glsl: Handle continuation characters in preprocessor.
[mesa.git] / src / mesa / swrast / s_tritemp.h
index 0c04db939331858f08e41c8f8fd03b152b3482d8..8e3c5b5eebb189d9cedf353ae0ff0628bb905251 100644 (file)
@@ -1,10 +1,8 @@
-/* $Id: s_tritemp.h,v 1.35 2002/03/16 18:02:08 brianp Exp $ */
-
 /*
  * Mesa 3-D graphics library
- * Version:  3.5
+ * Version:  7.0
  *
- * Copyright (C) 1999-2001  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"),
@@ -23,7 +21,6 @@
  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  */
-/* $XFree86: xc/extras/Mesa/src/swrast/s_tritemp.h,v 1.2 2002/02/27 21:07:54 tsi Exp $ */
 
 /*
  * 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
- *    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
+ * must be interpolated across the triangle:
+ *    INTERP_Z        - if defined, interpolate integer Z values
+ *    INTERP_RGB      - if defined, interpolate integer RGB values
+ *    INTERP_ALPHA    - if defined, interpolate integer 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_TEX      - if defined, interpolate set 0 float STRQ texcoords
- *                         NOTE:  OpenGL STRQ = Mesa STUV (R was taken for red)
- *    INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
- *    INTERP_FLOAT_RGBA - if defined, interpolate RGBA with floating point
- *    INTERP_FLOAT_SPEC - if defined, interpolate specular with floating point
+ *                         (fast, simple 2-D texture mapping, without
+ *                         perspective correction)
+ *    INTERP_ATTRIBS  - if defined, interpolate arbitrary attribs (texcoords,
+ *                         varying vars, etc)  This also causes W to be
+ *                         computed for perspective correction).
  *
  * When one can directly address pixels in the color buffer the following
  * macros can be defined and used to compute pixel addresses during
  *                          Y==0 at bottom of screen and increases upward.
  *
  * Similarly, for direct depth buffer access, this type is used for depth
- * buffer addressing:
+ * buffer addressing (see zRow):
  *    DEPTH_TYPE          - either GLushort or GLuint
  *
  * Optionally, one may provide one-time setup code per triangle:
  *    SETUP_CODE    - code which is to be executed once per triangle
- *    CLEANUP_CODE    - code to execute at end of triangle
  *
  * 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.
  */
 
 
 /*
- * This is a bit of a hack, but it's a centralized place to enable floating-
- * point color interpolation when GLchan is actually floating point.
+ * Some code we unfortunately need to prevent negative interpolated colors.
  */
-#if CHAN_TYPE == GL_FLOAT
-
-#if defined(INTERP_RGB)
-#undef INTERP_RGB
-#undef INTERP_ALPHA
-#define INTERP_FLOAT_RGBA
-#endif
-
-#if defined(INTERP_SPEC)
-#undef INTERP_SPEC
-#define INTERP_FLOAT_SPEC
-#endif
-
-#endif
-
-
-/*void triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 )*/
+#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) */
+      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 */
+      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;
-   const GLint snapMask = ~((FIXED_ONE / 16) - 1); /* for x/y coord snapping */
+   GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign;
+   const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); /* for x/y coord snapping */
    GLfixed vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
 
-   struct sw_span span;
+   SWspan span;
+
+   (void) swrast;
 
-   INIT_SPAN(span);
+   INIT_SPAN(span, GL_POLYGON);
+   span.y = 0; /* silence warnings */
 
 #ifdef INTERP_Z
    (void) fixedToDepthShift;
 
    /*
    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]);
+   printf("  %g, %g, %g\n",
+          v0->attrib[FRAG_ATTRIB_WPOS][0],
+          v0->attrib[FRAG_ATTRIB_WPOS][1],
+          v0->attrib[FRAG_ATTRIB_WPOS][2]);
+   printf("  %g, %g, %g\n",
+          v1->attrib[FRAG_ATTRIB_WPOS][0],
+          v1->attrib[FRAG_ATTRIB_WPOS][1],
+          v1->attrib[FRAG_ATTRIB_WPOS][2]);
+   printf("  %g, %g, %g\n",
+          v2->attrib[FRAG_ATTRIB_WPOS][0],
+          v2->attrib[FRAG_ATTRIB_WPOS][1],
+          v2->attrib[FRAG_ATTRIB_WPOS][2]);
    */
 
    /* Compute fixed point x,y coords w/ half-pixel offsets and snapping.
     * And find the order of the 3 vertices along the Y axis.
     */
    {
-      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;
-
+      const GLfixed fy0 = FloatToFixed(v0->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask;
+      const GLfixed fy1 = FloatToFixed(v1->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask;
+      const GLfixed fy2 = FloatToFixed(v2->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask;
       if (fy0 <= fy1) {
          if (fy1 <= fy2) {
             /* y0 <= y1 <= y2 */
       }
 
       /* fixed point X coords */
-      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;
+      vMin_fx = FloatToFixed(vMin->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask;
+      vMid_fx = FloatToFixed(vMid->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask;
+      vMax_fx = FloatToFixed(vMax->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask;
    }
 
    /* vertex/edge relationship */
    {
       const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
 
-      /* Do backface culling */
-      if (area * bf < 0.0)
+      if (IS_INF_OR_NAN(area) || area == 0.0F)
          return;
 
-      if (area == 0.0F || IS_INF_OR_NAN(area))
+      if (area * bf * swrast->_BackfaceCullSign < 0.0)
          return;
 
       oneOverArea = 1.0F / area;
-   }
 
-#ifndef DO_OCCLUSION_TEST
-   ctx->OcclusionResult = GL_TRUE;
-#endif
+      /* 0 = front, 1 = back */
+      span.facing = oneOverArea * bf > 0.0F;
+   }
 
