fix GL_DOT3_RGBA texture combiner mode in generated fragment programs (bug #11030)
[mesa.git] / src / mesa / swrast / s_triangle.c
index d61a2bb659066a001d0bbf63654d25c8df87952d..c255545217318eaee46305ed17345f1bab33412c 100644 (file)
@@ -1,10 +1,8 @@
-/* $Id: s_triangle.c,v 1.46 2002/01/09 00:27:49 brianp Exp $ */
-
 /*
  * Mesa 3-D graphics library
- * Version:  4.1
+ * Version:  6.5.3
  *
- * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
  *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the "Software"),
 #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_aatriangle.h"
 #include "s_context.h"
-#include "s_depth.h"
 #include "s_feedback.h"
 #include "s_span.h"
 #include "s_triangle.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];
-   GLfloat fx = v2->win[0] - v0->win[0];
-   GLfloat fy = v2->win[1] - v0->win[1];
+   GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
+   GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
+   GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
+   GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
    GLfloat c = ex*fy-ey*fx;
 
-   if (c * SWRAST_CONTEXT(ctx)->_backface_sign > 0)
+   if (c * SWRAST_CONTEXT(ctx)->_BackfaceSign > 0)
       return 0;
 
    return 1;
@@ -70,143 +67,86 @@ 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 INTERP_Z 1
-#define INTERP_FOG 1
-
-#define RENDER_SPAN( span )                                            \
-   _mesa_write_monoindex_span(ctx, &span, v2->index, GL_POLYGON );
-
-#include "s_tritemp.h"
-}
-
-
-
-/*
- * Render a smooth-shaded color index triangle.
+ * Render a smooth or flat-shaded color index triangle.
  */
-static void smooth_ci_triangle( GLcontext *ctx,
-                               const SWvertex *v0,
-                               const SWvertex *v1,
-                               const SWvertex *v2 )
-{
+#define NAME ci_triangle
 #define INTERP_Z 1
-#define INTERP_FOG 1
+#define INTERP_ATTRIBS 1  /* just for fog */
 #define INTERP_INDEX 1
-
-#define RENDER_SPAN( span )                                            \
-   GLuint i;                                                           \
-   SW_SPAN_SET_FLAG(span.filledColor);                                 \
-   for (i = 0; i < span.end; i++) {                                    \
-      span.color.index[i] = FixedToInt(span.index);                    \
-      span.index += span.indexStep;                                    \
-   }                                                                   \
-   _mesa_write_index_span(ctx, &span, 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 )                                            \
-   _mesa_write_monocolor_span(ctx, &span, v2->color, 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 )                                    \
-   GLuint i;                                                   \
-   SW_SPAN_SET_FLAG(span.filledColor);                         \
-   for (i = 0; i < span.end; i++) {                            \
-      span.color.rgba[i][RCOMP] = FixedToChan(span.red);       \
-      span.color.rgba[i][GCOMP] = FixedToChan(span.green);     \
-      span.color.rgba[i][BCOMP] = FixedToChan(span.blue);      \
-      span.color.rgba[i][ACOMP] = FixedToChan(span.alpha);     \
-      span.red += span.redStep;                                        \
-      span.green += span.greenStep;                            \
-      span.blue += span.blueStep;                              \
-      span.alpha += span.alphaStep;                            \
-   }                                                           \
-   _mesa_write_rgba_span(ctx, &span, 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);
-}
 
 
 /*
  * Render an RGB, GL_DECAL, textured triangle.
  * Interpolate S,T only w/out mipmapping or perspective correction.
  *
- * No fog.
+ * No fog.  No depth testing.
  */
-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
 
