fix deferredTexture bug
[mesa.git] / src / mesa / swrast / s_tritemp.h
index 32c0f107e3f5763e38c61b2f19c73fc94d24823d..435491a0c80e7c036c52f5dceca48ac70b1cf928 100644 (file)
@@ -1,21 +1,19 @@
-/* $Id: s_tritemp.h,v 1.10 2001/02/12 17:02:00 brianp Exp $ */
-
 /*
  * Mesa 3-D graphics library
- * Version:  3.5
- * 
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
- * 
+ * Version:  6.5.3
+ *
+ * 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"),
  * to deal in the Software without restriction, including without limitation
  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  * and/or sell copies of the Software, and to permit persons to whom the
  * Software is furnished to do so, subject to the following conditions:
- * 
+ *
  * The above copyright notice and this permission notice shall be included
  * in all copies or substantial portions of the Software.
- * 
+ *
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  */
 
-
 /*
  * Triangle Rasterizer Template
  *
  * This file is #include'd to generate custom triangle rasterizers.
  *
  * The following macros may be defined to indicate what auxillary information
- * must be interplated across the triangle:
- *    INTERP_Z        - if defined, interpolate Z values
+ * must be interpolated across the triangle:
+ *    INTERP_Z        - if defined, interpolate vertex Z values
+ *    INTERP_W        - if defined, interpolate vertex W values
+ *    INTERP_FOG      - if defined, interpolate fog values
  *    INTERP_RGB      - if defined, interpolate RGB values
+ *    INTERP_ALPHA    - if defined, interpolate Alpha values (req's INTERP_RGB)
  *    INTERP_SPEC     - if defined, interpolate specular RGB values
- *    INTERP_ALPHA    - if defined, interpolate Alpha values
  *    INTERP_INDEX    - if defined, interpolate color index values
  *    INTERP_INT_TEX  - if defined, interpolate integer ST texcoords
  *                         (fast, simple 2-D texture mapping)
- *    INTERP_LAMBDA   - if defined, the lambda value is computed at every
- *                         pixel, to apply MIPMAPPING, and min/maxification
- *    INTERP_TEX      - if defined, interpolate set 0 float STRQ texcoords
+ *    INTERP_TEX      - if defined, interpolate texcoords and varying vars
  *                         NOTE:  OpenGL STRQ = Mesa STUV (R was taken for red)
- *    INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
  *
  * When one can directly address pixels in the color buffer the following
  * macros can be defined and used to compute pixel addresses during
  *
  * Optionally, one may provide one-time setup code per triangle:
  *    SETUP_CODE    - code which is to be executed once per triangle
- * 
- * The following macro MUST be defined:
- *    INNER_LOOP(LEFT,RIGHT,Y) - code to write a span of pixels.
- *        Something like:
+ *    CLEANUP_CODE    - code to execute at end of triangle
  *
- *                    for (x=LEFT; x<RIGHT;x++) {
- *                       put_pixel(x,Y);
- *                       // increment fixed point interpolants
- *                    }
+ * The following macro MUST be defined:
+ *    RENDER_SPAN(span) - code to write a span of pixels.
  *
  * This code was designed for the origin to be in the lower-left corner.
  *
  * Inspired by triangle rasterizer code written by Allen Akin.  Thanks Allen!
+ *
+ *
+ * Some notes on rasterization accuracy:
+ *
+ * This code uses fixed point arithmetic (the GLfixed type) to iterate
+ * over the triangle edges and interpolate ancillary data (such as Z,
+ * color, secondary color, etc).  The number of fractional bits in
+ * GLfixed and the value of SUB_PIXEL_BITS has a direct bearing on the
+ * accuracy of rasterization.
+ *
+ * If SUB_PIXEL_BITS=4 then we'll snap the vertices to the nearest
+ * 1/16 of a pixel.  If we're walking up a long, nearly vertical edge
+ * (dx=1/16, dy=1024) we'll need 4 + 10 = 14 fractional bits in
+ * GLfixed to walk the edge without error.  If the maximum viewport
+ * height is 4K pixels, then we'll need 4 + 12 = 16 fractional bits.
+ *
+ * Historically, Mesa has used 11 fractional bits in GLfixed, snaps
+ * vertices to 1/16 pixel and allowed a maximum viewport height of 2K
+ * pixels.  11 fractional bits is actually insufficient for accurately
+ * rasterizing some triangles.  More recently, the maximum viewport
+ * height was increased to 4K pixels.  Thus, Mesa should be using 16
+ * fractional bits in GLfixed.  Unfortunately, there may be some issues
+ * with setting FIXED_FRAC_BITS=16, such as multiplication overflow.
+ * This will have to be examined in some detail...
+ *
+ * For now, if you find rasterization errors, particularly with tall,
+ * sliver triangles, try increasing FIXED_FRAC_BITS and/or decreasing
+ * SUB_PIXEL_BITS.
  */
 
+/*
+ * ColorTemp is used for intermediate color values.
+ */
+#if CHAN_TYPE == GL_FLOAT
+#define ColorTemp GLfloat
+#else
+#define ColorTemp GLint  /* same as GLfixed */
+#endif
+
+
+/*
+ * Walk triangle edges with GLfixed or GLdouble
+ */
+#if TRIANGLE_WALK_DOUBLE
+#define GLinterp        GLdouble
+#define InterpToInt(X)  ((GLint) (X))
+#define INTERP_ONE      1.0
+#else
+#define GLinterp        GLfixed
+#define InterpToInt(X)  FixedToInt(X)
+#define INTERP_ONE      FIXED_ONE
+#endif
+
+
+#define TEXVAR_LOOP(CODE)                                \
+   {                                                     \
+      GLuint attr;                                       \
+      for (attr = swrast->_MinFragmentAttrib;            \
+           attr < swrast->_MaxFragmentAttrib; attr++) {  \
+         if (swrast->_FragmentAttribs & (1 << attr)) {   \
+            CODE                                         \
+         }                                               \
+      }                                                  \
+   }
+
+
+
 
-/*void triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 )*/
+/*
+ * Some code we unfortunately need to prevent negative interpolated colors.
+ */
+#ifndef CLAMP_INTERPOLANT
+#define CLAMP_INTERPOLANT(CHANNEL, CHANNELSTEP, LEN)           \
+do {                                                           \
+   GLfixed endVal = span.CHANNEL + (LEN) * span.CHANNELSTEP;   \
+   if (endVal < 0) {                                           \
+      span.CHANNEL -= endVal;                                  \
+   }                                                           \
+   if (span.CHANNEL < 0) {                                     \
+      span.CHANNEL = 0;                                                \
+   }                                                           \
+} while (0)
+#endif
+
+
+static void NAME(GLcontext *ctx, const SWvertex *v0,
+                                 const SWvertex *v1,
+                                 const SWvertex *v2 )
 {
    typedef struct {
-        const SWvertex *v0, *v1;   /* Y(v0) < Y(v1) */
-       GLfloat dx;     /* X(v1) - X(v0) */
-       GLfloat dy;     /* Y(v1) - Y(v0) */
-       GLfixed fdxdy;  /* dx/dy in fixed-point */
-       GLfixed fsx;    /* first sample point x coord */
-       GLfixed fsy;
-       GLfloat adjy;   /* adjust from v[0]->fy to fsy, scaled */
-       GLint lines;    /* number of lines to be sampled on this edge */
-       GLfixed fx0;    /* fixed pt X of lower endpoint */
+      const SWvertex *v0, *v1;   /* Y(v0) < Y(v1) */
+#if TRIANGLE_WALK_DOUBLE
+      GLdouble dx;     /* X(v1) - X(v0) */
+      GLdouble dy;     /* Y(v1) - Y(v0) */
+      GLdouble dxdy;   /* dx/dy */
+      GLdouble adjy;   /* adjust from v[0]->fy to fsy, scaled */
+      GLdouble fsx;    /* first sample point x coord */
+      GLdouble fsy;
+      GLdouble fx0;    /*X of lower endpoint */
+#else
+      GLfloat dx;      /* X(v1) - X(v0) */
+      GLfloat dy;      /* Y(v1) - Y(v0) */
+      GLfloat dxdy;    /* dx/dy */
+      GLfixed fdxdy;   /* dx/dy in fixed-point */
+      GLfloat adjy;    /* adjust from v[0]->fy to fsy, scaled */
+      GLfixed fsx;     /* first sample point x coord */
+      GLfixed fsy;
+      GLfixed fx0;     /* fixed pt X of lower endpoint */
+#endif
+      GLint lines;     /* number of lines to be sampled on this edge */
    } EdgeT;
 
+   const SWcontext *swrast = SWRAST_CONTEXT(ctx);
 #ifdef INTERP_Z
-   const GLint depthBits = ctx->Visual.depthBits;
+   const GLint depthBits = ctx->DrawBuffer->Visual.depthBits;
    const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0;
-   const GLfloat maxDepth = ctx->DepthMaxF;
+   const GLfloat maxDepth = ctx->DrawBuffer->_DepthMaxF;
 #define FixedToDepth(F)  ((F) >> fixedToDepthShift)
 #endif
    EdgeT eMaj, eTop, eBot;
    GLfloat oneOverArea;
    const SWvertex *vMin, *vMid, *vMax;  /* Y(vMin)<=Y(vMid)<=Y(vMax) */
-   float bf = SWRAST_CONTEXT(ctx)->_backface_sign;
-   GLboolean tiny;
+   GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign;
+#if !TRIANGLE_WALK_DOUBLE
+   const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); /* for x/y coord snapping */
+#endif
+   GLinterp vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
 