    /* Edge setup.  For a triangle strip these could be reused... */
    {
       eMaj.fsy = FixedCeil(vMin_fy);
       eMaj.lines = FixedToInt(FixedCeil(vMax_fy - eMaj.fsy));
       if (eMaj.lines > 0) {
-         GLfloat dxdy = eMaj.dx / eMaj.dy;
-         eMaj.fdxdy = SignedFloatToFixed(dxdy);
+         eMaj.dxdy = eMaj.dx / eMaj.dy;
+         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);
       }
       else {
          return;  /*CULLED*/
       eTop.fsy = FixedCeil(vMid_fy);
       eTop.lines = FixedToInt(FixedCeil(vMax_fy - eTop.fsy));
       if (eTop.lines > 0) {
-         GLfloat dxdy = eTop.dx / eTop.dy;
-         eTop.fdxdy = SignedFloatToFixed(dxdy);
+         eTop.dxdy = eTop.dx / eTop.dy;
+         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);
       }
 
       eBot.fsy = FixedCeil(vMin_fy);
       eBot.lines = FixedToInt(FixedCeil(vMid_fy - eBot.fsy));
       if (eBot.lines > 0) {
-         GLfloat dxdy = eBot.dx / eBot.dy;
-         eBot.fdxdy = SignedFloatToFixed(dxdy);
+         eBot.dxdy = eBot.dx / eBot.dy;
+         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);
       }
    }
 
 
    {
       GLint scan_from_left_to_right;  /* true if scanning left-to-right */
-#ifdef INTERP_Z
-      GLfloat dzdx, dzdy;
-#endif
-#ifdef INTERP_FOG
-      GLfloat dfogdy;
-#endif
-#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
-      GLfloat drdx, drdy;
-      GLfloat dgdx, dgdy;
-      GLfloat dbdx, dbdy;
-#endif
-#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
-      GLfloat dadx, dady;
-#endif
-#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
-      GLfloat dsrdx, dsrdy;
-      GLfloat dsgdx, dsgdy;
-      GLfloat dsbdx, dsbdy;
-#endif
 #ifdef INTERP_INDEX
       GLfloat didx, didy;
 #endif
-#ifdef INTERP_INT_TEX
-      GLfloat dsdx, dsdy;
-      GLfloat dtdx, dtdy;
-#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
 
