MAX_WIDTH];                                \
-      GLfloat 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, NULL,     \
-                               GL_POLYGON);            \
-      }                                                        \
-   }
+#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
 
 
-/*
- * Generate arrays of fragment colors, z, fog, texcoords, etc from a
- * triangle span object.  Then call the span/fragment processsing
- * functions in s_span.[ch].
- */
-static void
-rasterize_span(GLcontext *ctx, const struct triangle_span *span)
-{
-   GLchan rgba[MAX_WIDTH][4];
-   GLchan spec[MAX_WIDTH][4];
-   GLuint index[MAX_WIDTH];
-   GLuint z[MAX_WIDTH];
-   GLfloat fog[MAX_WIDTH];
-   GLfloat sTex[MAX_WIDTH], tTex[MAX_WIDTH], rTex[MAX_WIDTH];
-   GLfloat lambda[MAX_WIDTH];
-   GLfloat msTex[MAX_TEXTURE_UNITS][MAX_WIDTH];
-   GLfloat mtTex[MAX_TEXTURE_UNITS][MAX_WIDTH];
-   GLfloat mrTex[MAX_TEXTURE_UNITS][MAX_WIDTH];
-   GLfloat mLambda[MAX_TEXTURE_UNITS][MAX_WIDTH];
-
-   if (span->activeMask & SPAN_RGBA) {
-      GLfixed r = span->red;
-      GLfixed g = span->green;
-      GLfixed b = span->blue;
-      GLfixed a = span->alpha;
-      GLuint i;
-      for (i = 0; i < span->count; i++) {
-         rgba[i][RCOMP] = FixedToInt(r);
-         rgba[i][GCOMP] = FixedToInt(g);
-         rgba[i][BCOMP] = FixedToInt(b);
-         rgba[i][ACOMP] = FixedToInt(a);
-         r += span->redStep;
-         g += span->greenStep;
-         b += span->blueStep;
-         a += span->alphaStep;
-      }
-   }
-   if (span->activeMask & SPAN_SPEC) {
-      GLfixed r = span->specRed;
-      GLfixed g = span->specGreen;
-      GLfixed b = span->specBlue;
-      GLuint i;
-      for (i = 0; i < span->count; i++) {
-         spec[i][RCOMP] = FixedToInt(r);
-         spec[i][GCOMP] = FixedToInt(g);
-         spec[i][BCOMP] = FixedToInt(b);
-         r += span->specRedStep;
-         g += span->specGreenStep;
-         b += span->specBlueStep;
-      }
-   }
-   if (span->activeMask & SPAN_INDEX) {
-      GLuint i;
-      GLfixed ind = span->index;
-      for (i = 0; i < span->count; i++) {
-         index[i] = FixedToInt(ind);
-         ind += span->indexStep;
-      }
-   }
-   if (span->activeMask & SPAN_Z) {
-      if (ctx->Visual.depthBits <= 16) {
-         GLuint i;
-         GLfixed zval = span->z;
-         for (i = 0; i < span->count; i++) {
-            z[i] = FixedToInt(zval);
-            zval += span->zStep;
-         }
-      }
-      else {
-         /* Deep Z buffer, no fixed->int shift */
-         GLuint i;
-         GLfixed zval = span->z;
-         for (i = 0; i < span->count; i++) {
-            z[i] = zval;
-            zval += span->zStep;
-         }
-      }
-   }
-   if (span->activeMask & SPAN_FOG) {
-      GLuint i;
-      GLfloat f = span->fog;
-      for (i = 0; i < span->count; i++) {
-         fog[i] = f;
-         f += span->fogStep;
-      }
-   }
-   if (span->activeMask & SPAN_TEXTURE) {
-      if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
-         /* multitexture */
-         if (span->activeMask & SPAN_LAMBDA) {
-            /* with lambda */
-            GLuint u;
-            for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
-               if (ctx->Texture.Unit[u]._ReallyEnabled) {
-                  GLfloat s = span->tex[u][0];
-                  GLfloat t = span->tex[u][1];
-                  GLfloat r = span->tex[u][2];
-                  GLfloat q = span->tex[u][3];
-                  GLuint i;
-                  for (i = 0; i < span->count; i++) {
-                     const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
-                     msTex[u][i] = s * invQ;
-                     mtTex[u][i] = t * invQ;
-                     mrTex[u][i] = r * invQ;
-                     mLambda[u][i] = log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F;
-                     s += span->texStep[u][0];
-                     t += span->texStep[u][1];
-                     r += span->texStep[u][2];
-                     q += span->texStep[u][3];
-                  }
-               }
-            }
-         }
-         else {
-            /* without lambda */
-            GLuint u;
-            for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
-               if (ctx->Texture.Unit[u]._ReallyEnabled) {
-                  GLfloat s = span->tex[u][0];
-                  GLfloat t = span->tex[u][1];
-                  GLfloat r = span->tex[u][2];
-                  GLfloat q = span->tex[u][3];
-                  GLuint i;
-                  for (i = 0; i < span->count; i++) {