-   /* find the order of the 3 vertices along the Y axis */
+   SWspan span;
+
+   (void) swrast;
+
+   INIT_SPAN(span, GL_POLYGON, 0, 0, 0);
+
+#ifdef INTERP_Z
+   (void) fixedToDepthShift;
+#endif
+
+   /*
+   printf("%s()\n", __FUNCTION__);
+   printf("  %g, %g, %g\n", v0->win[0], v0->win[1], v0->win[2]);
+   printf("  %g, %g, %g\n", v1->win[0], v1->win[1], v1->win[2]);
+   printf("  %g, %g, %g\n", v2->win[0], v2->win[1], v2->win[2]);
+   */
+   /*
+   ASSERT(v0->win[2] >= 0.0);
+   ASSERT(v1->win[2] >= 0.0);
+   ASSERT(v2->win[2] >= 0.0);
+   */
+   /* Compute fixed point x,y coords w/ half-pixel offsets and snapping.
+    * And find the order of the 3 vertices along the Y axis.
+    */
    {
-      GLfloat y0 = v0->win[1];
-      GLfloat y1 = v1->win[1];
-      GLfloat y2 = v2->win[1];
-
-      if (y0<=y1) {
-        if (y1<=y2) {
-           vMin = v0;   vMid = v1;   vMax = v2;   /* y0<=y1<=y2 */
-        }
-        else if (y2<=y0) {
-           vMin = v2;   vMid = v0;   vMax = v1;   /* y2<=y0<=y1 */
-        }
-        else {
-           vMin = v0;   vMid = v2;   vMax = v1;  bf = -bf; /* y0<=y2<=y1 */
-        }
+#if TRIANGLE_WALK_DOUBLE
+      const GLdouble fy0 = v0->win[1] - 0.5;
+      const GLdouble fy1 = v1->win[1] - 0.5;
+      const GLdouble fy2 = v2->win[1] - 0.5;
+#else
+      const GLfixed fy0 = FloatToFixed(v0->win[1] - 0.5F) & snapMask;
+      const GLfixed fy1 = FloatToFixed(v1->win[1] - 0.5F) & snapMask;
+      const GLfixed fy2 = FloatToFixed(v2->win[1] - 0.5F) & snapMask;
+#endif
+      if (fy0 <= fy1) {
+         if (fy1 <= fy2) {
+            /* y0 <= y1 <= y2 */
+            vMin = v0;   vMid = v1;   vMax = v2;
+            vMin_fy = fy0;  vMid_fy = fy1;  vMax_fy = fy2;
+         }
+         else if (fy2 <= fy0) {
+            /* y2 <= y0 <= y1 */
+            vMin = v2;   vMid = v0;   vMax = v1;
+            vMin_fy = fy2;  vMid_fy = fy0;  vMax_fy = fy1;
+         }
+         else {
+            /* y0 <= y2 <= y1 */
+            vMin = v0;   vMid = v2;   vMax = v1;
+            vMin_fy = fy0;  vMid_fy = fy2;  vMax_fy = fy1;
+            bf = -bf;
+         }
       }
       else {
-        if (y0<=y2) {
-           vMin = v1;   vMid = v0;   vMax = v2;  bf = -bf; /* y1<=y0<=y2 */
-        }
-        else if (y2<=y1) {
-           vMin = v2;   vMid = v1;   vMax = v0;  bf = -bf; /* y2<=y1<=y0 */
-        }
-        else {
-           vMin = v1;   vMid = v2;   vMax = v0;   /* y1<=y2<=y0 */
-        }
+         if (fy0 <= fy2) {
+            /* y1 <= y0 <= y2 */
+            vMin = v1;   vMid = v0;   vMax = v2;
+            vMin_fy = fy1;  vMid_fy = fy0;  vMax_fy = fy2;
+            bf = -bf;
+         }
+         else if (fy2 <= fy1) {
+            /* y2 <= y1 <= y0 */
+            vMin = v2;   vMid = v1;   vMax = v0;
+            vMin_fy = fy2;  vMid_fy = fy1;  vMax_fy = fy0;
+            bf = -bf;
+         }
+         else {
+            /* y1 <= y2 <= y0 */
+            vMin = v1;   vMid = v2;   vMax = v0;
+            vMin_fy = fy1;  vMid_fy = fy2;  vMax_fy = fy0;
+         }
       }
+
+      /* fixed point X coords */
+#if TRIANGLE_WALK_DOUBLE
+      vMin_fx = vMin->win[0] + 0.5;
+      vMid_fx = vMid->win[0] + 0.5;
+      vMax_fx = vMax->win[0] + 0.5;
+#else
+      vMin_fx = FloatToFixed(vMin->win[0] + 0.5F) & snapMask;
+      vMid_fx = FloatToFixed(vMid->win[0] + 0.5F) & snapMask;
+      vMax_fx = FloatToFixed(vMax->win[0] + 0.5F) & snapMask;
+#endif
    }
 
    /* vertex/edge relationship */
    eTop.v0 = vMid;   eTop.v1 = vMax;
    eBot.v0 = vMin;   eBot.v1 = vMid;
 
-   /* compute deltas for each edge:  vertex[v1] - vertex[v0] */
-   eMaj.dx = vMax->win[0] - vMin->win[0];
-   eMaj.dy = vMax->win[1] - vMin->win[1];
-   eTop.dx = vMax->win[0] - vMid->win[0];
-   eTop.dy = vMax->win[1] - vMid->win[1];
-   eBot.dx = vMid->win[0] - vMin->win[0];
-   eBot.dy = vMid->win[1] - vMin->win[1];
-
-   /* compute oneOverArea */
+   /* compute deltas for each edge:  vertex[upper] - vertex[lower] */
+#if TRIANGLE_WALK_DOUBLE
+   eMaj.dx = vMax_fx - vMin_fx;
+   eMaj.dy = vMax_fy - vMin_fy;
+   eTop.dx = vMax_fx - vMid_fx;
+   eTop.dy = vMax_fy - vMid_fy;
+   eBot.dx = vMid_fx - vMin_fx;
+   eBot.dy = vMid_fy - vMin_fy;
+#else
+   eMaj.dx = FixedToFloat(vMax_fx - vMin_fx);
+   eMaj.dy = FixedToFloat(vMax_fy - vMin_fy);
+   eTop.dx = FixedToFloat(vMax_fx - vMid_fx);
+   eTop.dy = FixedToFloat(vMax_fy - vMid_fy);
+   eBot.dx = FixedToFloat(vMid_fx - vMin_fx);
+   eBot.dy = FixedToFloat(vMid_fy - vMin_fy);
+#endif
+
+   /* compute area, oneOverArea and perform backface culling */
    {
+#if TRIANGLE_WALK_DOUBLE
+      const GLdouble area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
+#else
       const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
-
+#endif
       /* Do backface culling */
       if (area * bf < 0.0)
-        return;
+         return;
 
-      if (area == 0.0F)
+      if (IS_INF_OR_NAN(area) || area == 0.0F)
          return;
 
-      /* check for very tiny triangle */
-      if (area * area < (0.05F * 0.05F)) { /* square to ensure positive value */
-         oneOverArea = 1.0F / 0.05F;  /* a close-enough value */
-         tiny = GL_TRUE;
-      }
-      else {
-         oneOverArea = 1.0F / area;
-         tiny = GL_FALSE;
-      }
+      oneOverArea = 1.0F / area;
    }
 
-#ifndef DO_OCCLUSION_TEST
-   ctx->OcclusionResult = GL_TRUE;
-#endif
+
+   span.facing = ctx->_Facing; /* for 2-sided stencil test */
 
    /* Edge setup.  For a triangle strip these could be reused... */
    {
-      /* fixed point Y coordinates */
-      GLfixed vMin_fx = FloatToFixed(vMin->win[0] + 0.5F);
-      GLfixed vMin_fy = FloatToFixed(vMin->win[1] - 0.5F);
-      GLfixed vMid_fx = FloatToFixed(vMid->win[0] + 0.5F);
-      GLfixed vMid_fy = FloatToFixed(vMid->win[1] - 0.5F);
-      GLfixed vMax_fy = FloatToFixed(vMax->win[1] - 0.5F);
-
+#if TRIANGLE_WALK_DOUBLE
+      eMaj.fsy = CEILF(vMin_fy);
+      eMaj.lines = (GLint) CEILF(vMax_fy - eMaj.fsy);
+#else
       eMaj.fsy = FixedCeil(vMin_fy);
       eMaj.lines = FixedToInt(FixedCeil(vMax_fy - eMaj.fsy));
+#endif
       if (eMaj.lines > 0) {
-         GLfloat dxdy = eMaj.dx / eMaj.dy;
-         eMaj.fdxdy = SignedFloatToFixed(dxdy);
+         eMaj.dxdy = eMaj.dx / eMaj.dy;
+#if TRIANGLE_WALK_DOUBLE
+         eMaj.adjy = (eMaj.fsy - vMin_fy) * FIXED_SCALE;  /* SCALED! */
+         eMaj.fx0 = vMin_fx;
+         eMaj.fsx = eMaj.fx0 + (eMaj.adjy * eMaj.dxdy) / (GLdouble) FIXED_SCALE;
+#else
+         eMaj.fdxdy = SignedFloatToFixed(eMaj.dxdy);
          eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy);  /* SCALED! */
          eMaj.fx0 = vMin_fx;
-         eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * dxdy);
+         eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * eMaj.dxdy);
+#endif
       }
       else {
          return;  /*CULLED*/
       }
 
+#if TRIANGLE_WALK_DOUBLE
+      eTop.fsy = CEILF(vMid_fy);
+      eTop.lines = (GLint) CEILF(vMax_fy - eTop.fsy);
+#else
       eTop.fsy = FixedCeil(vMid_fy);
       eTop.lines = FixedToInt(FixedCeil(vMax_fy - eTop.fsy));
+#endif
       if (eTop.lines > 0) {
-         GLfloat dxdy = eTop.dx / eTop.dy;
-         eTop.fdxdy = SignedFloatToFixed(dxdy);
+         eTop.dxdy = eTop.dx / eTop.dy;
+#if TRIANGLE_WALK_DOUBLE
+         eTop.adjy = (eTop.fsy - vMid_fy) * FIXED_SCALE; /* SCALED! */
+         eTop.fx0 = vMid_fx;
+         eTop.fsx = eTop.fx0 + (eTop.adjy * eTop.dxdy) / (GLdouble) FIXED_SCALE;
+#else
+         eTop.fdxdy = SignedFloatToFixed(eTop.dxdy);
          eTop.adjy = (GLfloat) (eTop.fsy - vMid_fy); /* SCALED! */
          eTop.fx0 = vMid_fx;
-         eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * dxdy);
+         eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * eTop.dxdy);
+#endif
       }
 
+#if TRIANGLE_WALK_DOUBLE
+      eBot.fsy = CEILF(vMin_fy);
+      eBot.lines = (GLint) CEILF(vMid_fy - eBot.fsy);
+#else
       eBot.fsy = FixedCeil(vMin_fy);
       eBot.lines = FixedToInt(FixedCeil(vMid_fy - eBot.fsy));
+#endif
       if (eBot.lines > 0) {
-         GLfloat dxdy = eBot.dx / eBot.dy;
-         eBot.fdxdy = SignedFloatToFixed(dxdy);
+         eBot.dxdy = eBot.dx / eBot.dy;
+#if TRIANGLE_WALK_DOUBLE
+         eBot.adjy = (eBot.fsy - vMin_fy) * FIXED_SCALE;  /* SCALED! */
+         eBot.fx0 = vMin_fx;
+         eBot.fsx = eBot.fx0 + (eBot.adjy * eBot.dxdy) / (GLdouble) FIXED_SCALE;
+#else
+         eBot.fdxdy = SignedFloatToFixed(eBot.dxdy);
          eBot.adjy = (GLfloat) (eBot.fsy - vMin_fy);  /* SCALED! */
          eBot.fx0 = vMin_fx;
-         eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * dxdy);
+         eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * eBot.dxdy);
+#endif
       }
    }
 
     * By stepping rasterization parameters along the major edge,
     * we can avoid recomputing them at the discontinuity where
     * the top and bottom edges meet.  However, this forces us to
-    * be able to scan both left-to-right and right-to-left. 
+    * be able to scan both left-to-right and right-to-left.
     * Also, we must determine whether the major edge is at the
     * left or right side of the triangle.  We do this by
     * computing the magnitude of the cross-product of the major
     */
 