       /*
        * Execute user-supplied setup code
 #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->attrib[FRAG_ATTRIB_WPOS][2] - vMin->attrib[FRAG_ATTRIB_WPOS][2];
+         GLfloat eBot_dz = vMid->attrib[FRAG_ATTRIB_WPOS][2] - vMin->attrib[FRAG_ATTRIB_WPOS][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)
-            span.zStep = SignedFloatToFixed(dzdx);
+            span.zStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_WPOS][2]);
          else
-            span.zStep = (GLint) dzdx;
-      }
-#endif
-#ifdef INTERP_FOG
-      span.interpMask |= SPAN_FOG;
-      {
-         const GLfloat eMaj_dfog = vMax->fog - vMin->fog;
-         const GLfloat eBot_dfog = vMid->fog - vMin->fog;
-         span.fogStep = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
-         dfogdy = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
+            span.zStep = (GLint) span.attrStepX[FRAG_ATTRIB_WPOS][2];
       }
 #endif
 #ifdef INTERP_RGB
       span.interpMask |= SPAN_RGBA;
       if (ctx->Light.ShadeModel == GL_SMOOTH) {
-         GLfloat eMaj_dr, eBot_dr;
-         GLfloat eMaj_dg, eBot_dg;
-         GLfloat eMaj_db, eBot_db;
+         GLfloat eMaj_dr = (GLfloat) (vMax->color[RCOMP] - vMin->color[RCOMP]);
+         GLfloat eBot_dr = (GLfloat) (vMid->color[RCOMP] - vMin->color[RCOMP]);
+         GLfloat eMaj_dg = (GLfloat) (vMax->color[GCOMP] - vMin->color[GCOMP]);
+         GLfloat eBot_dg = (GLfloat) (vMid->color[GCOMP] - vMin->color[GCOMP]);
+         GLfloat eMaj_db = (GLfloat) (vMax->color[BCOMP] - vMin->color[BCOMP]);
+         GLfloat eBot_db = (GLfloat) (vMid->color[BCOMP] - vMin->color[BCOMP]);
 #  ifdef INTERP_ALPHA
-         GLfloat eMaj_da, eBot_da;
+         GLfloat eMaj_da = (GLfloat) (vMax->color[ACOMP] - vMin->color[ACOMP]);
+         GLfloat eBot_da = (GLfloat) (vMid->color[ACOMP] - vMin->color[ACOMP]);
 #  endif
-         eMaj_dr = (GLfloat) ((GLint) vMax->color[RCOMP] - 
-                             (GLint) vMin->color[RCOMP]);
-         eBot_dr = (GLfloat) ((GLint) vMid->color[RCOMP] - 
-                             (GLint) vMin->color[RCOMP]);
-         drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
-         span.redStep = SignedFloatToFixed(drdx);
-         drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
-         eMaj_dg = (GLfloat) ((GLint) vMax->color[GCOMP] - 
-                             (GLint) vMin->color[GCOMP]);
-         eBot_dg = (GLfloat) ((GLint) vMid->color[GCOMP] - 
-                             (GLint) vMin->color[GCOMP]);
-         dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
-         span.greenStep = SignedFloatToFixed(dgdx);
-         dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
-         eMaj_db = (GLfloat) ((GLint) vMax->color[BCOMP] - 
-                             (GLint) vMin->color[BCOMP]);
-         eBot_db = (GLfloat) ((GLint) vMid->color[BCOMP] - 
-                             (GLint) vMin->color[BCOMP]);
-         dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
-         span.blueStep = SignedFloatToFixed(dbdx);
-         dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
+         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);
+         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]);
 #  ifdef INTERP_ALPHA
-         eMaj_da = (GLfloat) ((GLint) vMax->color[ACOMP] - 
-                             (GLint) vMin->color[ACOMP]);
-         eBot_da = (GLfloat) ((GLint) vMid->color[ACOMP] - 
-                             (GLint) vMin->color[ACOMP]);
-         dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
-         span.alphaStep = SignedFloatToFixed(dadx);
-         dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
-#  endif
+         span.attrStepX[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
+         span.attrStepY[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
+         span.alphaStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][3]);
+#  endif /* INTERP_ALPHA */
       }
       else {
-         ASSERT (ctx->Light.ShadeModel == GL_FLAT);
+         ASSERT(ctx->Light.ShadeModel == GL_FLAT);
          span.interpMask |= SPAN_FLAT;
-         drdx = drdy = 0.0F;
-         dgdx = dgdy = 0.0F;
-         dbdx = dbdy = 0.0F;
-         span.redStep = 0;
-         span.greenStep = 0;
-         span.blueStep = 0;
+         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;
+        span.redStep   = 0;
+        span.greenStep = 0;
+        span.blueStep  = 0;
 #  ifdef INTERP_ALPHA
-         dadx = dady = 0.0F;
-         span.alphaStep = 0;
+         span.attrStepX[FRAG_ATTRIB_COL0][3] = span.attrStepY[FRAG_ATTRIB_COL0][3] = 0.0F;
+        span.alphaStep = 0;
 #  endif
       }
-#endif
-#ifdef INTERP_FLOAT_RGBA
-      span.interpMask |= SPAN_RGBA;
-      if (ctx->Light.ShadeModel == GL_SMOOTH) {
-         GLfloat eMaj_dr, eBot_dr;
-         GLfloat eMaj_dg, eBot_dg;
-         GLfloat eMaj_db, eBot_db;
-         GLfloat eMaj_da, eBot_da;
-         eMaj_dr = vMax->color[RCOMP] - vMin->color[RCOMP];
-         eBot_dr = vMid->color[RCOMP] - vMin->color[RCOMP];
-         drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
-         span.redStep = drdx;
-         drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
-         eMaj_dg = vMax->color[GCOMP] - vMin->color[GCOMP];
-         eBot_dg = vMid->color[GCOMP] - vMin->color[GCOMP];
-         dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
-         span.greenStep = dgdx;
-         dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
-         eMaj_db = vMax->color[BCOMP] - vMin->color[BCOMP];
-         eBot_db = vMid->color[BCOMP] - vMin->color[BCOMP];
-         dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
-         span.blueStep = dbdx;
-         dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
-         eMaj_da = vMax->color[ACOMP] - vMin->color[ACOMP];
-         eBot_da = vMid->color[ACOMP] - vMin->color[ACOMP];
-         dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
-         span.alphaStep = dadx;
-         dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
-      }
-      else {
-         drdx = drdy = span.redStep = 0.0F;
-         dgdx = dgdy = span.greenStep = 0.0F;
-         dbdx = dbdy = span.blueStep = 0.0F;
-         dadx = dady = span.alphaStep = 0.0F;
-      }
-#endif
-#ifdef INTERP_SPEC
-      span.interpMask |= SPAN_SPEC;
-      if (ctx->Light.ShadeModel == GL_SMOOTH) {
-         GLfloat eMaj_dsr, eBot_dsr;
-         GLfloat eMaj_dsg, eBot_dsg;
-         GLfloat eMaj_dsb, eBot_dsb;
-         eMaj_dsr = (GLfloat) ((GLint) vMax->specular[RCOMP] - 
-                              (GLint) vMin->specular[RCOMP]);