-                     const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
-                     msTex[u][i] = s * invQ;
-                     mtTex[u][i] = t * invQ;
-                     mrTex[u][i] = r * invQ;
-                     s += span->texStep[u][0];
-                     t += span->texStep[u][1];
-                     r += span->texStep[u][2];
-                     q += span->texStep[u][3];
-                  }
-               }
-            }
-         }
-      }
-      else {
-         /* just texture unit 0 */
-         if (span->activeMask & SPAN_LAMBDA) {
-            /* with lambda */
-            GLfloat s = span->tex[0][0];
-            GLfloat t = span->tex[0][1];
-            GLfloat r = span->tex[0][2];
-            GLfloat q = span->tex[0][3];
-            GLuint i;
-            for (i = 0; i < span->count; i++) {
-               const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
-               sTex[i] = s * invQ;
-               tTex[i] = t * invQ;
-               rTex[i] = r * invQ;
-               lambda[i] = log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F;
-               s += span->texStep[0][0];
-               t += span->texStep[0][1];
-               r += span->texStep[0][2];
-               q += span->texStep[0][3];
-            }
-         }
-         else {
-            /* without lambda */
-            GLfloat s = span->tex[0][0];
-            GLfloat t = span->tex[0][1];
-            GLfloat r = span->tex[0][2];
-            GLfloat q = span->tex[0][3];
-            GLuint i;
-            for (i = 0; i < span->count; i++) {
-               const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
-               sTex[i] = s * invQ;
-               tTex[i] = t * invQ;
-               rTex[i] = r * invQ;
-               s += span->texStep[0][0];
-               t += span->texStep[0][1];
-               r += span->texStep[0][2];
-               q += span->texStep[0][3];
-            }
-         }
-      }
-   }
-   /* XXX keep this? */
-   if (span->activeMask & SPAN_INT_TEXTURE) {
-      GLint intTexcoord[MAX_WIDTH][2];
-      GLfixed s = span->intTex[0];
-      GLfixed t = span->intTex[1];
-      GLuint i;
-      for (i = 0; i < span->count; i++) {
-         intTexcoord[i][0] = FixedToInt(s);
-         intTexcoord[i][1] = FixedToInt(t);
-         s += span->intTexStep[0];
-         t += span->intTexStep[1];
-      }
-   }
-
-   /* examine activeMask and call a s_span.c function */
-   if (span->activeMask & SPAN_TEXTURE) {
-      const GLfloat *fogPtr;
-      if (span->activeMask & SPAN_FOG)
-         fogPtr = fog;
-      else
-         fogPtr = NULL;
-
-      if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
-         if (span->activeMask & SPAN_SPEC) {
-            _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
-                                          z, fogPtr,
-                                          (const GLfloat (*)[MAX_WIDTH]) msTex,
-                                          (const GLfloat (*)[MAX_WIDTH]) mtTex,
-                                          (const GLfloat (*)[MAX_WIDTH]) mrTex,
-                                          (GLfloat (*)[MAX_WIDTH]) mLambda,
-                                          rgba, (CONST GLchan (*)[4]) spec,
-                                          NULL, GL_POLYGON );
-         }
-         else {
-            _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
-                                          z, fogPtr,
-                                          (const GLfloat (*)[MAX_WIDTH]) msTex,
-                                          (const GLfloat (*)[MAX_WIDTH]) mtTex,
-                                          (const GLfloat (*)[MAX_WIDTH]) mrTex,
-                                          (GLfloat (*)[MAX_WIDTH]) mLambda,
-                                          rgba, NULL, NULL, GL_POLYGON);
-         }
-      }
-      else {
-         /* single texture */
-         if (span->activeMask & SPAN_SPEC) {
-            _mesa_write_texture_span(ctx, span->count, span->x, span->y,
-                                     z, fogPtr, sTex, tTex, rTex, lambda,
-                                     rgba, (CONST GLchan (*)[4]) spec,
-                                     NULL, GL_POLYGON);
-         }
-         else {
-            _mesa_write_texture_span(ctx, span->count, span->x, span->y,
-                                     z, fogPtr, sTex, tTex, rTex, lambda,
-                                     rgba, NULL, NULL, GL_POLYGON);
-         }
-      }
-   }
-   else {
-      _mesa_problem(ctx, "rasterize_span() should only be used for texturing");
-   }
-}
+#endif /* CHAN_BITS != GL_FLOAT */
 