 #define SETUP_CODE                                                     \
-   SWcontext *swrast = SWRAST_CONTEXT(ctx);                             \
+   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\
    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  )                                           \
+#define RENDER_SPAN( span                                            \
    GLuint i;                                                           \
-   SW_SPAN_SET_FLAG(span.filledColor);                                 \
+   GLchan rgb[MAX_WIDTH][3];                                           \
    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
    span.intTex[1] -= FIXED_HALF;                                       \
    for (i = 0; i < span.end; i++) {                                    \
@@ -214,31 +154,27 @@ static void simple_textured_triangle( GLcontext *ctx,
       GLint t = FixedToInt(span.intTex[1]) & tmask;                    \
       GLint pos = (t << twidth_log2) + s;                              \
       pos = pos + pos + pos;  /* multiply by 3 */                      \
-      span.color.rgb[i][RCOMP] = texture[pos];                         \
-      span.color.rgb[i][GCOMP] = texture[pos+1];                       \
-      span.color.rgb[i][BCOMP] = texture[pos+2];                       \
+      rgb[i][RCOMP] = texture[pos];                                    \
+      rgb[i][GCOMP] = texture[pos+1];                                  \
+      rgb[i][BCOMP] = texture[pos+2];                                  \
       span.intTex[0] += span.intTexStep[0];                            \
       span.intTex[1] += span.intTexStep[1];                            \
    }                                                                   \
-   (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y,       \
-                                  (CONST GLchan (*)[3]) span.color.rgb, NULL );
+   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
 
 #include "s_tritemp.h"
-}
+
 
 
 /*
  * Render an RGB, GL_DECAL, textured triangle.
  * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
  * perspective correction.
+ * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
  *
  * 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
@@ -246,15 +182,15 @@ static void simple_z_textured_triangle( GLcontext *ctx,
 #define T_SCALE theight
 
 #define SETUP_CODE                                                     \
-   SWcontext *swrast = SWRAST_CONTEXT(ctx);                             \
+   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\
    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;                                                          \
@@ -262,34 +198,32 @@ static void simple_z_textured_triangle( GLcontext *ctx,
 
 #define RENDER_SPAN( span )                                            \
    GLuint i;                                                           \
+   GLchan rgb[MAX_WIDTH][3];                                           \
    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
    span.intTex[1] -= FIXED_HALF;                                       \
-   SW_SPAN_SET_FLAG(span.filledColor);                                 \
    for (i = 0; i < span.end; i++) {                                    \
-      const GLdepth z = FixedToDepth(span.z);                          \
+      const GLuint z = FixedToDepth(span.z);                           \
       if (z < zRow[i]) {                                               \
          GLint s = FixedToInt(span.intTex[0]) & smask;                 \
          GLint t = FixedToInt(span.intTex[1]) & tmask;                 \
          GLint pos = (t << twidth_log2) + s;                           \
          pos = pos + pos + pos;  /* multiply by 3 */                   \
-         span.color.rgb[i][RCOMP] = texture[pos];                      \
-         span.color.rgb[i][GCOMP] = texture[pos+1];                    \
-         span.color.rgb[i][BCOMP] = texture[pos+2];                    \
+         rgb[i][RCOMP] = texture[pos];                                 \
+         rgb[i][GCOMP] = texture[pos+1];                               \
+         rgb[i][BCOMP] = texture[pos+2];                               \
          zRow[i] = z;                                                  \
-         span.mask[i] = 1;                                             \
+         span.array->mask[i] = 1;                                      \
       }                                                                        \
       else {                                                           \
-         span.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.end, span.x, span.y,       \
-                                  (CONST GLchan (*)[3]) span.color.rgb, span.mask );
+   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
 
 #include "s_tritemp.h"
-}
 
 
 #if CHAN_TYPE != GL_FLOAT
@@ -307,12 +241,27 @@ struct affine_info
 };
 
 
+static INLINE GLint
+ilerp(GLint t, GLint a, GLint b)
+{
+   return a + ((t * (b - a)) >> FIXED_SHIFT);
+}
+
+static INLINE GLint
+ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
+{
+   const GLint temp0 = ilerp(ia, v00, v10);
+   const GLint temp1 = ilerp(ia, v01, v11);
+   return ilerp(ib, temp0, temp1);
+}
+
+
 /* 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,
+affine_span(GLcontext *ctx, SWspan *span,
             struct affine_info *info)
 {
    GLchan sample[4];  /* the filtered texture sample */
@@ -330,25 +279,18 @@ affine_span(GLcontext *ctx, struct sw_span *span,
    sample[ACOMP] = CHAN_MAX
 