-         eBot_dsr = (GLfloat) ((GLint) vMid->specular[RCOMP] - 
-                              (GLint) vMin->specular[RCOMP]);
-         dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
-         span.specRedStep = SignedFloatToFixed(dsrdx);
-         dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
-         eMaj_dsg = (GLfloat) ((GLint) vMax->specular[GCOMP] - 
-                              (GLint) vMin->specular[GCOMP]);
-         eBot_dsg = (GLfloat) ((GLint) vMid->specular[GCOMP] - 
-                              (GLint) vMin->specular[GCOMP]);
-         dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
-         span.specGreenStep = SignedFloatToFixed(dsgdx);
-         dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
-         eMaj_dsb = (GLfloat) ((GLint) vMax->specular[BCOMP] - 
-                              (GLint) vMin->specular[BCOMP]);
-         eBot_dsb = (GLfloat) ((GLint) vMid->specular[BCOMP] - 
-                              (GLint) vMin->specular[BCOMP]);
-         dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
-         span.specBlueStep = SignedFloatToFixed(dsbdx);
-         dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
-      }
-      else {
-         dsrdx = dsrdy = 0.0F;
-         dsgdx = dsgdy = 0.0F;
-         dsbdx = dsbdy = 0.0F;
-         span.specRedStep = 0;
-         span.specGreenStep = 0;
-         span.specBlueStep = 0;
-      }
-#endif
-#ifdef INTERP_FLOAT_SPEC
-      span.interpMask |= SPAN_SPEC;
-      if (ctx->Light.ShadeModel == GL_SMOOTH) {
-         GLfloat eMaj_dsr, eBot_dsr;
-         GLfloat eMaj_dsg, eBot_dsg;
-         GLfloat eMaj_dsb, eBot_dsb;
-         eMaj_dsr = vMax->specular[RCOMP] - vMin->specular[RCOMP];
-         eBot_dsr = vMid->specular[RCOMP] - vMin->specular[RCOMP];
-         dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
-         span.specRedStep = dsrdx;
-         dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
-         eMaj_dsg = vMax->specular[GCOMP] - vMin->specular[GCOMP];
-         eBot_dsg = vMid->specular[GCOMP] - vMin->specular[GCOMP];
-         dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
-         span.specGreenStep = dsgdx;
-         dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
-         eMaj_dsb = vMax->specular[BCOMP] - vMin->specular[BCOMP];
-         eBot_dsb = vMid->specular[BCOMP] - vMin->specular[BCOMP];
-         dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
-         span.specBlueStep = dsbdx;
-         dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
-      }
-      else {
-         dsrdx = dsrdy = span.specRedStep = 0;
-         dsgdx = dsgdy = span.specGreenStep = 0;
-         dsbdx = dsbdy = span.specBlueStep = 0;
-      }
-#endif
+#endif /* INTERP_RGB */
 #ifdef INTERP_INDEX
       span.interpMask |= SPAN_INDEX;
       if (ctx->Light.ShadeModel == GL_SMOOTH) {
-         GLfloat eMaj_di, eBot_di;
-         eMaj_di = (GLfloat) ((GLint) vMax->index - (GLint) vMin->index);
-         eBot_di = (GLfloat) ((GLint) vMid->index - (GLint) vMin->index);
+         GLfloat eMaj_di = vMax->attrib[FRAG_ATTRIB_CI][0] - vMin->attrib[FRAG_ATTRIB_CI][0];
+         GLfloat eBot_di = vMid->attrib[FRAG_ATTRIB_CI][0] - vMin->attrib[FRAG_ATTRIB_CI][0];
          didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
-         span.indexStep = SignedFloatToFixed(didx);
          didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
+         span.indexStep = SignedFloatToFixed(didx);
       }
       else {
          span.interpMask |= SPAN_FLAT;
       }
 #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);
-         span.intTexStep[0] = SignedFloatToFixed(dsdx);
-         dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * 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]);
       }
-      {
-         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);
-         span.intTexStep[1] = SignedFloatToFixed(dtdx);
-         dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
-      }
-
 #endif
-#ifdef INTERP_TEX
-      span.interpMask |= SPAN_TEXTURE;
+#ifdef INTERP_ATTRIBS
       {
-         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);
-         span.texStepX[0][0] = dsdx;
-         span.texStepY[0][0] = dsdy;
-
-         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);
-         span.texStepX[0][1] = dtdx;
-         span.texStepY[0][1] = dtdy;
-
-         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);
-         span.texStepX[0][2] = dudx;
-         span.texStepY[0][2] = dudy;
-
-         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);
-         span.texStepX[0][3] = dvdx;
-         span.texStepY[0][3] = dvdy;
-      }
-#endif
-#ifdef INTERP_MULTITEX
-      span.interpMask |= SPAN_TEXTURE;
-      {
-         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);
-               span.texStepX[u][0] = dsdx[u];
-               span.texStepY[u][0] = dsdy[u];
-
-               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);
-               span.texStepX[u][1] = dtdx[u];
-               span.texStepY[u][1] = dtdy[u];
-
-               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);
-               span.texStepX[u][2] = dudx[u];
-               span.texStepY[u][2] = dudy[u];
-
-               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);
-               span.texStepX[u][3] = dvdx[u];
-               span.texStepY[u][3] = dvdy[u];
-            }
+         /* attrib[FRAG_ATTRIB_WPOS][3] is 1/W */
+         const GLfloat wMax = vMax->attrib[FRAG_ATTRIB_WPOS][3];
+         const GLfloat wMin = vMin->attrib[FRAG_ATTRIB_WPOS][3];
+         const GLfloat wMid = vMid->attrib[FRAG_ATTRIB_WPOS][3];
+         {
+            const GLfloat eMaj_dw = wMax - wMin;
+            const GLfloat eBot_dw = wMid - wMin;
+            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);
          }
+         ATTRIB_LOOP_BEGIN
+            if (swrast->_InterpMode[attr] == GL_FLAT) {
+               ASSIGN_4V(span.attrStepX[attr], 0.0, 0.0, 0.0, 0.0);
+               ASSIGN_4V(span.attrStepY[attr], 0.0, 0.0, 0.0, 0.0);
+            }
+            else {
+               GLuint c;
+               for (c = 0; c < 4; c++) {
+                  GLfloat eMaj_da = vMax->attrib[attr][c] * wMax - vMin->attrib[attr][c] * wMin;
+                  GLfloat eBot_da = vMid->attrib[attr][c] * wMid - vMin->attrib[attr][c] * wMin;
+                  span.attrStepX[attr][c] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
+                  span.attrStepY[attr][c] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
+               }
+            }
+         ATTRIB_LOOP_END
       }
 #endif
 