                 
 
@@ -1846,341 +868,80 @@ rasterize_span(GLcontext *ctx, const struct triangle_span *span)
  * Render a smooth-shaded, textured, RGBA triangle.
  * Interpolate S,T,R with perspective correction, w/out mipmapping.
  */
-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                                                     \
-   const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;        \
-   const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
-   const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT);       \
-   GLfixed rFlat, gFlat, bFlat, aFlat;                                 \
-   if (flatShade) {                                                    \
-      rFlat = IntToFixed(v2->color[RCOMP]);                            \
-      gFlat = IntToFixed(v2->color[GCOMP]);                            \
-      bFlat = IntToFixed(v2->color[BCOMP]);                            \
-      aFlat = IntToFixed(v2->color[ACOMP]);                            \
-   }                                                                   \
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )                                            \
-   GLdepth zSpan[MAX_WIDTH];                                           \
-   GLfloat fogSpan[MAX_WIDTH];                                         \
-   GLchan rgbaSpan[MAX_WIDTH][4];                                      \
-   GLfloat sSpan[MAX_WIDTH], tSpan[MAX_WIDTH], uSpan[MAX_WIDTH];       \
-   GLuint i;                                                           \
-   if (flatShade) {                                                    \
-      span.red = rFlat;    span.redStep = 0;                           \
-      span.green = gFlat;  span.greenStep = 0;                         \
-      span.blue = bFlat;   span.blueStep = 0;                          \
-      span.alpha = aFlat;  span.alphaStep = 0;                         \
-   }                                                                   \
-   /* NOTE: we could just call rasterize_span() here instead */                \
-   for (i = 0; i < span.count; i++) {                                  \
-      GLdouble invQ = span.tex[0][3] ? (1.0 / span.tex[0][3]) : 1.0;   \
-      zSpan[i] = FixedToDepth(span.z);                                 \
-      span.z += span.zStep;                                            \
-      fogSpan[i] = span.fog;                                           \
-      span.fog += span.fogStep;                                                \
-      rgbaSpan[i][RCOMP] = FixedToInt(span.red);                       \
-      rgbaSpan[i][GCOMP] = FixedToInt(span.green);                     \
-      rgbaSpan[i][BCOMP] = FixedToInt(span.blue);                      \
-      rgbaSpan[i][ACOMP] = FixedToInt(span.alpha);                     \
-      span.red += span.redStep;                                                \
-      span.green += span.greenStep;                                    \
-      span.blue += span.blueStep;                                      \
-      span.alpha += span.alphaStep;                                    \
-      sSpan[i] = span.tex[0][0] * invQ;                                        \
-      tSpan[i] = span.tex[0][1] * invQ;                                        \
-      uSpan[i] = span.tex[0][2] * invQ;                                        \
-      span.tex[0][0] += span.texStep[0][0];                            \
-      span.tex[0][1] += span.texStep[0][1];                            \
-      span.tex[0][2] += span.texStep[0][2];                            \
-      span.tex[0][3] += span.texStep[0][3];                            \
-   }                                                                   \
-   _mesa_write_texture_span(ctx, span.count, span.x, span.y,           \
-                            zSpan, fogSpan, sSpan, tSpan, uSpan,       \
-                            NULL, rgbaSpan, NULL, NULL, GL_POLYGON );
-
-#include "s_tritemp.h"
-}
-
-
-/*
- * Render a smooth-shaded, textured, RGBA triangle with separate specular
- * color interpolation.
- * Interpolate texcoords with perspective correction, w/out mipmapping.
- */
-static void general_textured_spec_triangle( GLcontext *ctx,
-                                           const SWvertex *v0,
-                                           const SWvertex *v1,
-                                           const SWvertex *v2 )
-{
+#define NAME general_textured_triangle
 #define INTERP_Z 1
+#define INTERP_W 1
 #define INTERP_FOG 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
 #define INTERP_SPEC 1
 #define INTERP_ALPHA 1
 #define INTERP_TEX 1
-
-#define SETUP_CODE                                                     \
-   const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;        \
-   const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
-   const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT);     \
-   GLfixed rFlat, gFlat, bFlat, aFlat;                                 \
-   GLfixed srFlat, sgFlat, sbFlat;                                     \
-   if (flatShade) {                                                    \
-      rFlat = IntToFixed(v2->color[RCOMP]);                            \
-      gFlat = IntToFixed(v2->color[GCOMP]);                            \
-      bFlat = IntToFixed(v2->color[BCOMP]);                            \
-      aFlat = IntToFixed(v2->color[ACOMP]);                            \
-      srFlat = IntToFixed(v2->specular[RCOMP]);                                \
-      sgFlat = IntToFixed(v2->specular[GCOMP]);                                \
-      sbFlat = IntToFixed(v2->specular[BCOMP]);                                \
-   }                                                                   \
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )                                    \
-   if (flatShade) {                                            \
-      span.red = rFlat;    span.redStep = 0;                   \
-      span.green = gFlat;  span.greenStep = 0;                 \
-      span.blue = bFlat;   span.blueStep = 0;                  \
-      span.alpha = aFlat;  span.alphaStep = 0;                 \
-      span.specRed = srFlat;    span.specRedStep = 0;          \
-      span.specGreen = sgFlat;  span.specGreenStep = 0;                \
-      span.specBlue = sbFlat;   span.specBlueStep = 0;         \
-   }                                                           \
-   rasterize_span(ctx, &span);
-
+#define RENDER_SPAN( span )   _swrast_write_texture_span(ctx, &span);
 #include "s_tritemp.h"
-}
-
-
-/*
- * Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,R with perspective correction and compute lambda for
- * each fragment.  Lambda is used to determine whether to use the
- * minification or magnification filter.  If minification and using
- * mipmaps, lambda is also used to select the texture level of detail.
- */
-static void lambda_textured_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
-#define INTERP_LAMBDA 1
 