 #define LINEAR_RGB                                                     \
-   sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) +             \
-             tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
-   sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) +             \
-             tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
-   sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) +             \
-             tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
-   sample[ACOMP] = CHAN_MAX
+   sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
+   sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
+   sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
+   sample[ACOMP] = CHAN_MAX;
 
 #define NEAREST_RGBA  COPY_CHAN4(sample, tex00)
 
 #define LINEAR_RGBA                                                    \
-   sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) +             \
-               tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT;\
-   sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) +             \
-               tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT;\
-   sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) +             \
-               tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT;\
-   sample[ACOMP] = (ti * (si * tex00[3] + sf * tex01[3]) +             \
-               tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
+   sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
+   sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
+   sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
+   sample[ACOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3])
 
 #define MODULATE                                                         \
    dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
@@ -401,13 +343,13 @@ affine_span(GLcontext *ctx, struct sw_span *span,
 
 #define NEAREST_RGBA_REPLACE  COPY_CHAN4(dest, tex00)
 
-#define SPAN_NEAREST(DO_TEX,COMP)                                      \
+#define SPAN_NEAREST(DO_TEX, COMPS)                                    \
        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;           \
+           const GLchan *tex00 = info->texture + COMPS * pos;          \
            DO_TEX;                                                     \
            span->red += span->redStep;                                 \
           span->green += span->greenStep;                              \
@@ -418,22 +360,18 @@ affine_span(GLcontext *ctx, struct sw_span *span,
            dest += 4;                                                  \
        }
 
-#define SPAN_LINEAR(DO_TEX,COMP)                                       \
+#define SPAN_LINEAR(DO_TEX, COMPS)                                     \
        for (i = 0; i < span->end; i++) {                               \
            /* Isn't it necessary to use FixedFloor below?? */          \
-           GLint s = FixedToInt(span->intTex[0]) & info->smask;                \
-           GLint t = FixedToInt(span->intTex[1]) & info->tmask;                \
-           GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;             \
-           GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;             \
-           GLfixed si = FIXED_FRAC_MASK - sf;                          \
-           GLfixed ti = FIXED_FRAC_MASK - tf;                          \
-           GLint pos = (t << info->twidth_log2) + s;                   \
-           const GLchan *tex00 = info->texture + COMP * pos;           \
+           const GLint s = FixedToInt(span->intTex[0]) & info->smask;  \
+           const GLint t = FixedToInt(span->intTex[1]) & info->tmask;  \
+           const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;       \
+           const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;       \
+           const GLint pos = (t << info->twidth_log2) + s;             \
+           const GLchan *tex00 = info->texture + COMPS * pos;          \
            const GLchan *tex10 = tex00 + info->tbytesline;             \
-           const GLchan *tex01 = tex00 + COMP;                         \
-           const GLchan *tex11 = tex10 + COMP;                         \
-           (void) ti;                                                  \
-           (void) si;                                                  \
+           const GLchan *tex01 = tex00 + COMPS;                                \
+           const GLchan *tex11 = tex10 + COMPS;                                \
            if (t == info->tmask) {                                     \
               tex10 -= info->tsize;                                    \
               tex11 -= info->tsize;                                    \
@@ -454,9 +392,7 @@ affine_span(GLcontext *ctx, struct sw_span *span,
 
 
    GLuint i;
-   GLchan *dest = span->color.rgba[0];
-
-   SW_SPAN_SET_FLAG(span->filledColor);
+   GLchan *dest = span->array->rgba[0];
 
    span->intTex[0] -= FIXED_HALF;
    span->intTex[1] -= FIXED_HALF;
@@ -479,7 +415,8 @@ affine_span(GLcontext *ctx, struct sw_span *span,
             SPAN_NEAREST(NEAREST_RGB;ADD,3);
             break;
          default:
-            abort();
+            _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
+            return;
          }
          break;
       case GL_RGBA:
@@ -500,7 +437,8 @@ affine_span(GLcontext *ctx, struct sw_span *span,
             SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
             break;
          default:
-            abort();
+            _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
+            return;
          }
          break;
       }
@@ -526,7 +464,8 @@ affine_span(GLcontext *ctx, struct sw_span *span,
             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:
@@ -547,12 +486,16 @@ affine_span(GLcontext *ctx, struct sw_span *span,
             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, GL_POLYGON);
+   span->interpMask &= ~SPAN_RGBA;
+   ASSERT(span->arrayMask & SPAN_RGBA);
+   _swrast_write_rgba_span(ctx, span);
 