    {
-      GLint ltor;              /* true if scanning left-to-right */
-#ifdef INTERP_Z
-      GLfloat dzdx, dzdy;      GLfixed fdzdx;
-      GLfloat dfogdx, dfogdy;      GLfixed fdfogdx;
-#endif
-#ifdef INTERP_RGB
-      GLfloat drdx, drdy;      GLfixed fdrdx;
-      GLfloat dgdx, dgdy;      GLfixed fdgdx;
-      GLfloat dbdx, dbdy;      GLfixed fdbdx;
-#endif
-#ifdef INTERP_SPEC
-      GLfloat dsrdx, dsrdy;    GLfixed fdsrdx;
-      GLfloat dsgdx, dsgdy;    GLfixed fdsgdx;
-      GLfloat dsbdx, dsbdy;    GLfixed fdsbdx;
-#endif
-#ifdef INTERP_ALPHA
-      GLfloat dadx, dady;      GLfixed fdadx;
-#endif
+      GLint scan_from_left_to_right;  /* true if scanning left-to-right */
 #ifdef INTERP_INDEX
-      GLfloat didx, didy;      GLfixed fdidx;
-#endif
-#ifdef INTERP_INT_TEX
-      GLfloat dsdx, dsdy;      GLfixed fdsdx;
-      GLfloat dtdx, dtdy;      GLfixed fdtdx;
-#endif
-#ifdef INTERP_TEX
-      GLfloat dsdx, dsdy;
-      GLfloat dtdx, dtdy;
-      GLfloat dudx, dudy;
-      GLfloat dvdx, dvdy;
-#endif
-#ifdef INTERP_MULTITEX
-      GLfloat dsdx[MAX_TEXTURE_UNITS], dsdy[MAX_TEXTURE_UNITS];
-      GLfloat dtdx[MAX_TEXTURE_UNITS], dtdy[MAX_TEXTURE_UNITS];
-      GLfloat dudx[MAX_TEXTURE_UNITS], dudy[MAX_TEXTURE_UNITS];
-      GLfloat dvdx[MAX_TEXTURE_UNITS], dvdy[MAX_TEXTURE_UNITS];
-#endif
-#ifdef INTERP_LAMBDA
-
-#ifndef INTERP_TEX
-#error "Mipmapping without texturing doesn't make sense."
+      GLfloat didx, didy;
 #endif
-      GLfloat lambda_nominator;
-#endif /* INTERP_LAMBDA */
-
 
       /*
        * Execute user-supplied setup code
       SETUP_CODE
 #endif
 
-      ltor = (oneOverArea < 0.0F);
+      scan_from_left_to_right = (oneOverArea < 0.0F);
+
 