-#define SETUP_CODE                                                     \
-   const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;        \
-   const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
-   const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT);       \
-   GLfixed rFlat, gFlat, bFlat, aFlat;                                 \
-   GLfixed srFlat, sgFlat, sbFlat;                                     \
-   if (flatShade) {                                                    \
-      rFlat = IntToFixed(v2->color[RCOMP]);                            \
-      gFlat = IntToFixed(v2->color[GCOMP]);                            \
-      bFlat = IntToFixed(v2->color[BCOMP]);                            \
-      aFlat = IntToFixed(v2->color[ACOMP]);                            \
-      srFlat = IntToFixed(v2->specular[RCOMP]);                                \
-      sgFlat = IntToFixed(v2->specular[GCOMP]);                                \
-      sbFlat = IntToFixed(v2->specular[BCOMP]);                                \
-   }                                                                   \
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )                                    \
-   if (flatShade) {                                            \
-      span.red = rFlat;    span.redStep = 0;                   \
-      span.green = gFlat;  span.greenStep = 0;                 \
-      span.blue = bFlat;   span.blueStep = 0;                  \
-      span.alpha = aFlat;  span.alphaStep = 0;                 \
-      span.specRed = srFlat;    span.specRedStep = 0;          \
-      span.specGreen = sgFlat;  span.specGreenStep = 0;                \
-      span.specBlue = sbFlat;   span.specBlueStep = 0;         \
-   }                                                           \
-   rasterize_span(ctx, &span);
-
-#include "s_tritemp.h"
-}
-
-
-/*
- * Render a smooth-shaded, textured, RGBA triangle with separate specular
- * interpolation.
- * Interpolate S,T,R with perspective correction and compute lambda for
- * each fragment.  Lambda is used to determine whether to use the
- * minification or magnification filter.  If minification and using
- * mipmaps, lambda is also used to select the texture level of detail.
- */
-static void lambda_textured_spec_triangle( GLcontext *ctx,
-                                          const SWvertex *v0,
-                                          const SWvertex *v1,
-                                          const SWvertex *v2 )
-{
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define INTERP_SPEC 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
-#define INTERP_LAMBDA 1
-
-#define SETUP_CODE                                                     \
-   const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;        \
-   const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
-   const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT);     \
-   GLfixed rFlat, gFlat, bFlat, aFlat;                                 \
-   GLfixed srFlat, sgFlat, sbFlat;                                     \
-   if (flatShade) {                                                    \
-      rFlat = IntToFixed(v2->color[RCOMP]);                            \
-      gFlat = IntToFixed(v2->color[GCOMP]);                            \
-      bFlat = IntToFixed(v2->color[BCOMP]);                            \
-      aFlat = IntToFixed(v2->color[ACOMP]);                            \
-      srFlat = IntToFixed(v2->specular[RCOMP]);                                \
-      sgFlat = IntToFixed(v2->specular[GCOMP]);                                \
-      sbFlat = IntToFixed(v2->specular[BCOMP]);                                \
-   }                                                                   \
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )                                    \
-   if (flatShade) {                                            \
-      span.red = rFlat;    span.redStep = 0;                   \
-      span.green = gFlat;  span.greenStep = 0;                 \
-      span.blue = bFlat;   span.blueStep = 0;                  \
-      span.alpha = aFlat;  span.alphaStep = 0;                 \
-      span.specRed = srFlat;    span.specRedStep = 0;          \
-      span.specGreen = sgFlat;  span.specGreenStep = 0;                \
-      span.specBlue = sbFlat;   span.specBlueStep = 0;         \
-   }                                                           \
-   rasterize_span(ctx, &span);
-
-#include "s_tritemp.h"
-}
 