        */
 
       {
-         int subTriangle;
-         GLfixed fx;
+         GLint subTriangle;
          GLfixed fxLeftEdge = 0, fxRightEdge = 0;
          GLfixed fdxLeftEdge = 0, fdxRightEdge = 0;
-         GLfixed fdxOuter;
-         int idxOuter;
-         float dxOuter;
          GLfixed fError = 0, fdError = 0;
-         float adjx, adjy;
-         GLfixed fy;
 #ifdef PIXEL_ADDRESS
          PIXEL_TYPE *pRow = NULL;
-         int dPRowOuter = 0, dPRowInner;  /* offset in bytes */
+         GLint dPRowOuter = 0, dPRowInner;  /* offset in bytes */
 #endif
 #ifdef INTERP_Z
 #  ifdef DEPTH_TYPE
+         struct gl_renderbuffer *zrb
+            = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
          DEPTH_TYPE *zRow = NULL;
-         int dZRowOuter = 0, dZRowInner;  /* offset in bytes */
+         GLint dZRowOuter = 0, dZRowInner;  /* offset in bytes */
 #  endif
-         GLfixed fz = 0, fdzOuter = 0, fdzInner;
-#endif
-#ifdef INTERP_FOG
-         GLfloat fogLeft = 0, dfogOuter = 0, dfogInner;
+         GLuint zLeft = 0;
+         GLfixed fdzOuter = 0, fdzInner;
 #endif
 #ifdef INTERP_RGB
-         GLfixed fr = 0, fdrOuter = 0, fdrInner;
-         GLfixed fg = 0, fdgOuter = 0, fdgInner;
-         GLfixed fb = 0, fdbOuter = 0, fdbInner;
+         GLint rLeft = 0, fdrOuter = 0, fdrInner;
+         GLint gLeft = 0, fdgOuter = 0, fdgInner;
+         GLint bLeft = 0, fdbOuter = 0, fdbInner;
 #endif
 #ifdef INTERP_ALPHA
-         GLfixed fa = 0, fdaOuter = 0, fdaInner;
-#endif
-#ifdef INTERP_FLOAT_RGBA
-         GLfloat fr, fdrOuter, fdrInner;
-         GLfloat fg, fdgOuter, fdgInner;
-         GLfloat fb, fdbOuter, fdbInner;
-         GLfloat fa, fdaOuter, fdaInner;
-#endif
-#ifdef INTERP_SPEC
-         GLfixed fsr=0, fdsrOuter=0, fdsrInner;
-         GLfixed fsg=0, fdsgOuter=0, fdsgInner;
-         GLfixed fsb=0, fdsbOuter=0, fdsbInner;
-#endif
-#ifdef INTERP_FLOAT_SPEC
-         GLfloat fsr=0, fdsrOuter=0, fdsrInner;
-         GLfloat fsg=0, fdsgOuter=0, fdsgInner;
-         GLfloat fsb=0, fdsbOuter=0, fdsbInner;
+         GLint aLeft = 0, fdaOuter = 0, fdaInner;
 #endif
 #ifdef INTERP_INDEX
-         GLfixed fi=0, fdiOuter=0, fdiInner;
+         GLfixed iLeft=0, diOuter=0, diInner;
 #endif
 #ifdef INTERP_INT_TEX
-         GLfixed fs=0, fdsOuter=0, fdsInner;
-         GLfixed ft=0, fdtOuter=0, fdtInner;
-#endif
-#ifdef INTERP_TEX
-         GLfloat sLeft=0, dsOuter=0, dsInner;
-         GLfloat tLeft=0, dtOuter=0, dtInner;
-         GLfloat uLeft=0, duOuter=0, duInner;
-         GLfloat vLeft=0, dvOuter=0, dvInner;
+         GLfixed sLeft=0, dsOuter=0, dsInner;
+         GLfixed tLeft=0, dtOuter=0, dtInner;
 #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];
+#ifdef INTERP_ATTRIBS
+         GLfloat wLeft = 0, dwOuter = 0, dwInner;
+         GLfloat attrLeft[FRAG_ATTRIB_MAX][4];
+         GLfloat daOuter[FRAG_ATTRIB_MAX][4], daInner[FRAG_ATTRIB_MAX][4];
 #endif
 
          for (subTriangle=0; subTriangle<=1; subTriangle++) {
             }
 
             if (setupLeft && eLeft->lines > 0) {
-               const SWvertex *vLower;
-               GLfixed fsx = eLeft->fsx;
-               fx = FixedCeil(fsx);
+               const SWvertex *vLower = eLeft->v0;
+               const GLfixed fsy = eLeft->fsy;
+               const GLfixed fsx = eLeft->fsx;  /* no fractional part */
+               const GLfixed fx = FixedCeil(fsx);  /* no fractional part */
+               const GLfixed adjx = (GLfixed) (fx - eLeft->fx0); /* SCALED! */
+               const GLfixed adjy = (GLfixed) eLeft->adjy;      /* SCALED! */
+               GLint idxOuter;
+               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;
-               span.y = FixedToInt(fy);
+               dxOuter = (GLfloat) idxOuter;
+               span.y = FixedToInt(fsy);
 
-               adjx = (float)(fx - eLeft->fx0);  /* SCALED! */
-               adjy = eLeft->adjy;              /* SCALED! */
-               (void) adjx;  /* silence compiler warnings */
-               (void) adjy;  /* silence compiler warnings */
-
-               vLower = eLeft->v0;
-               (void) vLower;  /* silence compiler warnings */
+               /* silence warnings on some compilers */
+               (void) dxOuter;
+               (void) adjx;
+               (void) adjy;
+               (void) vLower;
 
 #ifdef PIXEL_ADDRESS
                {
 #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
 