       /* compute d?/dx and d?/dy derivatives */
 #ifdef INTERP_Z
+      span.interpMask |= SPAN_Z;
       {
-         GLfloat eMaj_dz, eBot_dz;
-         eMaj_dz = vMax->win[2] - vMin->win[2];
-         eBot_dz = vMid->win[2] - vMin->win[2];
-         dzdx = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
-         if (dzdx > maxDepth || dzdx < -maxDepth) {
+         GLfloat eMaj_dz = vMax->win[2] - vMin->win[2];
+         GLfloat eBot_dz = vMid->win[2] - vMin->win[2];
+         span.attrStepX[FRAG_ATTRIB_WPOS][2] = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
+         if (span.attrStepX[FRAG_ATTRIB_WPOS][2] > maxDepth || span.attrStepX[FRAG_ATTRIB_WPOS][2] < -maxDepth) {
             /* probably a sliver triangle */
-            dzdx = 0.0;
-            dzdy = 0.0;
+            span.attrStepX[FRAG_ATTRIB_WPOS][2] = 0.0;
+            span.attrStepY[FRAG_ATTRIB_WPOS][2] = 0.0;
          }
          else {
-            dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
+            span.attrStepY[FRAG_ATTRIB_WPOS][2] = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
          }
          if (depthBits <= 16)
-            fdzdx = SignedFloatToFixed(dzdx);
+            span.zStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_WPOS][2]);
          else
-            fdzdx = (GLint) dzdx;
+            span.zStep = (GLint) span.attrStepX[FRAG_ATTRIB_WPOS][2];
       }
+#endif
+#ifdef INTERP_W
+      span.interpMask |= SPAN_W;
       {
-         GLfloat eMaj_dfog, eBot_dfog;
-         eMaj_dfog = (vMax->fog - vMin->fog) * 256;
-         eBot_dfog = (vMid->fog - vMin->fog) * 256;
-         dfogdx = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
-         fdfogdx = SignedFloatToFixed(dfogdx);
-         dfogdy = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
+         const GLfloat eMaj_dw = vMax->win[3] - vMin->win[3];
+         const GLfloat eBot_dw = vMid->win[3] - vMin->win[3];
+         span.attrStepX[FRAG_ATTRIB_WPOS][3] = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw);
+         span.attrStepY[FRAG_ATTRIB_WPOS][3] = oneOverArea * (eMaj.dx * eBot_dw - eMaj_dw * eBot.dx);
+      }
+#endif
+#ifdef INTERP_FOG
+      span.interpMask |= SPAN_FOG;
+      {
+#  ifdef INTERP_W
+         const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
+         const GLfloat eMaj_dfog = vMax->fog * wMax - vMin->fog * wMin;
+         const GLfloat eBot_dfog = vMid->fog * wMid - vMin->fog * wMin;
+#  else
+         const GLfloat eMaj_dfog = vMax->fog - vMin->fog;
+         const GLfloat eBot_dfog = vMid->fog - vMin->fog;
+#  endif
+         span.attrStepX[FRAG_ATTRIB_FOGC][0] = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
+         span.attrStepY[FRAG_ATTRIB_FOGC][0] = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
       }
 #endif
 #ifdef INTERP_RGB
-      if (tiny) {
-         /* This is kind of a hack to eliminate RGB color over/underflow
-          * problems when rendering very tiny triangles.  We're not doing
-          * anything with alpha or specular color at this time.
-          */
-         drdx = drdy = 0.0;  fdrdx = 0;
-         dgdx = dgdy = 0.0;  fdgdx = 0;
-         dbdx = dbdy = 0.0;  fdbdx = 0;
+      span.interpMask |= SPAN_RGBA;
+      if (ctx->Light.ShadeModel == GL_SMOOTH) {
+         GLfloat eMaj_dr = (GLfloat) ((ColorTemp) vMax->color[RCOMP] - (ColorTemp) vMin->color[RCOMP]);
+         GLfloat eBot_dr = (GLfloat) ((ColorTemp) vMid->color[RCOMP] - (ColorTemp) vMin->color[RCOMP]);
+         GLfloat eMaj_dg = (GLfloat) ((ColorTemp) vMax->color[GCOMP] - (ColorTemp) vMin->color[GCOMP]);
+         GLfloat eBot_dg = (GLfloat) ((ColorTemp) vMid->color[GCOMP] - (ColorTemp) vMin->color[GCOMP]);
+         GLfloat eMaj_db = (GLfloat) ((ColorTemp) vMax->color[BCOMP] - (ColorTemp) vMin->color[BCOMP]);
+         GLfloat eBot_db = (GLfloat) ((ColorTemp) vMid->color[BCOMP] - (ColorTemp) vMin->color[BCOMP]);
+#  ifdef INTERP_ALPHA
+         GLfloat eMaj_da = (GLfloat) ((ColorTemp) vMax->color[ACOMP] - (ColorTemp) vMin->color[ACOMP]);
+         GLfloat eBot_da = (GLfloat) ((ColorTemp) vMid->color[ACOMP] - (ColorTemp) vMin->color[ACOMP]);
+#  endif
+         span.attrStepX[FRAG_ATTRIB_COL0][0] = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
+         span.attrStepY[FRAG_ATTRIB_COL0][0] = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
+         span.attrStepX[FRAG_ATTRIB_COL0][1] = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
+         span.attrStepY[FRAG_ATTRIB_COL0][1] = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
+         span.attrStepX[FRAG_ATTRIB_COL0][2] = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
+         span.attrStepY[FRAG_ATTRIB_COL0][2] = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
+#  if CHAN_TYPE == GL_FLOAT
+         span.redStep   = span.attrStepX[FRAG_ATTRIB_COL0][0];
+         span.greenStep = span.attrStepX[FRAG_ATTRIB_COL0][1];
+         span.blueStep  = span.attrStepX[FRAG_ATTRIB_COL0][2];
+#  else
+         span.redStep   = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][0]);
+         span.greenStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][1]);
+         span.blueStep  = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][2]);
+#  endif /* GL_FLOAT */
+#  ifdef INTERP_ALPHA
+         span.attrStepX[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
+         span.attrStepX[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
+#    if CHAN_TYPE == GL_FLOAT
+         span.alphaStep = span.attrStepX[FRAG_ATTRIB_COL0][3];
+#    else
+         span.alphaStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][3]);
+#    endif /* GL_FLOAT */
+#  endif /* INTERP_ALPHA */
       }
       else {
-         GLfloat eMaj_dr, eBot_dr;
-         GLfloat eMaj_dg, eBot_dg;
-         GLfloat eMaj_db, eBot_db;
-         eMaj_dr = (GLint) vMax->color[0] - (GLint) vMin->color[0];
-         eBot_dr = (GLint) vMid->color[0] - (GLint) vMin->color[0];
-         drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
-         fdrdx = SignedFloatToFixed(drdx);
-         drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
-         eMaj_dg = (GLint) vMax->color[1] - (GLint) vMin->color[1];
-        eBot_dg = (GLint) vMid->color[1] - (GLint) vMin->color[1];
-         dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
-         fdgdx = SignedFloatToFixed(dgdx);
-         dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
-         eMaj_db = (GLint) vMax->color[2] - (GLint) vMin->color[2];
-         eBot_db = (GLint) vMid->color[2] - (GLint) vMin->color[2];
-         dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
-         fdbdx = SignedFloatToFixed(dbdx);
-        dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
+         ASSERT(ctx->Light.ShadeModel == GL_FLAT);
+         span.interpMask |= SPAN_FLAT;
+         span.attrStepX[FRAG_ATTRIB_COL0][0] = span.attrStepY[FRAG_ATTRIB_COL0][0] = 0.0F;
+         span.attrStepX[FRAG_ATTRIB_COL0][1] = span.attrStepY[FRAG_ATTRIB_COL0][1] = 0.0F;
+         span.attrStepX[FRAG_ATTRIB_COL0][2] = span.attrStepY[FRAG_ATTRIB_COL0][2] = 0.0F;
+#    if CHAN_TYPE == GL_FLOAT
+        span.redStep   = 0.0F;
+        span.greenStep = 0.0F;
+        span.blueStep  = 0.0F;
+#    else
+        span.redStep   = 0;
+        span.greenStep = 0;
+        span.blueStep  = 0;
+#    endif /* GL_FLOAT */
+#  ifdef INTERP_ALPHA
+         span.attrStepX[FRAG_ATTRIB_COL0][3] = span.attrStepX[FRAG_ATTRIB_COL0][3] = 0.0F;
+#    if CHAN_TYPE == GL_FLOAT
+        span.alphaStep = 0.0F;
+#    else
+        span.alphaStep = 0;
+#    endif /* GL_FLOAT */
+#  endif
       }
-#endif
+#endif /* INTERP_RGB */
 #ifdef INTERP_SPEC
-      {
-         GLfloat eMaj_dsr, eBot_dsr;
-         eMaj_dsr = (GLint) vMax->specular[0] - (GLint) vMin->specular[0];
-         eBot_dsr = (GLint) vMid->specular[0] - (GLint) vMin->specular[0];
-         dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
-         fdsrdx = SignedFloatToFixed(dsrdx);
-         dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
-      }
-      {
-         GLfloat eMaj_dsg, eBot_dsg;
-         eMaj_dsg = (GLint) vMax->specular[1] - (GLint) vMin->specular[1];
-        eBot_dsg = (GLint) vMid->specular[1] - (GLint) vMin->specular[1];
-         dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
-         fdsgdx = SignedFloatToFixed(dsgdx);
-         dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
-      }
-      {
-         GLfloat eMaj_dsb, eBot_dsb;
-         eMaj_dsb = (GLint) vMax->specular[2] - (GLint) vMin->specular[2];
-         eBot_dsb = (GLint) vMid->specular[2] - (GLint) vMin->specular[2];
-         dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
-         fdsbdx = SignedFloatToFixed(dsbdx);
-        dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
+      span.interpMask |= SPAN_SPEC;
+      if (ctx->Light.ShadeModel == GL_SMOOTH) {
+         GLfloat eMaj_dsr = (GLfloat) ((ColorTemp) vMax->specular[RCOMP] - (ColorTemp) vMin->specular[RCOMP]);
+         GLfloat eBot_dsr = (GLfloat) ((ColorTemp) vMid->specular[RCOMP] - (ColorTemp) vMin->specular[RCOMP]);
+         GLfloat eMaj_dsg = (GLfloat) ((ColorTemp) vMax->specular[GCOMP] - (ColorTemp) vMin->specular[GCOMP]);
+         GLfloat eBot_dsg = (GLfloat) ((ColorTemp) vMid->specular[GCOMP] - (ColorTemp) vMin->specular[GCOMP]);
+         GLfloat eMaj_dsb = (GLfloat) ((ColorTemp) vMax->specular[BCOMP] - (ColorTemp) vMin->specular[BCOMP]);
+         GLfloat eBot_dsb = (GLfloat) ((ColorTemp) vMid->specular[BCOMP] - (ColorTemp) vMin->specular[BCOMP]);
+         span.attrStepX[FRAG_ATTRIB_COL1][0] = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
+         span.attrStepY[FRAG_ATTRIB_COL1][0] = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
+         span.attrStepX[FRAG_ATTRIB_COL1][1] = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
+         span.attrStepY[FRAG_ATTRIB_COL1][1] = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
+         span.attrStepX[FRAG_ATTRIB_COL1][2] = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
+         span.attrStepY[FRAG_ATTRIB_COL1][2] = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
+#  if CHAN_TYPE == GL_FLOAT
+         span.specRedStep   = span.attrStep[FRAG_ATTRIB_COL1][0];
+         span.specGreenStep = span.dsgdx;
+         span.specBlueStep  = span.dsbdx;
+#  else
+         span.specRedStep   = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL1][0]);
+         span.specGreenStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL1][1]);
+         span.specBlueStep  = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL1][2]);
+#  endif
       }
-#endif
-#ifdef INTERP_ALPHA
-      {
-         GLfloat eMaj_da, eBot_da;
-         eMaj_da = (GLint) vMax->color[3] - (GLint) vMin->color[3];
-         eBot_da = (GLint) vMid->color[3] - (GLint) vMin->color[3];
-         dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
-         fdadx = SignedFloatToFixed(dadx);
-         dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
+      else {
+         span.attrStepX[FRAG_ATTRIB_COL1][0] = span.attrStepY[FRAG_ATTRIB_COL1][0] = 0.0F;
+         span.attrStepX[FRAG_ATTRIB_COL1][1] = span.attrStepY[FRAG_ATTRIB_COL1][1] = 0.0F;
+         span.attrStepX[FRAG_ATTRIB_COL1][2] = span.attrStepY[FRAG_ATTRIB_COL1][2] = 0.0F;
+#  if CHAN_TYPE == GL_FLOAT
+        span.specRedStep   = 0.0F;
+        span.specGreenStep = 0.0F;
+        span.specBlueStep  = 0.0F;
+#  else
+        span.specRedStep   = 0;
+        span.specGreenStep = 0;
+        span.specBlueStep  = 0;
+#  endif
       }
-#endif
+#endif /* INTERP_SPEC */
 #ifdef INTERP_INDEX
-      {
-         GLfloat eMaj_di, eBot_di;
-         eMaj_di = (GLint) vMax->index - (GLint) vMin->index;
-         eBot_di = (GLint) vMid->index - (GLint) vMin->index;
+      span.interpMask |= SPAN_INDEX;
+      if (ctx->Light.ShadeModel == GL_SMOOTH) {
+         GLfloat eMaj_di = vMax->index - vMin->index;
+         GLfloat eBot_di = vMid->index - vMin->index;
          didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
-         fdidx = SignedFloatToFixed(didx);
          didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
+         span.indexStep = SignedFloatToFixed(didx);
+      }
+      else {
+         span.interpMask |= SPAN_FLAT;
+         didx = didy = 0.0F;
+         span.indexStep = 0;
       }
 #endif
 #ifdef INTERP_INT_TEX
+      span.interpMask |= SPAN_INT_TEXTURE;
       {
-         GLfloat eMaj_ds, eBot_ds;
-         eMaj_ds = (vMax->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
-         eBot_ds = (vMid->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
-         dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
-         fdsdx = SignedFloatToFixed(dsdx);
-         dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
-      }
-      {
-         GLfloat eMaj_dt, eBot_dt;
-         eMaj_dt = (vMax->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
-         eBot_dt = (vMid->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
-         dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
-         fdtdx = SignedFloatToFixed(dtdx);
-         dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+         GLfloat eMaj_ds = (vMax->attrib[FRAG_ATTRIB_TEX0][0] - vMin->attrib[FRAG_ATTRIB_TEX0][0]) * S_SCALE;
+         GLfloat eBot_ds = (vMid->attrib[FRAG_ATTRIB_TEX0][0] - vMin->attrib[FRAG_ATTRIB_TEX0][0]) * S_SCALE;
+         GLfloat eMaj_dt = (vMax->attrib[FRAG_ATTRIB_TEX0][1] - vMin->attrib[FRAG_ATTRIB_TEX0][1]) * T_SCALE;
+         GLfloat eBot_dt = (vMid->attrib[FRAG_ATTRIB_TEX0][1] - vMin->attrib[FRAG_ATTRIB_TEX0][1]) * T_SCALE;
+         span.attrStepX[FRAG_ATTRIB_TEX0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
+         span.attrStepY[FRAG_ATTRIB_TEX0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
+         span.attrStepX[FRAG_ATTRIB_TEX0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
+         span.attrStepY[FRAG_ATTRIB_TEX0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+         span.intTexStep[0] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][0]);
+         span.intTexStep[1] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][1]);
       }
-
 #endif
 #ifdef INTERP_TEX
+      span.interpMask |= (SPAN_TEXTURE | SPAN_VARYING);
       {
-         GLfloat wMax = vMax->win[3];
-         GLfloat wMin = vMin->win[3];
-         GLfloat wMid = vMid->win[3];
-         GLfloat eMaj_ds, eBot_ds;
-         GLfloat eMaj_dt, eBot_dt;
-         GLfloat eMaj_du, eBot_du;
-         GLfloat eMaj_dv, eBot_dv;
-
-         eMaj_ds = vMax->texcoord[0][0] * wMax - vMin->texcoord[0][0] * wMin;
-         eBot_ds = vMid->texcoord[0][0] * wMid - vMin->texcoord[0][0] * wMin;
-         dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
-         dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
-
-        eMaj_dt = vMax->texcoord[0][1] * wMax - vMin->texcoord[0][1] * wMin;
-        eBot_dt = vMid->texcoord[0][1] * wMid - vMin->texcoord[0][1] * wMin;
-        dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
-        dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
-        
-        eMaj_du = vMax->texcoord[0][2] * wMax - vMin->texcoord[0][2] * wMin;
-        eBot_du = vMid->texcoord[0][2] * wMid - vMin->texcoord[0][2] * wMin;
-        dudx = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
-        dudy = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
-
-        eMaj_dv = vMax->texcoord[0][3] * wMax - vMin->texcoord[0][3] * wMin;
-        eBot_dv = vMid->texcoord[0][3] * wMid - vMin->texcoord[0][3] * wMin;
-        dvdx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
-        dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
-      }
-#endif
-#ifdef INTERP_MULTITEX
-      {
-         GLfloat wMax = vMax->win[3];
-         GLfloat wMin = vMin->win[3];
-         GLfloat wMid = vMid->win[3];
-         GLuint u;
-         for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-            if (ctx->Texture.Unit[u]._ReallyEnabled) {
-               GLfloat eMaj_ds, eBot_ds;
-               GLfloat eMaj_dt, eBot_dt;
-               GLfloat eMaj_du, eBot_du;
-               GLfloat eMaj_dv, eBot_dv;
-               eMaj_ds = vMax->texcoord[u][0] * wMax
-                       - vMin->texcoord[u][0] * wMin;
-               eBot_ds = vMid->texcoord[u][0] * wMid
-                       - vMin->texcoord[u][0] * wMin;
-               dsdx[u] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
-               dsdy[u] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
-
-              eMaj_dt = vMax->texcoord[u][1] * wMax
-                      - vMin->texcoord[u][1] * wMin;
-              eBot_dt = vMid->texcoord[u][1] * wMid
-                      - vMin->texcoord[u][1] * wMin;
-              dtdx[u] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
-              dtdy[u] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
-              
-              eMaj_du = vMax->texcoord[u][2] * wMax
-                       - vMin->texcoord[u][2] * wMin;
-              eBot_du = vMid->texcoord[u][2] * wMid
-                       - vMin->texcoord[u][2] * wMin;
-              dudx[u] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
-              dudy[u] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
-              
-              eMaj_dv = vMax->texcoord[u][3] * wMax
-                       - vMin->texcoord[u][3] * wMin;
-              eBot_dv = vMid->texcoord[u][3] * wMid
-                       - vMin->texcoord[u][3] * wMin;
-              dvdx[u] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
-              dvdy[u] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
-            }
-         }
+         /* win[3] is 1/W */
+         const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
+         TEXVAR_LOOP(
+            GLfloat eMaj_ds = vMax->attrib[attr][0] * wMax - vMin->attrib[attr][0] * wMin;
+            GLfloat eBot_ds = vMid->attrib[attr][0] * wMid - vMin->attrib[attr][0] * wMin;
+            GLfloat eMaj_dt = vMax->attrib[attr][1] * wMax - vMin->attrib[attr][1] * wMin;
+            GLfloat eBot_dt = vMid->attrib[attr][1] * wMid - vMin->attrib[attr][1] * wMin;
+            GLfloat eMaj_du = vMax->attrib[attr][2] * wMax - vMin->attrib[attr][2] * wMin;
+            GLfloat eBot_du = vMid->attrib[attr][2] * wMid - vMin->attrib[attr][2] * wMin;
+            GLfloat eMaj_dv = vMax->attrib[attr][3] * wMax - vMin->attrib[attr][3] * wMin;
+            GLfloat eBot_dv = vMid->attrib[attr][3] * wMid - vMin->attrib[attr][3] * wMin;
+            span.attrStepX[attr][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
+            span.attrStepY[attr][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
+            span.attrStepX[attr][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
+            span.attrStepY[attr][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+            span.attrStepX[attr][2] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
+            span.attrStepY[attr][2] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
+            span.attrStepX[attr][3] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
+            span.attrStepY[attr][3] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
+         )
       }
 #endif
 
        * inside the triangle.
        *
        * Next we creep down the major edge until we reach that y,
-       * and compute the corresponding x coordinate on the edge. 
+       * and compute the corresponding x coordinate on the edge.
        * Then we find the half-integral x that lies on or just
        * inside the edge.  This is the first pixel that might lie in
        * the interior of the triangle.  (We won't know for sure
        */
 