 #undef SPAN_NEAREST
 #undef SPAN_LINEAR
@@ -563,14 +506,8 @@ affine_span(GLcontext *ctx, struct sw_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
 #define INTERP_RGB 1
 #define INTERP_ALPHA 1
 #define INTERP_INT_TEX 1
@@ -581,16 +518,17 @@ static void affine_textured_triangle( GLcontext *ctx,
    struct affine_info info;                                            \
    struct gl_texture_unit *unit = ctx->Texture.Unit+0;                 \
    struct gl_texture_object *obj = unit->Current2D;                    \
-   GLint b = obj->BaseLevel;                                           \
-   GLfloat twidth = (GLfloat) obj->Image[b]->Width;                    \
-   GLfloat theight = (GLfloat) obj->Image[b]->Height;                  \
-   info.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]->_BaseFormat;                                \
    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) */       \
@@ -608,29 +546,27 @@ 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);
 
 #include "s_tritemp.h"
 
-}
-
 
 
 struct persp_info
@@ -647,7 +583,7 @@ struct persp_info
 
 
 static INLINE void
-fast_persp_span(GLcontext *ctx, struct sw_span *span,
+fast_persp_span(GLcontext *ctx, SWspan *span,
                struct persp_info *info)
 {
    GLchan sample[4];  /* the filtered texture sample */
@@ -682,23 +618,19 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
        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 GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);      \
+           const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);      \
+           const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;     \
+           const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
+           const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask;        \
+           const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask;        \
+           const GLfixed sf = s_fix & FIXED_FRAC_MASK;                 \
+           const GLfixed tf = t_fix & FIXED_FRAC_MASK;                 \
+           const 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;                                    \
@@ -720,17 +652,18 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
 
    GLuint i;
    GLfloat tex_coord[3], tex_step[3];
-   GLchan *dest = span->color.rgba[0];
+   GLchan *dest = span->array->rgba[0];
 
-   SW_SPAN_SET_FLAG(span->filledColor);
+   const GLuint savedTexEnable = ctx->Texture._EnabledUnits;
+   ctx->Texture._EnabledUnits = 0;
 
-   tex_coord[0] = span->tex[0][0]  * (info->smask + 1),
-     tex_step[0] = span->texStep[0][0] * (info->smask + 1);
-   tex_coord[1] = span->tex[0][1] * (info->tmask + 1),
-     tex_step[1] = span->texStep[0][1] * (info->tmask + 1);
-   /* span->tex[0][2] only if 3D-texturing, here only 2D */
-   tex_coord[2] = span->tex[0][3],
-     tex_step[2] = span->texStep[0][3];
+   tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0]  * (info->smask + 1);
+   tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
+   tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
+   tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
+   /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
+   tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
+   tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
 
    switch (info->filter) {
    case GL_NEAREST:
@@ -751,7 +684,8 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
             SPAN_NEAREST(NEAREST_RGB;ADD,3);
             break;
          default:
-            abort();
+            _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
+            return;
          }
          break;
       case GL_RGBA:
@@ -772,7 +706,8 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
             SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
             break;
          default:
-            abort();
+            _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
+            return;
          }
          break;
       }
@@ -796,7 +731,8 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
             SPAN_LINEAR(LINEAR_RGB;ADD,3);
             break;
          default:
-            abort();
+            _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
+            return;
          }
          break;
       case GL_RGBA:
@@ -817,18 +753,22 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
             SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
             break;
          default:
-            abort();
+            _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
+            return;
          }
          break;
       }
       break;
    }
    
-   _mesa_write_rgba_span(ctx, span, GL_POLYGON);
-
+   ASSERT(span->arrayMask & SPAN_RGBA);
+   _swrast_write_rgba_span(ctx, span);
 