 #ifdef INTERP_Z
                {
-                  GLfloat z0 = vLower->win[2];
+                  GLfloat z0 = vLower->attrib[FRAG_ATTRIB_WPOS][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), span.y);
+                    zrb->GetPointer(ctx, zrb, FixedToInt(fxLeftEdge), span.y);
                   dZRowOuter = (ctx->DrawBuffer->Width + idxOuter) * sizeof(DEPTH_TYPE);
 #  endif
                }
 #endif
-#ifdef INTERP_FOG
-               fogLeft = vLower->fog + (span.fogStep * adjx + dfogdy * adjy)
-                                       * (1.0F/FIXED_SCALE);
-               dfogOuter = dfogdy + dxOuter * span.fogStep;
-#endif
 #ifdef INTERP_RGB
                if (ctx->Light.ShadeModel == GL_SMOOTH) {
-                  fr = (GLfixed) (ChanToFixed(vLower->color[RCOMP])
-                                   + drdx * adjx + drdy * adjy) + FIXED_HALF;
-                  fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
-                  fg = (GLfixed) (ChanToFixed(vLower->color[GCOMP])
-                                   + dgdx * adjx + dgdy * adjy) + FIXED_HALF;
-                  fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx);
-                  fb = (GLfixed) (ChanToFixed(vLower->color[BCOMP])
-                                    + dbdx * adjx + dbdy * adjy) + FIXED_HALF;
-                  fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx);
+                  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]);
 #  ifdef INTERP_ALPHA
-                  fa = (GLfixed) (ChanToFixed(vLower->color[ACOMP])
-                                   + dadx * adjx + dady * adjy) + FIXED_HALF;
-                  fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
+                  aLeft = (GLint)(ChanToFixed(vLower->color[ACOMP])
+                                  + span.attrStepX[FRAG_ATTRIB_COL0][3] * adjx
+                                  + span.attrStepY[FRAG_ATTRIB_COL0][3] * adjy) + FIXED_HALF;
+                  fdaOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][3]
+                                                + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][3]);
 #  endif
                }
                else {
-                  ASSERT (ctx->Light.ShadeModel == GL_FLAT);
-                  fr = ChanToFixed(v2->color[RCOMP]);
-                  fg = ChanToFixed(v2->color[GCOMP]);
-                  fb = ChanToFixed(v2->color[BCOMP]);
+                  ASSERT(ctx->Light.ShadeModel == GL_FLAT);
+                  rLeft = ChanToFixed(v2->color[RCOMP]);
+                  gLeft = ChanToFixed(v2->color[GCOMP]);
+                  bLeft = ChanToFixed(v2->color[BCOMP]);
                   fdrOuter = fdgOuter = fdbOuter = 0;
 #  ifdef INTERP_ALPHA
-                  fa =  ChanToFixed(v2->color[ACOMP]);
+                  aLeft = ChanToFixed(v2->color[ACOMP]);
                   fdaOuter = 0;
 #  endif
                }
-#endif
-#ifdef INTERP_FLOAT_RGBA
-               if (ctx->Light.ShadeModel == GL_SMOOTH) {
-                  fr = vLower->color[RCOMP]
-                     + (drdx * adjx + drdy * adjy) * (1.0F / FIXED_SCALE);
-                  fdrOuter = drdy + dxOuter * drdx;
-                  fg = vLower->color[GCOMP]
-                     + (dgdx * adjx + dgdy * adjy) * (1.0F / FIXED_SCALE);
-                  fdgOuter = dgdy + dxOuter * dgdx;
-                  fb = vLower->color[BCOMP]
-                     + (dbdx * adjx + dbdy * adjy) * (1.0F / FIXED_SCALE);
-                  fdbOuter = dbdy + dxOuter * dbdx;
-                  fa = vLower->color[ACOMP]
-                     + (dadx * adjx + dady * adjy) * (1.0F / FIXED_SCALE);
-                  fdaOuter = dady + dxOuter * dadx;
-               }
-               else {
-                  fr = v2->color[RCOMP];
-                  fg = v2->color[GCOMP];
-                  fb = v2->color[BCOMP];
-                  fa = v2->color[ACOMP];
-                  fdrOuter = fdgOuter = fdbOuter = fdaOuter = 0.0F;
-               }
-#endif
-#ifdef INTERP_SPEC
-               if (ctx->Light.ShadeModel == GL_SMOOTH) {
-                  fsr = (GLfixed) (ChanToFixed(vLower->specular[RCOMP])
-                                   + dsrdx * adjx + dsrdy * adjy) + FIXED_HALF;
-                  fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx);
-                  fsg = (GLfixed) (ChanToFixed(vLower->specular[GCOMP])
-                                   + dsgdx * adjx + dsgdy * adjy) + FIXED_HALF;
-                  fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx);
-                  fsb = (GLfixed) (ChanToFixed(vLower->specular[BCOMP])
-                                   + dsbdx * adjx + dsbdy * adjy) + FIXED_HALF;
-                  fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx);
-               }
-               else {
-                  fsr = ChanToFixed(v2->specular[RCOMP]);
-                  fsg = ChanToFixed(v2->specular[GCOMP]);
-                  fsb = ChanToFixed(v2->specular[BCOMP]);
-                  fdsrOuter = fdsgOuter = fdsbOuter = 0;
-               }
-#endif
-#ifdef INTERP_FLOAT_SPEC
-               if (ctx->Light.ShadeModel == GL_SMOOTH) {
-                  fsr = vLower->specular[RCOMP]
-                     + (dsrdx * adjx + dsrdy * adjy) * (1.0F / FIXED_SCALE);
-                  fdsrOuter = dsrdy + dxOuter * dsrdx;
-                  fsg = vLower->specular[GCOMP]
-                     + (dsgdx * adjx + dsgdy * adjy) * (1.0F / FIXED_SCALE);
-                  fdsgOuter = dsgdy + dxOuter * dsgdx;
-                  fsb = vLower->specular[BCOMP]
-                     + (dsbdx * adjx + dsbdy * adjy) * (1.0F / FIXED_SCALE);
-                  fdsbOuter = dsbdy + dxOuter * dsbdx;
-               }
-               else {
-                  fsr = v2->specular[RCOMP];
-                  fsg = v2->specular[GCOMP];
-                  fsb = v2->specular[BCOMP];
-                  fdsrOuter = fdsgOuter = fdsbOuter = 0.0F;
-               }
-#endif
+#endif /* INTERP_RGB */
+
+
 #ifdef INTERP_INDEX
                if (ctx->Light.ShadeModel == GL_SMOOTH) {
-                  fi = (GLfixed)(vLower->index * FIXED_SCALE
+                  iLeft = (GLfixed)(vLower->attrib[FRAG_ATTRIB_CI][0] * FIXED_SCALE
                                  + didx * adjx + didy * adjy) + FIXED_HALF;
-                  fdiOuter = SignedFloatToFixed(didy + dxOuter * didx);
+                  diOuter = SignedFloatToFixed(didy + dxOuter * didx);
                }
                else {
-                  fi = (GLfixed) (v2->index * FIXED_SCALE);
-                  fdiOuter = 0;
+                  ASSERT(ctx->Light.ShadeModel == GL_FLAT);
+                  iLeft = FloatToFixed(v2->attrib[FRAG_ATTRIB_CI][0]);
+                  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);
+                  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_TEX
+#ifdef INTERP_ATTRIBS
                {
-                  GLfloat invW = vLower->win[3];
-                  GLfloat s0, t0, u0, v0;
-                  s0 = vLower->texcoord[0][0] * invW;
-                  sLeft = s0 + (span.texStepX[0][0] * adjx + dsdy * adjy)
-                     * (1.0F/FIXED_SCALE);
-                  dsOuter = dsdy + dxOuter * span.texStepX[0][0];
-                  t0 = vLower->texcoord[0][1] * invW;
-                  tLeft = t0 + (span.texStepX[0][1] * adjx + dtdy * adjy)
-                     * (1.0F/FIXED_SCALE);
-                  dtOuter = dtdy + dxOuter * span.texStepX[0][1];
-                  u0 = vLower->texcoord[0][2] * invW;
-                  uLeft = u0 + (span.texStepX[0][2] * adjx + dudy * adjy)
-                     * (1.0F/FIXED_SCALE);
-                  duOuter = dudy + dxOuter * span.texStepX[0][2];
-                  v0 = vLower->texcoord[0][3] * invW;
-                  vLeft = v0 + (span.texStepX[0][3] * adjx + dvdy * adjy)
-                     * (1.0F/FIXED_SCALE);
-                  dvOuter = dvdy + dxOuter * span.texStepX[0][3];
+                  const GLuint attr = FRAG_ATTRIB_WPOS;
+                  wLeft = vLower->attrib[FRAG_ATTRIB_WPOS][3]
+                        + (span.attrStepX[attr][3] * adjx
+                           + span.attrStepY[attr][3] * adjy) * (1.0F/FIXED_SCALE);
+                  dwOuter = span.attrStepY[attr][3] + dxOuter * span.attrStepX[attr][3];
                }
-#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 + (span.texStepX[u][0] * adjx + dsdy[u]
-                                         * adjy) * (1.0F/FIXED_SCALE);
-                        dsOuter[u] = dsdy[u] + dxOuter * span.texStepX[u][0];
-                        t0 = vLower->texcoord[u][1] * invW;
-                        tLeft[u] = t0 + (span.texStepX[u][1] * adjx + dtdy[u]
-                                         * adjy) * (1.0F/FIXED_SCALE);
-                        dtOuter[u] = dtdy[u] + dxOuter * span.texStepX[u][1];
-                        u0 = vLower->texcoord[u][2] * invW;
-                        uLeft[u] = u0 + (span.texStepX[u][2] * adjx + dudy[u]
-                                         * adjy) * (1.0F/FIXED_SCALE);
-                        duOuter[u] = dudy[u] + dxOuter * span.texStepX[u][2];
-                        v0 = vLower->texcoord[u][3] * invW;
-                        vLeft[u] = v0 + (span.texStepX[u][3] * adjx + dvdy[u]
-                                         * adjy) * (1.0F/FIXED_SCALE);
-                        dvOuter[u] = dvdy[u] + dxOuter * span.texStepX[u][3];
+               ATTRIB_LOOP_BEGIN
+                  const GLfloat invW = vLower->attrib[FRAG_ATTRIB_WPOS][3];
+                  if (swrast->_InterpMode[attr] == GL_FLAT) {
+                     GLuint c;
+                     for (c = 0; c < 4; c++) {
+                        attrLeft[attr][c] = v2->attrib[attr][c] * invW;
+                        daOuter[attr][c] = 0.0;
                      }
                   }
-               }
+                  else {
+                     GLuint c;
+                     for (c = 0; c < 4; c++) {
+                        const GLfloat a = vLower->attrib[attr][c] * invW;
+                        attrLeft[attr][c] = a + (  span.attrStepX[attr][c] * adjx
+                                                 + span.attrStepY[attr][c] * adjy) * (1.0F/FIXED_SCALE);
+                        daOuter[attr][c] = span.attrStepY[attr][c] + dxOuter * span.attrStepX[attr][c];
+                     }
+                  }
+               ATTRIB_LOOP_END
 #endif
-
             } /*if setupLeft*/
 