       {
-         int subTriangle;
-         GLfixed fx, fxLeftEdge, fxRightEdge, fdxLeftEdge, fdxRightEdge;
-         GLfixed fdxOuter;
-         int idxOuter;
-         float dxOuter;
-         GLfixed fError, fdError;
-         float adjx, adjy;
-         GLfixed fy;
-         int iy;
+         GLint subTriangle;
+         GLinterp fxLeftEdge = 0, fxRightEdge = 0;
+         GLinterp fdxLeftEdge = 0, fdxRightEdge = 0;
+         GLinterp fError = 0, fdError = 0;
 #ifdef PIXEL_ADDRESS
-         PIXEL_TYPE *pRow;
-         int dPRowOuter, dPRowInner;  /* offset in bytes */
+         PIXEL_TYPE *pRow = NULL;
+         GLint dPRowOuter = 0, dPRowInner;  /* offset in bytes */
 #endif
 #ifdef INTERP_Z
 #  ifdef DEPTH_TYPE
-         DEPTH_TYPE *zRow;
-         int dZRowOuter, dZRowInner;  /* offset in bytes */
+         struct gl_renderbuffer *zrb
+            = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
+         DEPTH_TYPE *zRow = NULL;
+         GLint dZRowOuter = 0, dZRowInner;  /* offset in bytes */
 #  endif
-         GLfixed fz, fdzOuter, fdzInner;
-         GLfixed ffog, fdfogOuter, fdfogInner;
+         GLuint zLeft = 0;
+         GLfixed fdzOuter = 0, fdzInner;
 #endif
-#ifdef INTERP_RGB
-         GLfixed fr, fdrOuter, fdrInner;
-         GLfixed fg, fdgOuter, fdgInner;
-         GLfixed fb, fdbOuter, fdbInner;
+#ifdef INTERP_W
+         GLfloat wLeft = 0, dwOuter = 0, dwInner;
 #endif
-#ifdef INTERP_SPEC
-         GLfixed fsr, fdsrOuter, fdsrInner;
-         GLfixed fsg, fdsgOuter, fdsgInner;
-         GLfixed fsb, fdsbOuter, fdsbInner;
+#ifdef INTERP_FOG
+         GLfloat fogLeft = 0, dfogOuter = 0, dfogInner;
+#endif
+#ifdef INTERP_RGB
+         ColorTemp rLeft = 0, fdrOuter = 0, fdrInner;
+         ColorTemp gLeft = 0, fdgOuter = 0, fdgInner;
+         ColorTemp bLeft = 0, fdbOuter = 0, fdbInner;
 #endif
 #ifdef INTERP_ALPHA
-         GLfixed fa, fdaOuter, fdaInner;
+         ColorTemp aLeft = 0, fdaOuter = 0, fdaInner;
+#endif
+#ifdef INTERP_SPEC
+         ColorTemp srLeft=0, dsrOuter=0, dsrInner;
+         ColorTemp sgLeft=0, dsgOuter=0, dsgInner;
+         ColorTemp sbLeft=0, dsbOuter=0, dsbInner;
 #endif
 #ifdef INTERP_INDEX
-         GLfixed fi, fdiOuter, fdiInner;
+         GLfixed iLeft=0, diOuter=0, diInner;
 #endif
 #ifdef INTERP_INT_TEX
-         GLfixed fs, fdsOuter, fdsInner;
-         GLfixed ft, fdtOuter, fdtInner;
+         GLfixed sLeft=0, dsOuter=0, dsInner;
+         GLfixed tLeft=0, dtOuter=0, dtInner;
 #endif
 #ifdef INTERP_TEX
-         GLfloat sLeft, dsOuter, dsInner;
-         GLfloat tLeft, dtOuter, dtInner;
-         GLfloat uLeft, duOuter, duInner;
-         GLfloat vLeft, dvOuter, dvInner;
-#endif
-#ifdef INTERP_MULTITEX
-         GLfloat sLeft[MAX_TEXTURE_UNITS];
-         GLfloat tLeft[MAX_TEXTURE_UNITS];
-         GLfloat uLeft[MAX_TEXTURE_UNITS];
-         GLfloat vLeft[MAX_TEXTURE_UNITS];
-         GLfloat dsOuter[MAX_TEXTURE_UNITS], dsInner[MAX_TEXTURE_UNITS];
-         GLfloat dtOuter[MAX_TEXTURE_UNITS], dtInner[MAX_TEXTURE_UNITS];
-         GLfloat duOuter[MAX_TEXTURE_UNITS], duInner[MAX_TEXTURE_UNITS];
-         GLfloat dvOuter[MAX_TEXTURE_UNITS], dvInner[MAX_TEXTURE_UNITS];
+         GLfloat sLeft[FRAG_ATTRIB_MAX];
+         GLfloat tLeft[FRAG_ATTRIB_MAX];
+         GLfloat uLeft[FRAG_ATTRIB_MAX];
+         GLfloat vLeft[FRAG_ATTRIB_MAX];
+         GLfloat dsOuter[FRAG_ATTRIB_MAX], dsInner[FRAG_ATTRIB_MAX];
+         GLfloat dtOuter[FRAG_ATTRIB_MAX], dtInner[FRAG_ATTRIB_MAX];
+         GLfloat duOuter[FRAG_ATTRIB_MAX], duInner[FRAG_ATTRIB_MAX];
+         GLfloat dvOuter[FRAG_ATTRIB_MAX], dvInner[FRAG_ATTRIB_MAX];
 #endif
 
          for (subTriangle=0; subTriangle<=1; subTriangle++) {
 
             if (subTriangle==0) {
                /* bottom half */
-               if (ltor) {
+               if (scan_from_left_to_right) {
                   eLeft = &eMaj;
                   eRight = &eBot;
                   lines = eRight->lines;
             }
             else {
                /* top half */
-               if (ltor) {
+               if (scan_from_left_to_right) {
                   eLeft = &eMaj;
                   eRight = &eTop;
                   lines = eRight->lines;
             }
 
             if (setupLeft && eLeft->lines > 0) {
-               const SWvertex *vLower;
-               GLfixed fsx = eLeft->fsx;
-               fx = FixedCeil(fsx);
+               const SWvertex *vLower = eLeft->v0;
+#if TRIANGLE_WALK_DOUBLE
+               const GLdouble fsy = eLeft->fsy;
+               const GLdouble fsx = eLeft->fsx;
+               const GLdouble fx = CEILF(fsx);
+               const GLdouble adjx = (fx - eLeft->fx0) * FIXED_SCALE;  /* SCALED! */
+#else
+               const GLfixed fsy = eLeft->fsy;
+               const GLfixed fsx = eLeft->fsx;  /* no fractional part */
+               const GLfixed fx = FixedCeil(fsx);  /* no fractional part */
+               const GLfixed adjx = (GLinterp) (fx - eLeft->fx0); /* SCALED! */
+#endif
+               const GLinterp adjy = (GLinterp) eLeft->adjy;      /* SCALED! */
+               GLint idxOuter;
+#if TRIANGLE_WALK_DOUBLE
+               GLdouble dxOuter;
+
+               fError = fx - fsx - 1.0;
+               fxLeftEdge = fsx;
+               fdxLeftEdge = eLeft->dxdy;
+               dxOuter = FLOORF(fdxLeftEdge);
+               fdError = dxOuter - fdxLeftEdge + 1.0;
+               idxOuter = (GLint) dxOuter;
+               span.y = (GLint) fsy;
+#else
+               GLfloat dxOuter;
+               GLfixed fdxOuter;
+
                fError = fx - fsx - FIXED_ONE;
                fxLeftEdge = fsx - FIXED_EPSILON;
                fdxLeftEdge = eLeft->fdxdy;
                fdxOuter = FixedFloor(fdxLeftEdge - FIXED_EPSILON);
                fdError = fdxOuter - fdxLeftEdge + FIXED_ONE;
                idxOuter = FixedToInt(fdxOuter);
-               dxOuter = (float) idxOuter;
-               (void) dxOuter;
-
-               fy = eLeft->fsy;
-               iy = FixedToInt(fy);
-
-               adjx = (float)(fx - eLeft->fx0);  /* SCALED! */
-               adjy = eLeft->adjy;              /* SCALED! */
-               (void) adjx;  /* silence compiler warnings */
-               (void) adjy;  /* silence compiler warnings */
+               dxOuter = (GLfloat) idxOuter;
+               span.y = FixedToInt(fsy);
+#endif
 
-               vLower = eLeft->v0;
-               (void) vLower;  /* silence compiler warnings */
+               /* silence warnings on some compilers */
+               (void) dxOuter;
+               (void) adjx;
+               (void) adjy;
+               (void) vLower;
 