 #undef SPAN_NEAREST
 #undef SPAN_LINEAR
+
+   /* restore state */
+   ctx->Texture._EnabledUnits = savedTexEnable;
 }
 
 
@@ -838,28 +778,22 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
  * by interpolated Q/W comes out right.
  *
  */
-static void 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_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
 #define INTERP_RGB 1
 #define INTERP_ALPHA 1
-#define INTERP_TEX 1
+#define INTERP_ATTRIBS 1
 
 #define SETUP_CODE                                                     \
    struct persp_info info;                                             \
-   struct gl_texture_unit *unit = ctx->Texture.Unit+0;                 \
-   struct gl_texture_object *obj = unit->Current2D;                    \
-   GLint b = obj->BaseLevel;                                           \
-   info.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 struct gl_texture_unit *unit = ctx->Texture.Unit+0;           \
+   const struct gl_texture_object *obj = unit->Current2D;              \
+   const GLint b = obj->BaseLevel;                                     \
+   info.texture = (const GLchan *) obj->Image[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]->_BaseFormat;                                \
    info.filter = obj->MinFilter;                                       \
    info.envmode = unit->EnvMode;                                       \
                                                                        \
@@ -879,273 +813,95 @@ static void persp_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 persp_textured_triangle");\
       return;                                                          \
    }                                                                   \
-   info.tsize = obj->Image[b]->Height * info.tbytesline;
+   info.tsize = obj->Image[0][b]->Height * info.tbytesline;
 
-#define RENDER_SPAN( span )   fast_persp_span(ctx, &span, &info);
+#define RENDER_SPAN( span )                    \
+   span.interpMask &= ~SPAN_RGBA;              \
+   span.arrayMask |= SPAN_RGBA;                        \
+   fast_persp_span(ctx, &span, &info);
 
 #include "s_tritemp.h"
 
-}
-
-
-#endif /* CHAN_BITS != GL_FLOAT */
+#endif /*CHAN_TYPE != GL_FLOAT*/
 
-                
 
 
 /*
- * Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,R with perspective correction, w/out mipmapping.
+ * Render an RGBA triangle with arbitrary attributes.
  */
-static void general_textured_triangle( GLcontext *ctx,
-                                      const SWvertex *v0,
-                                      const SWvertex *v1,
-                                      const SWvertex *v2 )
-{
+#define NAME general_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 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];\
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )                                            \
-   GLfloat fogSpan[MAX_WIDTH];                                         \
-   GLuint i;                                                           \
-   SW_SPAN_SET_FLAG(span.filledColor);                                 \
-   SW_SPAN_SET_FLAG(span.filledTex[0]);                                        \
-   /* NOTE: we could just call rasterize_span() here instead */                \
-   for (i = 0; i < span.end; i++) {                                    \
-      GLdouble invQ = span.tex[0][3] ? (1.0 / span.tex[0][3]) : 1.0;   \
-      span.depth[i] = FixedToDepth(span.z);                            \
-      span.z += span.zStep;                                            \
-      fogSpan[i] = span.fog;                                           \
-      span.fog += span.fogStep;                                        \
-      span.color.rgba[i][RCOMP] = FixedToChan(span.red);               \
-      span.color.rgba[i][GCOMP] = FixedToChan(span.green);             \
-      span.color.rgba[i][BCOMP] = FixedToChan(span.blue);              \
-      span.color.rgba[i][ACOMP] = FixedToChan(span.alpha);             \
-      span.red += span.redStep;                                        \
-      span.green += span.greenStep;                                    \
-      span.blue += span.blueStep;                                      \
-      span.alpha += span.alphaStep;                                    \
-      span.texcoords[0][i][0] = (GLfloat) (span.tex[0][0] * invQ);     \
-      span.texcoords[0][i][1] = (GLfloat) (span.tex[0][1] * invQ);     \
-      span.texcoords[0][i][2] = (GLfloat) (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];                            \
-   }                                                                   \
-   _old_write_texture_span( ctx, span.end, span.x, span.y,             \
-                            span.depth, fogSpan,                       \
-                           span.texcoords[0],                          \
-                            NULL, span.color.rgba, NULL, NULL, GL_POLYGON );
-
-#define CLEANUP_CODE                           \
-   UNDEFARRAY(sSpan);  /* mac 32k limitation */        \
-   UNDEFARRAY(tSpan);                          \
-   UNDEFARRAY(uSpan);
-
+#define INTERP_ATTRIBS 1
+#define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
 #include "s_tritemp.h"
-}
-
-
-/*
- * Render a smooth-shaded, textured, RGBA triangle with separate specular
- * color interpolation.
- * Interpolate texcoords with perspective correction, w/out mipmapping.
- */
-static void general_textured_spec_triangle( GLcontext *ctx,
-                                           const SWvertex *v0,
-                                           const SWvertex *v1,
-                                           const SWvertex *v2 )
-{
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define INTERP_SPEC 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
-
-#define SETUP_CODE                                                     \
-   const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;        \
-   const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
 