 
 #  endif
             fdzInner = fdzOuter + span.zStep;
 #endif
-#ifdef INTERP_FOG
-            dfogInner = dfogOuter + span.fogStep;
-#endif
-#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
+#ifdef INTERP_RGB
             fdrInner = fdrOuter + span.redStep;
             fdgInner = fdgOuter + span.greenStep;
             fdbInner = fdbOuter + span.blueStep;
 #endif
-#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
+#ifdef INTERP_ALPHA
             fdaInner = fdaOuter + span.alphaStep;
 #endif
-#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
-            fdsrInner = fdsrOuter + span.specRedStep;
-            fdsgInner = fdsgOuter + span.specGreenStep;
-            fdsbInner = fdsbOuter + span.specBlueStep;
-#endif
 #ifdef INTERP_INDEX
-            fdiInner = fdiOuter + span.indexStep;
+            diInner = diOuter + span.indexStep;
 #endif
 #ifdef INTERP_INT_TEX
-            fdsInner = fdsOuter + span.intTexStep[0];
-            fdtInner = fdtOuter + span.intTexStep[1];
-#endif
-#ifdef INTERP_TEX
-            dsInner = dsOuter + span.texStepX[0][0];
-            dtInner = dtOuter + span.texStepX[0][1];
-            duInner = duOuter + span.texStepX[0][2];
-            dvInner = dvOuter + span.texStepX[0][3];
-#endif
-#ifdef INTERP_MULTITEX
-            {
-               GLuint u;
-               for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-                  if (ctx->Texture.Unit[u]._ReallyEnabled) {
-                     dsInner[u] = dsOuter[u] + span.texStepX[u][0];
-                     dtInner[u] = dtOuter[u] + span.texStepX[u][1];
-                     duInner[u] = duOuter[u] + span.texStepX[u][2];
-                     dvInner[u] = dvOuter[u] + span.texStepX[u][3];
-                  }
+            dsInner = dsOuter + span.intTexStep[0];
+            dtInner = dtOuter + span.intTexStep[1];
+#endif
+#ifdef INTERP_ATTRIBS
+            dwInner = dwOuter + span.attrStepX[FRAG_ATTRIB_WPOS][3];
+            ATTRIB_LOOP_BEGIN
+               GLuint c;
+               for (c = 0; c < 4; c++) {
+                  daInner[attr][c] = daOuter[attr][c] + span.attrStepX[attr][c];
                }
-            }
+            ATTRIB_LOOP_END
 #endif
 
             while (lines > 0) {
                /* initialize the span interpolants to the leftmost value */
                /* ff = fixed-pt fragment */
                const GLint right = FixedToInt(fxRightEdge);
-
                span.x = FixedToInt(fxLeftEdge);
-
                if (right <= span.x)
                   span.end = 0;
                else
                   span.end = right - span.x;
 