 #ifdef PIXEL_ADDRESS
                {
-                  pRow = PIXEL_ADDRESS( FixedToInt(fxLeftEdge), iy );
+                  pRow = (PIXEL_TYPE *) PIXEL_ADDRESS(InterpToInt(fxLeftEdge), span.y);
                   dPRowOuter = -((int)BYTES_PER_ROW) + idxOuter * sizeof(PIXEL_TYPE);
                   /* negative because Y=0 at bottom and increases upward */
                }
 #endif
                /*
                 * Now we need the set of parameter (z, color, etc.) values at
-                * the point (fx, fy).  This gives us properly-sampled parameter
+                * the point (fx, fsy).  This gives us properly-sampled parameter
                 * values that we can step from pixel to pixel.  Furthermore,
                 * although we might have intermediate results that overflow
                 * the normal parameter range when we step temporarily outside
                   GLfloat z0 = vLower->win[2];
                   if (depthBits <= 16) {
                      /* interpolate fixed-pt values */
-                     GLfloat tmp = (z0 * FIXED_SCALE +
-                                    dzdx * adjx + dzdy * adjy) + FIXED_HALF;
+                     GLfloat tmp = (z0 * FIXED_SCALE
+                                    + span.attrStepX[FRAG_ATTRIB_WPOS][2] * adjx
+                                    + span.attrStepY[FRAG_ATTRIB_WPOS][2] * adjy) + FIXED_HALF;
                      if (tmp < MAX_GLUINT / 2)
-                        fz = (GLfixed) tmp;
+                        zLeft = (GLfixed) tmp;
                      else
-                        fz = MAX_GLUINT / 2;
-                     fdzOuter = SignedFloatToFixed(dzdy + dxOuter * dzdx);
+                        zLeft = MAX_GLUINT / 2;
+                     fdzOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_WPOS][2] + dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][2]);
                   }
                   else {
-                     /* interpolate depth values exactly */
-                     fz = (GLint) (z0 + dzdx*FixedToFloat(adjx) + dzdy*FixedToFloat(adjy));
-                     fdzOuter = (GLint) (dzdy + dxOuter * dzdx);
+                     /* interpolate depth values w/out scaling */
+                     zLeft = (GLuint) (z0 + span.attrStepX[FRAG_ATTRIB_WPOS][2] * FixedToFloat(adjx)
+                                          + span.attrStepY[FRAG_ATTRIB_WPOS][2] * FixedToFloat(adjy));
+                     fdzOuter = (GLint) (span.attrStepY[FRAG_ATTRIB_WPOS][2] + dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][2]);
                   }
 #  ifdef DEPTH_TYPE
-                  zRow = (DEPTH_TYPE *) _mesa_zbuffer_address(ctx, FixedToInt(fxLeftEdge), iy);
+                  zRow = (DEPTH_TYPE *)
+                    zrb->GetPointer(ctx, zrb, InterpToInt(fxLeftEdge), span.y);
                   dZRowOuter = (ctx->DrawBuffer->Width + idxOuter) * sizeof(DEPTH_TYPE);
 #  endif
                }
-              {
-                 ffog = FloatToFixed(vLower->fog) * 256 + dfogdx * adjx + dfogdy * adjy + FIXED_HALF;
-                 fdfogOuter = SignedFloatToFixed(dfogdy + dxOuter * dfogdx);
-              }
+#endif
+#ifdef INTERP_W
+               wLeft = vLower->win[3] + (span.attrStepX[FRAG_ATTRIB_WPOS][3] * adjx + span.attrStepY[FRAG_ATTRIB_WPOS][3] * adjy) * (1.0F/FIXED_SCALE);
+               dwOuter = span.attrStepY[FRAG_ATTRIB_WPOS][3] + dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][3];
+#endif
+#ifdef INTERP_FOG
+#  ifdef INTERP_W
+               fogLeft = vLower->fog * vLower->win[3] + (span.attrStepX[FRAG_ATTRIB_FOGC][0] * adjx + span.attrStepY[FRAG_ATTRIB_FOGC][0] * adjy) * (1.0F/FIXED_SCALE);
+#  else
+               fogLeft = vLower->fog + (span.attrStepX[FRAG_ATTRIB_FOGC][0] * adjx + span.attrStepY[FRAG_ATTRIB_FOGC][0] * adjy) * (1.0F/FIXED_SCALE);
+#  endif
+               dfogOuter = span.attrStepY[FRAG_ATTRIB_FOGC][0] + dxOuter * span.attrStepX[FRAG_ATTRIB_FOGC][0];
 #endif
 #ifdef INTERP_RGB
-               fr = (GLfixed)(IntToFixed(vLower->color[0])
-                              + drdx * adjx + drdy * adjy) + FIXED_HALF;
-               fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
+               if (ctx->Light.ShadeModel == GL_SMOOTH) {
+#  if CHAN_TYPE == GL_FLOAT
+                  rLeft = vLower->color[RCOMP] + (span.attrStepX[FRAG_ATTRIB_COL0][0] * adjx + span.attrStepY[FRAG_ATTRIB_COL0][0] * adjy) * (1.0F / FIXED_SCALE);
+                  gLeft = vLower->color[GCOMP] + (span.attrStepX[FRAG_ATTRIB_COL0][1] * adjx + span.attrStepY[FRAG_ATTRIB_COL0][1] * adjy) * (1.0F / FIXED_SCALE);
+                  bLeft = vLower->color[BCOMP] + (span.attrStepX[FRAG_ATTRIB_COL0][2] * adjx + span.attrStepY[FRAG_ATTRIB_COL0][2] * adjy) * (1.0F / FIXED_SCALE);
+                  fdrOuter = span.attrStepY[FRAG_ATTRIB_COL0][0] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][0];
+                  fdgOuter = span.attrStepY[FRAG_ATTRIB_COL0][1] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][1];
+                  fdbOuter = span.attrStepY[FRAG_ATTRIB_COL0][2] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][2];
+#  else
+                  rLeft = (GLint)(ChanToFixed(vLower->color[RCOMP]) + span.attrStepX[FRAG_ATTRIB_COL0][0] * adjx + span.attrStepY[FRAG_ATTRIB_COL0][0] * adjy) + FIXED_HALF;
+                  gLeft = (GLint)(ChanToFixed(vLower->color[GCOMP]) + span.attrStepX[FRAG_ATTRIB_COL0][1] * adjx + span.attrStepY[FRAG_ATTRIB_COL0][1] * adjy) + FIXED_HALF;
+                  bLeft = (GLint)(ChanToFixed(vLower->color[BCOMP]) + span.attrStepX[FRAG_ATTRIB_COL0][2] * adjx + span.attrStepY[FRAG_ATTRIB_COL0][2] * adjy) + FIXED_HALF;
+                  fdrOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][0] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][0]);
+                  fdgOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][1] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][1]);
+                  fdbOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][2] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][2]);
+#  endif
+#  ifdef INTERP_ALPHA
+#    if CHAN_TYPE == GL_FLOAT
+                  aLeft = vLower->color[ACOMP] + (span.attrStepX[FRAG_ATTRIB_COL0][3] * adjx + span.attrStepX[FRAG_ATTRIB_COL0][3] * adjy) * (1.0F / FIXED_SCALE);
+                  fdaOuter = span.attrStepX[FRAG_ATTRIB_COL0][3] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][3];
+#    else
+                  aLeft = (GLint)(ChanToFixed(vLower->color[ACOMP]) + span.attrStepX[FRAG_ATTRIB_COL0][3] * adjx + span.attrStepX[FRAG_ATTRIB_COL0][3] * adjy) + FIXED_HALF;
+                  fdaOuter = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][3] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][3]);
+#    endif
+#  endif
+               }
+               else {
+                  ASSERT(ctx->Light.ShadeModel == GL_FLAT);
+#  if CHAN_TYPE == GL_FLOAT
+                  rLeft = v2->color[RCOMP];
+                  gLeft = v2->color[GCOMP];
+                  bLeft = v2->color[BCOMP];
+                  fdrOuter = fdgOuter = fdbOuter = 0.0F;
+#  else
+                  rLeft = ChanToFixed(v2->color[RCOMP]);
+                  gLeft = ChanToFixed(v2->color[GCOMP]);
+                  bLeft = ChanToFixed(v2->color[BCOMP]);
+                  fdrOuter = fdgOuter = fdbOuter = 0;
+#  endif
+#  ifdef INTERP_ALPHA
+#    if CHAN_TYPE == GL_FLOAT
+                  aLeft = v2->color[ACOMP];
+                  fdaOuter = 0.0F;
+#    else
+                  aLeft = ChanToFixed(v2->color[ACOMP]);
+                  fdaOuter = 0;
+#    endif
+#  endif
+               }
+#endif /* INTERP_RGB */
 
-               fg = (GLfixed)(IntToFixed(vLower->color[1])
-                              + dgdx * adjx + dgdy * adjy) + FIXED_HALF;
-               fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx);
 
-               fb = (GLfixed)(IntToFixed(vLower->color[2])
-                              + dbdx * adjx + dbdy * adjy) + FIXED_HALF;
-               fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx);
-#endif
 #ifdef INTERP_SPEC
-               fsr = (GLfixed)(IntToFixed(vLower->specular[0])
-                               + dsrdx * adjx + dsrdy * adjy) + FIXED_HALF;
-               fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx);
-
-               fsg = (GLfixed)(IntToFixed(vLower->specular[1])
-                               + dsgdx * adjx + dsgdy * adjy) + FIXED_HALF;
-               fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx);
-
-               fsb = (GLfixed)(IntToFixed(vLower->specular[2])
-                               + dsbdx * adjx + dsbdy * adjy) + FIXED_HALF;
-               fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx);
-#endif
-#ifdef INTERP_ALPHA
-               fa = (GLfixed)(IntToFixed(vLower->color[3])
-                              + dadx * adjx + dady * adjy) + FIXED_HALF;
-               fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
+               if (ctx->Light.ShadeModel == GL_SMOOTH) {
+#  if CHAN_TYPE == GL_FLOAT
+                  srLeft = vLower->specular[RCOMP] + (span.attrStepX[FRAG_ATTRIB_COL1][0] * adjx + span.attrStepY[FRAG_ATTRIB_COL1][0] * adjy) * (1.0F / FIXED_SCALE);
+                  sgLeft = vLower->specular[GCOMP] + (span.attrStepX[FRAG_ATTRIB_COL1][1] * adjx + span.attrStepY[FRAG_ATTRIB_COL1][1] * adjy) * (1.0F / FIXED_SCALE);
+                  sbLeft = vLower->specular[BCOMP] + (span.attrStepX[FRAG_ATTRIB_COL1][2] * adjx + span.attrStepY[FRAG_ATTRIB_COL1][2] * adjy) * (1.0F / FIXED_SCALE);
+                  dsrOuter = span.attrStepY[FRAG_ATTRIB_COL1][0] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL1][0];
+                  dsgOuter = span.attrStepY[FRAG_ATTRIB_COL1][1] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL1][1];
+                  dsbOuter = span.attrStepY[FRAG_ATTRIB_COL1][2] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL1][2];
+#  else
+                  srLeft = (GLfixed) (ChanToFixed(vLower->specular[RCOMP]) + span.attrStepX[FRAG_ATTRIB_COL1][0] * adjx + span.attrStepY[FRAG_ATTRIB_COL1][0] * adjy) + FIXED_HALF;
+                  sgLeft = (GLfixed) (ChanToFixed(vLower->specular[GCOMP]) + span.attrStepX[FRAG_ATTRIB_COL1][1] * adjx + span.attrStepY[FRAG_ATTRIB_COL1][1] * adjy) + FIXED_HALF;
+                  sbLeft = (GLfixed) (ChanToFixed(vLower->specular[BCOMP]) + span.attrStepX[FRAG_ATTRIB_COL1][2] * adjx + span.attrStepY[FRAG_ATTRIB_COL1][2] * adjy) + FIXED_HALF;
+                  dsrOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL1][0] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL1][0]);
+                  dsgOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL1][1] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL1][1]);
+                  dsbOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL1][2] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL1][2]);
+#  endif
+               }
+               else {
+                  ASSERT(ctx->Light.ShadeModel == GL_FLAT);
+#if  CHAN_TYPE == GL_FLOAT
+                  srLeft = v2->specular[RCOMP];
+                  sgLeft = v2->specular[GCOMP];
+                  sbLeft = v2->specular[BCOMP];
+                  dsrOuter = dsgOuter = dsbOuter = 0.0F;
+#  else
+                  srLeft = ChanToFixed(v2->specular[RCOMP]);
+                  sgLeft = ChanToFixed(v2->specular[GCOMP]);
+                  sbLeft = ChanToFixed(v2->specular[BCOMP]);
+                  dsrOuter = dsgOuter = dsbOuter = 0;
+#  endif
+               }
 #endif
+
 #ifdef INTERP_INDEX
-               fi = (GLfixed)(vLower->index * FIXED_SCALE
-                              + didx * adjx + didy * adjy) + FIXED_HALF;
-               fdiOuter = SignedFloatToFixed(didy + dxOuter * didx);
+               if (ctx->Light.ShadeModel == GL_SMOOTH) {
+                  iLeft = (GLfixed)(vLower->index * FIXED_SCALE
+                                 + didx * adjx + didy * adjy) + FIXED_HALF;
+                  diOuter = SignedFloatToFixed(didy + dxOuter * didx);
+               }
+               else {
+                  ASSERT(ctx->Light.ShadeModel == GL_FLAT);
+                  iLeft = FloatToFixed(v2->index);
+                  diOuter = 0;
+               }
 #endif
 #ifdef INTERP_INT_TEX
                {
                   GLfloat s0, t0;
-                  s0 = vLower->texcoord[0][0] * S_SCALE;
-                  fs = (GLfixed)(s0 * FIXED_SCALE + dsdx * adjx + dsdy * adjy) + FIXED_HALF;
-                  fdsOuter = SignedFloatToFixed(dsdy + dxOuter * dsdx);
-
-                 t0 = vLower->texcoord[0][1] * T_SCALE;
-                 ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx + dtdy * adjy) + FIXED_HALF;
-                 fdtOuter = SignedFloatToFixed(dtdy + dxOuter * dtdx);
-              }
-#endif
-#ifdef INTERP_TEX
-               {
-                  GLfloat invW = vLower->win[3];
-                  GLfloat s0, t0, u0, v0;
-                  s0 = vLower->texcoord[0][0] * invW;
-                  sLeft = s0 + (dsdx * adjx + dsdy * adjy) * (1.0F/FIXED_SCALE);
-                  dsOuter = dsdy + dxOuter * dsdx;
-                 t0 = vLower->texcoord[0][1] * invW;
-                 tLeft = t0 + (dtdx * adjx + dtdy * adjy) * (1.0F/FIXED_SCALE);
-                 dtOuter = dtdy + dxOuter * dtdx;
-                 u0 = vLower->texcoord[0][2] * invW;
-                 uLeft = u0 + (dudx * adjx + dudy * adjy) * (1.0F/FIXED_SCALE);
-                 duOuter = dudy + dxOuter * dudx;
-                 v0 = vLower->texcoord[0][3] * invW;
-                 vLeft = v0 + (dvdx * adjx + dvdy * adjy) * (1.0F/FIXED_SCALE);
-                 dvOuter = dvdy + dxOuter * dvdx;
+                  s0 = vLower->attrib[FRAG_ATTRIB_TEX0][0] * S_SCALE;
+                  sLeft = (GLfixed)(s0 * FIXED_SCALE + span.attrStepX[FRAG_ATTRIB_TEX0][0] * adjx
+                                 + span.attrStepY[FRAG_ATTRIB_TEX0][0] * adjy) + FIXED_HALF;
+                  dsOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][0] + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][0]);
+
+                  t0 = vLower->attrib[FRAG_ATTRIB_TEX0][1] * T_SCALE;
+                  tLeft = (GLfixed)(t0 * FIXED_SCALE + span.attrStepX[FRAG_ATTRIB_TEX0][1] * adjx
+                                 + span.attrStepY[FRAG_ATTRIB_TEX0][1] * adjy) + FIXED_HALF;
+                  dtOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][1] + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][1]);
                }
 #endif
-#ifdef INTERP_MULTITEX
-               {
-                  GLuint u;
-                  for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-                     if (ctx->Texture.Unit[u]._ReallyEnabled) {
-                        GLfloat invW = vLower->win[3];
-                        GLfloat s0, t0, u0, v0;
-                        s0 = vLower->texcoord[u][0] * invW;
-                        sLeft[u] = s0 + (dsdx[u] * adjx + dsdy[u] * adjy) * (1.0F/FIXED_SCALE);
-                        dsOuter[u] = dsdy[u] + dxOuter * dsdx[u];
-                       t0 = vLower->texcoord[u][1] * invW;
-                       tLeft[u] = t0 + (dtdx[u] * adjx + dtdy[u] * adjy) * (1.0F/FIXED_SCALE);
-                       dtOuter[u] = dtdy[u] + dxOuter * dtdx[u];
-                       u0 = vLower->texcoord[u][2] * invW;
-                       uLeft[u] = u0 + (dudx[u] * adjx + dudy[u] * adjy) * (1.0F/FIXED_SCALE);
-                       duOuter[u] = dudy[u] + dxOuter * dudx[u];
-                       v0 = vLower->texcoord[u][3] * invW;
-                        vLeft[u] = v0 + (dvdx[u] * adjx + dvdy[u] * adjy) * (1.0F/FIXED_SCALE);
-                        dvOuter[u] = dvdy[u] + dxOuter * dvdx[u];
-                     }
-                  }
-               }
+#ifdef INTERP_TEX
+               TEXVAR_LOOP(
+                  const GLfloat invW = vLower->win[3];
+                  const GLfloat s0 = vLower->attrib[attr][0] * invW;
+                  const GLfloat t0 = vLower->attrib[attr][1] * invW;
+                  const GLfloat u0 = vLower->attrib[attr][2] * invW;
+                  const GLfloat v0 = vLower->attrib[attr][3] * invW;
+                  sLeft[attr] = s0 + (span.attrStepX[attr][0] * adjx + span.attrStepY[attr][0] * adjy) * (1.0F/FIXED_SCALE);
+                  tLeft[attr] = t0 + (span.attrStepX[attr][1] * adjx + span.attrStepY[attr][1] * adjy) * (1.0F/FIXED_SCALE);
+                  uLeft[attr] = u0 + (span.attrStepX[attr][2] * adjx + span.attrStepY[attr][2] * adjy) * (1.0F/FIXED_SCALE);
+                  vLeft[attr] = v0 + (span.attrStepX[attr][3] * adjx + span.attrStepY[attr][3] * adjy) * (1.0F/FIXED_SCALE);
+                  dsOuter[attr] = span.attrStepY[attr][0] + dxOuter * span.attrStepX[attr][0];
+                  dtOuter[attr] = span.attrStepY[attr][1] + dxOuter * span.attrStepX[attr][1];
+                  duOuter[attr] = span.attrStepY[attr][2] + dxOuter * span.attrStepX[attr][2];
+                  dvOuter[attr] = span.attrStepY[attr][3] + dxOuter * span.attrStepX[attr][3];
+               )
 #endif
-
             } /*if setupLeft*/
 