-#define RENDER_SPAN( span )   _mesa_rasterize_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.
+ * Special tri function for occlusion testing
  */
-static void lambda_textured_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
-{
+#define NAME occlusion_zless_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 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];\
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )   _mesa_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];\
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )   _mesa_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).
- * Yup, it's slow.
- */
-static void
-lambda_multitextured_triangle( GLcontext *ctx,
-                               const SWvertex *v0,
-                               const SWvertex *v1,
-                               const SWvertex *v2 )
-{
-
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_SPEC 1
-#define INTERP_MULTITEX 1
-#define INTERP_LAMBDA 1
-
-#define SETUP_CODE                                                     \
-   GLuint u;                                                           \
-   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;               \
+   struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer;         \
+   struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;      \
+   ASSERT(ctx->Depth.Test);                                            \
+   ASSERT(!ctx->Depth.Mask);                                           \
+   ASSERT(ctx->Depth.Func == GL_LESS);                                 \
+   if (!q) {                                                           \
+      return;                                                          \
+   }
+#define RENDER_SPAN( span )                                            \
+   if (rb->DepthBits <= 16) {                                          \
+      GLuint i;                                                                \
+      const GLushort *zRow = (const GLushort *)                                \
+         rb->GetPointer(ctx, rb, span.x, span.y);                      \
+      for (i = 0; i < span.end; i++) {                                 \
+         GLuint z = FixedToDepth(span.z);                              \
+         if (z < zRow[i]) {                                            \
+            q->Result++;                                               \
+         }                                                             \
+         span.z += span.zStep;                                         \
       }                                                                        \
    }                                                                   \
-   (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span )   _mesa_rasterize_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;
+   else {                                                              \
+      GLuint i;                                                                \
+      const GLuint *zRow = (const GLuint *)                            \
+         rb->GetPointer(ctx, rb, span.x, span.y);                      \
+      for (i = 0; i < span.end; i++) {                                 \
+         if ((GLuint)span.z < zRow[i]) {                               \
+            q->Result++;                                               \
+         }                                                             \
+         span.z += span.zStep;                                         \
+      }                                                                        \
    }
+#include "s_tritemp.h"
 
-#define DO_OCCLUSION_TEST
-#define INTERP_Z 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-
-#define RENDER_SPAN( span )                            \
-   GLuint i;                                           \
-   for (i = 0; i < span.end; i++) {                    \
-      GLdepth z = FixedToDepth(span.z);                \
-      if (z < zRow[i]) {                               \
-         ctx->OcclusionResult = GL_TRUE;               \
-         return;                                       \
-      }                                                        \
-      span.z += span.zStep;                            \
-   }
 