 
 /*
  * This is the big one!
- * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates
- * with lambda (LOD).
+ * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
  * Yup, it's slow.
  */
-static void
-lambda_multitextured_triangle( GLcontext *ctx,
-                               const SWvertex *v0,
-                               const SWvertex *v1,
-                               const SWvertex *v2 )
-{
-
+#define NAME multitextured_triangle
 #define INTERP_Z 1
+#define INTERP_W 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_LAMBDA 1
-
-#define SETUP_CODE                                                     \
-   const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT);     \
-   GLfixed rFlat, gFlat, bFlat, aFlat;                                 \
-   GLfixed srFlat, sgFlat, sbFlat;                                     \
-   GLuint u;                                                           \
-   if (flatShade) {                                                    \
-      rFlat = IntToFixed(v2->color[RCOMP]);                            \
-      gFlat = IntToFixed(v2->color[GCOMP]);                            \
-      bFlat = IntToFixed(v2->color[BCOMP]);                            \
-      aFlat = IntToFixed(v2->color[ACOMP]);                            \
-      srFlat = IntToFixed(v2->specular[RCOMP]);                                \
-      sgFlat = IntToFixed(v2->specular[GCOMP]);                                \
-      sbFlat = IntToFixed(v2->specular[BCOMP]);                                \
-   }                                                                   \
-   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {                  \
-      if (ctx->Texture.Unit[u]._ReallyEnabled) {                       \
-         const struct gl_texture_object *texObj;                       \
-         const struct gl_texture_image *texImage;                      \
-         texObj = ctx->Texture.Unit[u]._Current;                       \
-         texImage = texObj->Image[texObj->BaseLevel];                  \
-         span.texWidth[u] = (GLfloat) texImage->Width;                 \
-         span.texHeight[u] = (GLfloat) texImage->Height;               \
-      }                                                                        \
-   }                                                                   \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )                                    \
-   if (flatShade) {                                            \
-      span.red = rFlat;    span.redStep = 0;                   \
-      span.green = gFlat;  span.greenStep = 0;                 \
-      span.blue = bFlat;   span.blueStep = 0;                  \
-      span.alpha = aFlat;  span.alphaStep = 0;                 \
-      span.specRed = srFlat;    span.specRedStep = 0;          \
-      span.specGreen = sgFlat;  span.specGreenStep = 0;                \
-      span.specBlue = sbFlat;   span.specBlueStep = 0;         \
-   }                                                           \
-   rasterize_span(ctx, &span);
-
+#define RENDER_SPAN( span )   _swrast_write_texture_span(ctx, &span);
 #include "s_tritemp.h"
 