 
             if (setupRight && eRight->lines>0) {
+#if TRIANGLE_WALK_DOUBLE
+               fxRightEdge = eRight->fsx;
+               fdxRightEdge = eRight->dxdy;
+#else
                fxRightEdge = eRight->fsx - FIXED_EPSILON;
                fdxRightEdge = eRight->fdxdy;
+#endif
             }
 
             if (lines==0) {
 #  ifdef DEPTH_TYPE
             dZRowInner = dZRowOuter + sizeof(DEPTH_TYPE);
 #  endif
-            fdzInner = fdzOuter + fdzdx;
-            fdfogInner = fdfogOuter + fdfogdx;
+            fdzInner = fdzOuter + span.zStep;
 #endif
-#ifdef INTERP_RGB
-            fdrInner = fdrOuter + fdrdx;
-            fdgInner = fdgOuter + fdgdx;
-            fdbInner = fdbOuter + fdbdx;
+#ifdef INTERP_W
+            dwInner = dwOuter + span.attrStepX[FRAG_ATTRIB_WPOS][3];
 #endif
-#ifdef INTERP_SPEC
-            fdsrInner = fdsrOuter + fdsrdx;
-            fdsgInner = fdsgOuter + fdsgdx;
-            fdsbInner = fdsbOuter + fdsbdx;
+#ifdef INTERP_FOG
+            dfogInner = dfogOuter + span.attrStepX[FRAG_ATTRIB_FOGC][0];
+#endif
+#ifdef INTERP_RGB
+            fdrInner = fdrOuter + span.redStep;
+            fdgInner = fdgOuter + span.greenStep;
+            fdbInner = fdbOuter + span.blueStep;
 #endif
 #ifdef INTERP_ALPHA
-            fdaInner = fdaOuter + fdadx;
+            fdaInner = fdaOuter + span.alphaStep;
+#endif
+#ifdef INTERP_SPEC
+            dsrInner = dsrOuter + span.specRedStep;
+            dsgInner = dsgOuter + span.specGreenStep;
+            dsbInner = dsbOuter + span.specBlueStep;
 #endif
 #ifdef INTERP_INDEX
-            fdiInner = fdiOuter + fdidx;
+            diInner = diOuter + span.indexStep;
 #endif
 #ifdef INTERP_INT_TEX
-            fdsInner = fdsOuter + fdsdx;
-            fdtInner = fdtOuter + fdtdx;
+            dsInner = dsOuter + span.intTexStep[0];
+            dtInner = dtOuter + span.intTexStep[1];
 #endif
 #ifdef INTERP_TEX
-           dsInner = dsOuter + dsdx;
-           dtInner = dtOuter + dtdx;
-           duInner = duOuter + dudx;
-           dvInner = dvOuter + dvdx;
-#endif
-#ifdef INTERP_MULTITEX
-            {
-               GLuint u;
-               for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-                  if (ctx->Texture.Unit[u]._ReallyEnabled) {
-                     dsInner[u] = dsOuter[u] + dsdx[u];
-                     dtInner[u] = dtOuter[u] + dtdx[u];
-                     duInner[u] = duOuter[u] + dudx[u];
-                     dvInner[u] = dvOuter[u] + dvdx[u];
-                  }
-               }
-            }
+            TEXVAR_LOOP(
+               dsInner[attr] = dsOuter[attr] + span.attrStepX[attr][0];
+               dtInner[attr] = dtOuter[attr] + span.attrStepX[attr][1];
+               duInner[attr] = duOuter[attr] + span.attrStepX[attr][2];
+               dvInner[attr] = dvOuter[attr] + span.attrStepX[attr][3];
+            )
 #endif
 
-            while (lines>0) {
+            while (lines > 0) {
                /* initialize the span interpolants to the leftmost value */
                /* ff = fixed-pt fragment */
-               GLint left = FixedToInt(fxLeftEdge);
-               GLint right = FixedToInt(fxRightEdge);
+               const GLint right = InterpToInt(fxRightEdge);
+               span.x = InterpToInt(fxLeftEdge);
+               if (right <= span.x)
+                  span.end = 0;
+               else
+                  span.end = right - span.x;
+
 #ifdef INTERP_Z
-               GLfixed ffz = fz;
-               GLfixed fffog = ffog;
+               span.z = zLeft;
 #endif
-#ifdef INTERP_RGB
-               GLfixed ffr = fr,  ffg = fg,  ffb = fb;
+#ifdef INTERP_W
+               span.attrStart[FRAG_ATTRIB_WPOS][3] = wLeft;
 #endif
-#ifdef INTERP_SPEC
-               GLfixed ffsr = fsr,  ffsg = fsg,  ffsb = fsb;
+#ifdef INTERP_FOG
+               span.attrStart[FRAG_ATTRIB_FOGC][0] = fogLeft;
+#endif
+#ifdef INTERP_RGB
+               span.red = rLeft;
+               span.green = gLeft;
+               span.blue = bLeft;
 #endif
 #ifdef INTERP_ALPHA
-               GLfixed ffa = fa;
+               span.alpha = aLeft;
+#endif
+#ifdef INTERP_SPEC
+               span.specRed = srLeft;
+               span.specGreen = sgLeft;
+               span.specBlue = sbLeft;
 #endif
 #ifdef INTERP_INDEX
-               GLfixed ffi = fi;
+               span.index = iLeft;
 #endif
 #ifdef INTERP_INT_TEX
-               GLfixed ffs = fs,  fft = ft;
+               span.intTex[0] = sLeft;
+               span.intTex[1] = tLeft;
 #endif
+
 #ifdef INTERP_TEX
-               GLfloat ss = sLeft, tt = tLeft, uu = uLeft, vv = vLeft;
-#endif
-#ifdef INTERP_MULTITEX
-               GLfloat ss[MAX_TEXTURE_UNITS];
-               GLfloat tt[MAX_TEXTURE_UNITS];
-               GLfloat uu[MAX_TEXTURE_UNITS];
-               GLfloat vv[MAX_TEXTURE_UNITS];
-               {
-                  GLuint u;
-                  for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-                     if (ctx->Texture.Unit[u]._ReallyEnabled) {
-                        ss[u] = sLeft[u];
-                        tt[u] = tLeft[u];
-                        uu[u] = uLeft[u];
-                        vv[u] = vLeft[u];
-                     }
-                  }
-               }
+               TEXVAR_LOOP(
+                  span.attrStart[attr][0] = sLeft[attr];
+                  span.attrStart[attr][1] = tLeft[attr];
+                  span.attrStart[attr][2] = uLeft[attr];
+                  span.attrStart[attr][3] = vLeft[attr];
+               )
 #endif
 