-#include "s_tritemp.h"
-}
 
-static void nodraw_triangle( GLcontext *ctx,
-                            const SWvertex *v0,
-                            const SWvertex *v1,
-                            const SWvertex *v2 )
+static void
+nodraw_triangle( GLcontext *ctx,
+                 const SWvertex *v0,
+                 const SWvertex *v1,
+                 const SWvertex *v2 )
 {
    (void) (ctx && v0 && v1 && v2);
 }
@@ -1157,51 +913,47 @@ static void nodraw_triangle( GLcontext *ctx,
  * draw the triangle, then restore the original primary color.
  * Inefficient, but seldom needed.
  */
-void _swrast_add_spec_terms_triangle( GLcontext *ctx,
-                                     const SWvertex *v0,
-                                     const SWvertex *v1,
-                                     const SWvertex *v2 )
+void
+_swrast_add_spec_terms_triangle(GLcontext *ctx, const SWvertex *v0,
+                                const SWvertex *v1, const SWvertex *v2)
 {
    SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
    SWvertex *ncv1 = (SWvertex *)v1;
    SWvertex *ncv2 = (SWvertex *)v2;
-#if CHAN_TYPE == GL_FLOAT
    GLfloat rSum, gSum, bSum;
-#else
-   GLint rSum, gSum, bSum;
-#endif
-   GLchan c[3][4];
+   GLchan cSave[3][4];
+
    /* save original colors */
-   COPY_CHAN4( c[0], ncv0->color );
-   COPY_CHAN4( c[1], ncv1->color );
-   COPY_CHAN4( c[2], ncv2->color );
+   COPY_CHAN4( cSave[0], ncv0->color );
+   COPY_CHAN4( cSave[1], ncv1->color );
+   COPY_CHAN4( cSave[2], ncv2->color );
    /* sum v0 */
-   rSum = ncv0->color[0] + ncv0->specular[0];
-   gSum = ncv0->color[1] + ncv0->specular[1];
-   bSum = ncv0->color[2] + ncv0->specular[2];
-   ncv0->color[0] = MIN2(rSum, CHAN_MAX);
-   ncv0->color[1] = MIN2(gSum, CHAN_MAX);
-   ncv0->color[2] = MIN2(bSum, CHAN_MAX);
+   rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
+   gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
+   bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
+   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
+   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
+   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
    /* sum v1 */
-   rSum = ncv1->color[0] + ncv1->specular[0];
-   gSum = ncv1->color[1] + ncv1->specular[1];
-   bSum = ncv1->color[2] + ncv1->specular[2];
-   ncv1->color[0] = MIN2(rSum, CHAN_MAX);
-   ncv1->color[1] = MIN2(gSum, CHAN_MAX);
-   ncv1->color[2] = MIN2(bSum, CHAN_MAX);
+   rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
+   gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
+   bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
+   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
+   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
+   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
    /* sum v2 */
-   rSum = ncv2->color[0] + ncv2->specular[0];
-   gSum = ncv2->color[1] + ncv2->specular[1];
-   bSum = ncv2->color[2] + ncv2->specular[2];
-   ncv2->color[0] = MIN2(rSum, CHAN_MAX);
-   ncv2->color[1] = MIN2(gSum, CHAN_MAX);
-   ncv2->color[2] = MIN2(bSum, CHAN_MAX);
+   rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
+   gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
+   bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
+   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
+   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
+   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
    /* draw */
    SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
    /* restore original colors */
-   COPY_CHAN4( ncv0->color, c[0] );
-   COPY_CHAN4( ncv1->color, c[1] );
-   COPY_CHAN4( ncv2->color, c[2] );
+   COPY_CHAN4( ncv0->color, cSave[0] );
+   COPY_CHAN4( ncv1->color, cSave[1] );
+   COPY_CHAN4( ncv2->color, cSave[2] );
 }
 
 
@@ -1211,11 +963,11 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx,
 /* record the current triangle function name */
 const char *_mesa_triFuncName = NULL;
 
-#define USE(triFunc)                   \
-do {                                   \
-    _mesa_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
@@ -1249,12 +1001,13 @@ _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->Query.CurrentOcclusionObject &&
           ctx->Depth.Test &&
           ctx->Depth.Mask == GL_FALSE &&
           ctx->Depth.Func == GL_LESS &&
@@ -1271,28 +1024,47 @@ _swrast_choose_triangle( GLcontext *ctx )
          }
       }
 