-}
 
 
-static void occlusion_zless_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
-   if (ctx->OcclusionResult) {
-      return;
-   }
-
+/*
+ * Special tri function for occlusion testing
+ */
+#define NAME occlusion_zless_triangle
 #define DO_OCCLUSION_TEST
 #define INTERP_Z 1
 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-
+#define SETUP_CODE                                             \
+   if (ctx->OcclusionResult && !ctx->Occlusion.Active) {       \
+      return;                                                  \
+   }
 #define RENDER_SPAN( span )                            \
    GLuint i;                                           \
-   for (i = 0; i < span.count; i++) {                  \
+   for (i = 0; i < span.end; i++) {                    \
       GLdepth z = FixedToDepth(span.z);                        \
       if (z < zRow[i]) {                               \
          ctx->OcclusionResult = GL_TRUE;               \
-         return;                                       \
+         ctx->Occlusion.PassedCounter++;               \
       }                                                        \
       span.z += span.zStep;                            \
    }
-
 #include "s_tritemp.h"
-}
 
-static void nodraw_triangle( GLcontext *ctx,
-                            const SWvertex *v0,
-                            const SWvertex *v1,
-                            const SWvertex *v2 )
+
+
+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,
@@ -2189,14 +950,40 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx,
    SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
    SWvertex *ncv1 = (SWvertex *)v1;
    SWvertex *ncv2 = (SWvertex *)v2;
+#if CHAN_TYPE == GL_FLOAT
+   GLfloat rSum, gSum, bSum;
+#else
+   GLint rSum, gSum, bSum;
+#endif
    GLchan c[3][4];
+   /* save original colors */
    COPY_CHAN4( c[0], ncv0->color );
    COPY_CHAN4( c[1], ncv1->color );
    COPY_CHAN4( c[2], ncv2->color );
-   ACC_3V( ncv0->color, ncv0->specular );
-   ACC_3V( ncv1->color, ncv1->specular );
-   ACC_3V( ncv2->color, ncv2->specular );
+   /* sum v0 */
+   rSum = ncv0->color[0] + ncv0->specular[0];
+   gSum = ncv0->color[1] + ncv0->specular[1];
+   bSum = ncv0->color[2] + ncv0->specular[2];
+   ncv0->color[0] = MIN2(rSum, CHAN_MAX);
+   ncv0->color[1] = MIN2(gSum, CHAN_MAX);
+   ncv0->color[2] = MIN2(bSum, CHAN_MAX);
+   /* sum v1 */
+   rSum = ncv1->color[0] + ncv1->specular[0];
+   gSum = ncv1->color[1] + ncv1->specular[1];
+   bSum = ncv1->color[2] + ncv1->specular[2];
+   ncv1->color[0] = MIN2(rSum, CHAN_MAX);
+   ncv1->color[1] = MIN2(gSum, CHAN_MAX);
+   ncv1->color[2] = MIN2(bSum, CHAN_MAX);
+   /* sum v2 */
+   rSum = ncv2->color[0] + ncv2->specular[0];
+   gSum = ncv2->color[1] + ncv2->specular[1];
+   bSum = ncv2->color[2] + ncv2->specular[2];
+   ncv2->color[0] = MIN2(rSum, CHAN_MAX);
+   ncv2->color[1] = MIN2(gSum, CHAN_MAX);
+   ncv2->color[2] = MIN2(bSum, CHAN_MAX);
+   /* draw */
    SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
+   /* restore original colors */
    COPY_CHAN4( ncv0->color, c[0] );
    COPY_CHAN4( ncv1->color, c[1] );
    COPY_CHAN4( ncv2->color, c[2] );
@@ -2207,13 +994,13 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx,
 #ifdef DEBUG
 
 /* record the current triangle function name */
-static const char *triFuncName = NULL;
+const char *_mesa_triFuncName = NULL;
 