+               /* This is where we actually generate fragments */
+               /* XXX the test for span.y > 0 _shouldn't_ be needed but
+                * it fixes a problem on 64-bit Opterons (bug 4842).
+                */
+               if (span.end > 0 && span.y >= 0) {
+                  const GLint len = span.end - 1;
+                  (void) len;
 #ifdef INTERP_RGB
-               {
-                  /* need this to accomodate round-off errors */
-                  GLfixed ffrend = ffr+(right-left-1)*fdrdx;
-                  GLfixed ffgend = ffg+(right-left-1)*fdgdx;
-                  GLfixed ffbend = ffb+(right-left-1)*fdbdx;
-                  if (ffrend<0) ffr -= ffrend;
-                  if (ffgend<0) ffg -= ffgend;
-                  if (ffbend<0) ffb -= ffbend;
-                  if (ffr<0) ffr = 0;
-                  if (ffg<0) ffg = 0;
-                  if (ffb<0) ffb = 0;
-               }
-#endif
-#ifdef INTERP_SPEC
-               {
-                  /* need this to accomodate round-off errors */
-                  GLfixed ffsrend = ffsr+(right-left-1)*fdsrdx;
-                  GLfixed ffsgend = ffsg+(right-left-1)*fdsgdx;
-                  GLfixed ffsbend = ffsb+(right-left-1)*fdsbdx;
-                  if (ffsrend<0) ffsr -= ffsrend;
-                  if (ffsgend<0) ffsg -= ffsgend;
-                  if (ffsbend<0) ffsb -= ffsbend;
-                  if (ffsr<0) ffsr = 0;
-                  if (ffsg<0) ffsg = 0;
-                  if (ffsb<0) ffsb = 0;
-               }
+                  CLAMP_INTERPOLANT(red, redStep, len);
+                  CLAMP_INTERPOLANT(green, greenStep, len);
+                  CLAMP_INTERPOLANT(blue, blueStep, len);
 #endif
 #ifdef INTERP_ALPHA
-               {
-                  GLfixed ffaend = ffa+(right-left-1)*fdadx;
-                  if (ffaend<0) ffa -= ffaend;
-                  if (ffa<0) ffa = 0;
-               }
+                  CLAMP_INTERPOLANT(alpha, alphaStep, len);
+#endif
+#ifdef INTERP_SPEC
+                  CLAMP_INTERPOLANT(specRed, specRedStep, len);
+                  CLAMP_INTERPOLANT(specGreen, specGreenStep, len);
+                  CLAMP_INTERPOLANT(specBlue, specBlueStep, len);
 #endif
 #ifdef INTERP_INDEX
-               if (ffi<0) ffi = 0;
+                  CLAMP_INTERPOLANT(index, indexStep, len);
 #endif
-
-#ifdef INTERP_LAMBDA
-/*
- * The lambda value is:
- *        log_2(sqrt(f(n))) = 1/2*log_2(f(n)), where f(n) is a function
- *     defined by
- *        f(n):=  dudx * dudx + dudy * dudy  +  dvdx * dvdx + dvdy * dvdy;
- *     and each of this terms is resp.
- *        dudx = dsdx * invQ(n) * tex_width;
- *        dudy = dsdy * invQ(n) * tex_width;
- *        dvdx = dtdx * invQ(n) * tex_height;
- *        dvdy = dtdy * invQ(n) * tex_height;
- *     Therefore the function lambda can be represented (by factoring out) as:
- *        f(n) = lambda_nominator * invQ(n) * invQ(n),
- *     which saves some computation time.
- */
-              {
-                GLfloat dudx = dsdx /* * invQ*/ * twidth;
-                GLfloat dudy = dsdy /* * invQ*/ * twidth;
-                GLfloat dvdx = dtdx /* * invQ*/ * theight;
-                GLfloat dvdy = dtdy /* * invQ*/ * theight;
-                GLfloat r1 = dudx * dudx + dudy * dudy;
-                GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
-                GLfloat rho2 = r1 + r2; /* used to be:  rho2 = MAX2(r1,r2); */
-                lambda_nominator = rho2;
-              }
-              
-              /* return log base 2 of sqrt(rho) */ 
-#define COMPUTE_LAMBDA(X)  log( lambda_nominator * (X)*(X) ) * 1.442695F * 0.5F  /* 1.442695 = 1/log(2) */
-#endif
-
-               INNER_LOOP( left, right, iy );
+                  {
+                     RENDER_SPAN( span );
+                  }
+               }
 
                /*
                 * Advance to the next scan line.  Compute the
                 * pixel-center x coordinate so that it stays
                 * on or inside the major edge.
                 */
-               iy++;
+               span.y++;
                lines--;
 
                fxLeftEdge += fdxLeftEdge;
                fxRightEdge += fdxRightEdge;
 
-
                fError += fdError;
                if (fError >= 0) {
-                  fError -= FIXED_ONE;
+                  fError -= INTERP_ONE;
+
 #ifdef PIXEL_ADDRESS
-                  pRow = (PIXEL_TYPE *) ((GLubyte*)pRow + dPRowOuter);
+                  pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowOuter);
 #endif
 #ifdef INTERP_Z
 #  ifdef DEPTH_TYPE
-                  zRow = (DEPTH_TYPE *) ((GLubyte*)zRow + dZRowOuter);
+                  zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowOuter);
 #  endif
-                  fz += fdzOuter;
-                  ffog += fdfogOuter; 
+                  zLeft += fdzOuter;
 #endif
-#ifdef INTERP_RGB
-                  fr += fdrOuter;   fg += fdgOuter;   fb += fdbOuter;
+#ifdef INTERP_W
+                  wLeft += dwOuter;
 #endif
-#ifdef INTERP_SPEC
-                  fsr += fdsrOuter;   fsg += fdsgOuter;   fsb += fdsbOuter;
+#ifdef INTERP_FOG
+                  fogLeft += dfogOuter;
+#endif
+#ifdef INTERP_RGB
+                  rLeft += fdrOuter;
+                  gLeft += fdgOuter;
+                  bLeft += fdbOuter;
 #endif
 #ifdef INTERP_ALPHA
-                  fa += fdaOuter;
+                  aLeft += fdaOuter;
+#endif
+#ifdef INTERP_SPEC
+                  srLeft += dsrOuter;
+                  sgLeft += dsgOuter;
+                  sbLeft += dsbOuter;
 #endif
 #ifdef INTERP_INDEX
-                  fi += fdiOuter;
+                  iLeft += diOuter;
 #endif
 #ifdef INTERP_INT_TEX
-                  fs += fdsOuter;   ft += fdtOuter;
+                  sLeft += dsOuter;
+                  tLeft += dtOuter;
 #endif
 #ifdef INTERP_TEX
-                 sLeft += dsOuter;
-                 tLeft += dtOuter;
-                 uLeft += duOuter;
-                 vLeft += dvOuter;
-#endif
-#ifdef INTERP_MULTITEX
-                  {
-                     GLuint u;
-                     for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-                        if (ctx->Texture.Unit[u]._ReallyEnabled) {
-                           sLeft[u] += dsOuter[u];
-                           tLeft[u] += dtOuter[u];
-                           uLeft[u] += duOuter[u];
-                           vLeft[u] += dvOuter[u];
-                        }
-                     }
-                  }
+                  TEXVAR_LOOP(
+                     sLeft[attr] += dsOuter[attr];
+                     tLeft[attr] += dtOuter[attr];
+                     uLeft[attr] += duOuter[attr];
+                     vLeft[attr] += dvOuter[attr];
+                  )
 #endif
                }
                else {
 #ifdef PIXEL_ADDRESS
-                  pRow = (PIXEL_TYPE *) ((GLubyte*)pRow + dPRowInner);
+                  pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowInner);
 #endif
 #ifdef INTERP_Z
 #  ifdef DEPTH_TYPE
-                  zRow = (DEPTH_TYPE *) ((GLubyte*)zRow + dZRowInner);
+                  zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowInner);
 #  endif
-                  fz += fdzInner;
-                  ffog += fdfogInner;
+                  zLeft += fdzInner;
 #endif
-#ifdef INTERP_RGB
-                  fr += fdrInner;   fg += fdgInner;   fb += fdbInner;
+#ifdef INTERP_W
+                  wLeft += dwInner;
 #endif
-#ifdef INTERP_SPEC
-                  fsr += fdsrInner;   fsg += fdsgInner;   fsb += fdsbInner;
+#ifdef INTERP_FOG
+                  fogLeft += dfogInner;
+#endif
+#ifdef INTERP_RGB
+                  rLeft += fdrInner;
+                  gLeft += fdgInner;
+                  bLeft += fdbInner;
 #endif
 #ifdef INTERP_ALPHA
-                  fa += fdaInner;
+                  aLeft += fdaInner;
+#endif
+#ifdef INTERP_SPEC
+                  srLeft += dsrInner;
+                  sgLeft += dsgInner;
+                  sbLeft += dsbInner;
 #endif
 #ifdef INTERP_INDEX
-                  fi += fdiInner;
+                  iLeft += diInner;
 #endif
 #ifdef INTERP_INT_TEX
-                  fs += fdsInner;   ft += fdtInner;
+                  sLeft += dsInner;
+                  tLeft += dtInner;
 #endif
 #ifdef INTERP_TEX
-                 sLeft += dsInner;
-                 tLeft += dtInner;
-                 uLeft += duInner;
-                 vLeft += dvInner;
-#endif
-#ifdef INTERP_MULTITEX
-                  {
-                     GLuint u;
-                     for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-                        if (ctx->Texture.Unit[u]._ReallyEnabled) {
-                           sLeft[u] += dsInner[u];
-                           tLeft[u] += dtInner[u];
-                           uLeft[u] += duInner[u];
-                           vLeft[u] += dvInner[u];
-                        }
-                     }
-                  }
+                  TEXVAR_LOOP(
+                     sLeft[attr] += dsInner[attr];
+                     tLeft[attr] += dtInner[attr];
+                     uLeft[attr] += duInner[attr];
+                     vLeft[attr] += dvInner[attr];
+                  )
 #endif
                }
             } /*while lines>0*/
          } /* for subTriangle */
 
       }
+#ifdef CLEANUP_CODE
+      CLEANUP_CODE
+#endif
    }
 }
 
 #undef SETUP_CODE
-#undef INNER_LOOP
+#undef CLEANUP_CODE
+#undef RENDER_SPAN
 
 #undef PIXEL_TYPE
 #undef BYTES_PER_ROW
 #undef PIXEL_ADDRESS
+#undef DEPTH_TYPE
 
 #undef INTERP_Z
+#undef INTERP_W
+#undef INTERP_FOG
 #undef INTERP_RGB
-#undef INTERP_SPEC
 #undef INTERP_ALPHA
+#undef INTERP_SPEC
 #undef INTERP_INDEX
-#undef INTERP_LAMBDA
-#undef COMPUTE_LAMBDA
 #undef INTERP_INT_TEX
 #undef INTERP_TEX
-#undef INTERP_MULTITEX
+#undef TEX_UNIT_LOOP
+#undef VARYING_LOOP
 
 #undef S_SCALE
 #undef T_SCALE
 
 #undef FixedToDepth
+#undef ColorTemp
+#undef GLinterp
+#undef InterpToInt
+#undef INTERP_ONE
 
-#undef DO_OCCLUSION_TEST
+#undef NAME