-      if (ctx->Texture._ReallyEnabled) {
+      if (!rgbmode) {
+         USE(ci_triangle);
+         return;
+      }
+
+      /*
+       * XXX should examine swrast->_ActiveAttribMask to determine what
+       * needs to be interpolated.
+       */
+      if (ctx->Texture._EnabledCoordUnits ||
+          ctx->FragmentProgram._Current ||
+          ctx->ATIFragmentShader._Enabled ||
+          NEED_SECONDARY_COLOR(ctx) ||
+          swrast->_FogEnabled) {
          /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
-        const struct gl_texture_object *texObj2D;
+         const struct gl_texture_object *texObj2D;
          const struct gl_texture_image *texImg;
          GLenum minFilter, magFilter, envMode;
          GLint format;
          texObj2D = ctx->Texture.Unit[0].Current2D;
-         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
-             && texObj2D->WrapS==GL_REPEAT
-            && texObj2D->WrapT==GL_REPEAT
-             && texImg->Border==0
+         /* First see if we can use an optimized 2-D texture function */
+         if (ctx->Texture._EnabledCoordUnits == 0x1
+             && !ctx->FragmentProgram._Current
+             && !ctx->ATIFragmentShader._Enabled
+             && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
+             && texObj2D->WrapS == GL_REPEAT
+             && texObj2D->WrapT == GL_REPEAT
+             && texImg->_IsPowerOfTwo
+             && texImg->Border == 0
+             && texImg->Width == texImg->RowStride
              && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
-            && minFilter == magFilter
-            && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
-            && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
+             && minFilter == magFilter
+             && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
+             && !swrast->_FogEnabled
+             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
            if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
               if (minFilter == GL_NEAREST
                   && format == MESA_FORMAT_RGB
@@ -1301,7 +1073,8 @@ _swrast_choose_triangle( GLcontext *ctx )
                        && ctx->Depth.Func == GL_LESS
                        && ctx->Depth.Mask == GL_TRUE)
                       || swrast->_RasterMask == TEXTURE_BIT)
-                  && ctx->Polygon.StippleFlag == GL_FALSE) {
+                  && ctx->Polygon.StippleFlag == GL_FALSE
+                   && ctx->DrawBuffer->Visual.depthBits <= 16) {
                  if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
                     USE(simple_z_textured_triangle);
                  }
@@ -1310,79 +1083,52 @@ _swrast_choose_triangle( GLcontext *ctx )
                  }
               }
               else {
-#if CHAN_TYPE == GL_FLOAT
-                  USE(general_textured_triangle);
+#if CHAN_BITS != 8
+                  USE(general_triangle);
 #else
                   USE(affine_textured_triangle);
 #endif
               }
            }
            else {
-#if CHAN_TYPE == GL_FLOAT
-               USE(general_textured_triangle);
+#if CHAN_BITS != 8
+               USE(general_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 (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
-               USE(lambda_multitextured_triangle);
-            }
-            else if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) {
-               /* separate specular color interpolation */
-               if (needLambda) {
-                  USE(lambda_textured_spec_triangle);
-              }
-               else {
-                  USE(general_textured_spec_triangle);
-              }
-            }
-            else {
-               if (needLambda) {
-                 USE(lambda_textured_triangle);
-              }
-               else {
-                  USE(general_textured_triangle);
-              }
-            }
+            /* general case textured triangles */
+            USE(general_triangle);
          }
       }
       else {
-         ASSERT(!ctx->Texture._ReallyEnabled);
+         ASSERT(!swrast->_FogEnabled);
+         ASSERT(!NEED_SECONDARY_COLOR(ctx));
         if (ctx->Light.ShadeModel==GL_SMOOTH) {
            /* smooth shaded, no texturing, stippled or some raster ops */
-            if (rgbmode) {
-              USE(smooth_rgba_triangle);
-            }
-            else {
-               USE(smooth_ci_triangle);
-            }
+#if CHAN_BITS != 8
+               USE(general_triangle);
+#else
+               USE(smooth_rgba_triangle);
+#endif
         }
         else {
            /* flat shaded, no texturing, stippled or some raster ops */
-            if (rgbmode) {
-              USE(flat_rgba_triangle);
-            }
-            else {
-               USE(flat_ci_triangle);
-            }
+#if CHAN_BITS != 8
+            USE(general_triangle);
+#else
+            USE(flat_rgba_triangle);
+#endif
         }
       }
    }
    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);
    }
 }