-#define USE(triFunc)                   \
-do {                                   \
-    triFuncName = #triFunc;            \
-    /*printf("%s\n", triFuncName);*/   \
-    swrast->Triangle = triFunc;        \
+#define USE(triFunc)                           \
+do {                                           \
+    _mesa_triFuncName = #triFunc;              \
+    /*printf("%s\n", _mesa_triFuncName);*/     \
+    swrast->Triangle = triFunc;                        \
 } while (0)
 
 #else
@@ -2247,12 +1034,13 @@ _swrast_choose_triangle( GLcontext *ctx )
    if (ctx->RenderMode==GL_RENDER) {
 
       if (ctx->Polygon.SmoothFlag) {
-         _mesa_set_aa_triangle_function(ctx);
+         _swrast_set_aa_triangle_function(ctx);
          ASSERT(swrast->Triangle);
          return;
       }
 
-      if (ctx->Depth.OcclusionTest &&
+      /* special case for occlusion testing */
+      if ((ctx->Depth.OcclusionTest || ctx->Occlusion.Active) &&
           ctx->Depth.Test &&
           ctx->Depth.Mask == GL_FALSE &&
           ctx->Depth.Func == GL_LESS &&
@@ -2269,24 +1057,28 @@ _swrast_choose_triangle( GLcontext *ctx )
          }
       }
 
-      if (ctx->Texture._ReallyEnabled) {
+      if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram.Enabled) {
          /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
         const struct gl_texture_object *texObj2D;
          const struct gl_texture_image *texImg;
          GLenum minFilter, magFilter, envMode;
          GLint format;
          texObj2D = ctx->Texture.Unit[0].Current2D;
-         texImg = texObj2D ? texObj2D->Image[texObj2D->BaseLevel] : NULL;
+         texImg = texObj2D ? texObj2D->Image[0][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._ReallyEnabled==TEXTURE0_2D
+         /* First see if we can use an optimized 2-D texture function */
+         if (ctx->Texture._EnabledCoordUnits == 1
+             && !ctx->FragmentProgram.Enabled
+             && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
              && texObj2D->WrapS==GL_REPEAT
             && texObj2D->WrapT==GL_REPEAT
+             && texObj2D->_IsPowerOfTwo
              && texImg->Border==0
+             && texImg->Width == texImg->RowStride
              && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
             && minFilter == magFilter
             && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
@@ -2308,59 +1100,33 @@ _swrast_choose_triangle( GLcontext *ctx )
                  }
               }
               else {
-                  if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
-                     USE(general_textured_triangle);
-                  }
-                  else {
-                     USE(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) {
-                  USE(near_persp_textured_triangle);
-              }
-              else {
-                  USE(lin_persp_textured_triangle);
-              }
-#endif
+#if (CHAN_BITS == 16 || CHAN_BITS == 32)
                USE(general_textured_triangle);
+#else
+               USE(persp_textured_triangle);
+#endif
            }
         }
          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) {
-               USE(lambda_multitextured_triangle);
-            }
-            else if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) {
-               /* separate specular color interpolation */
-               if (needLambda) {
-                  USE(lambda_textured_spec_triangle);
-              }
-               else {
-                  USE(general_textured_spec_triangle);
-              }
+            /* general case textured triangles */
+            if (ctx->Texture._EnabledCoordUnits > 1) {
+               USE(multitextured_triangle);
             }
             else {
-               if (needLambda) {
-                 USE(lambda_textured_triangle);
-              }
-               else {
-                  USE(general_textured_triangle);
-              }
+               USE(general_textured_triangle);
             }
          }
       }
       else {
-         ASSERT(!ctx->Texture._ReallyEnabled);
+         ASSERT(!ctx->Texture._EnabledCoordUnits);
         if (ctx->Light.ShadeModel==GL_SMOOTH) {
            /* smooth shaded, no texturing, stippled or some raster ops */
             if (rgbmode) {
@@ -2382,10 +1148,10 @@ _swrast_choose_triangle( GLcontext *ctx )
       }
    }
    else if (ctx->RenderMode==GL_FEEDBACK) {
-      USE(_mesa_feedback_triangle);
+      USE(_swrast_feedback_triangle);
    }
    else {
       /* GL_SELECT mode */
-      USE(_mesa_select_triangle);
+      USE(_swrast_select_triangle);
    }
 }