 #ifdef INTERP_Z
-               span.z = fz;
+               span.z = zLeft;
 #endif
-#ifdef INTERP_FOG
-               span.fog = fogLeft;
-#endif
-#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
-               span.red = fr;
-               span.green = fg;
-               span.blue = fb;
-#endif
-#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
-               span.alpha = fa;
+#ifdef INTERP_RGB
+               span.red = rLeft;
+               span.green = gLeft;
+               span.blue = bLeft;
 #endif
-#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
-               span.specRed = fsr;
-               span.specGreen = fsg;
-               span.specBlue = fsb;
+#ifdef INTERP_ALPHA
+               span.alpha = aLeft;
 #endif
 #ifdef INTERP_INDEX
-               span.index = fi;
+               span.index = iLeft;
 #endif
 #ifdef INTERP_INT_TEX
-               span.intTex[0] = fs;
-               span.intTex[1] = ft;
+               span.intTex[0] = sLeft;
+               span.intTex[1] = tLeft;
 #endif
 
-#ifdef INTERP_TEX
-               span.tex[0][0] = sLeft;
-               span.tex[0][1] = tLeft;
-               span.tex[0][2] = uLeft;
-               span.tex[0][3] = vLeft;
-#endif
-
-#ifdef INTERP_MULTITEX
-               {
-                  GLuint u;
-                  for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-                     if (ctx->Texture.Unit[u]._ReallyEnabled) {
-                        span.tex[u][0] = sLeft[u];
-                        span.tex[u][1] = tLeft[u];
-                        span.tex[u][2] = uLeft[u];
-                        span.tex[u][3] = vLeft[u];
-                     }
+#ifdef INTERP_ATTRIBS
+               span.attrStart[FRAG_ATTRIB_WPOS][3] = wLeft;
+               ATTRIB_LOOP_BEGIN
+                  GLuint c;
+                  for (c = 0; c < 4; c++) {
+                     span.attrStart[attr][c] = attrLeft[attr][c];
                   }
-               }
+               ATTRIB_LOOP_END
 #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 */
-                  const GLint len = right - span.x - 1;
-                  GLfixed ffrend = span.red + len * span.redStep;
-                  GLfixed ffgend = span.green + len * span.greenStep;
-                  GLfixed ffbend = span.blue + len * span.blueStep;
-                  if (ffrend < 0) {
-                     span.red -= ffrend;
-                     if (span.red < 0)
-                        span.red = 0;
-                  }
-                  if (ffgend < 0) {
-                     span.green -= ffgend;
-                     if (span.green < 0)
-                        span.green = 0;
-                  }
-                  if (ffbend < 0) {
-                     span.blue -= ffbend;
-                     if (span.blue < 0)
-                        span.blue = 0;
-                  }
-               }
+                  CLAMP_INTERPOLANT(red, redStep, len);
+                  CLAMP_INTERPOLANT(green, greenStep, len);
+                  CLAMP_INTERPOLANT(blue, blueStep, len);
 #endif
 #ifdef INTERP_ALPHA
-               {
-                  const GLint len = right - span.x - 1;
-                  GLfixed ffaend = span.alpha + len * span.alphaStep;
-                  if (ffaend < 0) {
-                     span.alpha -= ffaend;
-                     if (span.alpha < 0)
-                        span.alpha = 0;
-                  }
-               }
-#endif
-#ifdef INTERP_SPEC
-               {
-                  /* need this to accomodate round-off errors */
-                  const GLint len = right - span.x - 1;
-                  GLfixed ffsrend = span.specRed + len * span.specRedStep;
-                  GLfixed ffsgend = span.specGreen + len * span.specGreenStep;
-                  GLfixed ffsbend = span.specBlue + len * span.specBlueStep;
-                  if (ffsrend < 0) {
-                     span.specRed -= ffsrend;
-                     if (span.specRed < 0)
-                        span.specRed = 0;
-                  }
-                  if (ffsgend < 0) {
-                     span.specGreen -= ffsgend;
-                     if (span.specGreen < 0)
-                        span.specGreen = 0;
-                  }
-                  if (ffsbend < 0) {
-                     span.specBlue -= ffsbend;
-                     if (span.specBlue < 0)
-                        span.specBlue = 0;
-                  }
-               }
+                  CLAMP_INTERPOLANT(alpha, alphaStep, len);
 #endif
 #ifdef INTERP_INDEX
-               if (span.index < 0)  span.index = 0;
+                  CLAMP_INTERPOLANT(index, indexStep, len);
 #endif
-
-               /* This is where we actually generate fragments */
-               if (span.end > 0) {
-                  RENDER_SPAN( span );
+                  {
+                     RENDER_SPAN( span );
+                  }
                }
 
                /*
                fxLeftEdge += fdxLeftEdge;
                fxRightEdge += fdxRightEdge;
 
-
                fError += fdError;
                if (fError >= 0) {
                   fError -= FIXED_ONE;
+
 #ifdef PIXEL_ADDRESS
                   pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowOuter);
 #endif
 #  ifdef DEPTH_TYPE
                   zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowOuter);
 #  endif
-                  fz += fdzOuter;
+                  zLeft += fdzOuter;
 #endif
-#ifdef INTERP_FOG
-                  fogLeft += dfogOuter;
-#endif
-#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
-                  fr += fdrOuter;
-                  fg += fdgOuter;
-                  fb += fdbOuter;
-#endif
-#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
-                  fa += fdaOuter;
+#ifdef INTERP_RGB
+                  rLeft += fdrOuter;
+                  gLeft += fdgOuter;
+                  bLeft += fdbOuter;
 #endif
-#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
-                  fsr += fdsrOuter;
-                  fsg += fdsgOuter;
-                  fsb += fdsbOuter;
+#ifdef INTERP_ALPHA
+                  aLeft += fdaOuter;
 #endif
 #ifdef INTERP_INDEX
-                  fi += fdiOuter;
+                  iLeft += diOuter;
 #endif
 #ifdef INTERP_INT_TEX
-                  fs += fdsOuter;
-                  ft += fdtOuter;
-#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];
-                        }
+#ifdef INTERP_ATTRIBS
+                  wLeft += dwOuter;
+                  ATTRIB_LOOP_BEGIN
+                     GLuint c;
+                     for (c = 0; c < 4; c++) {
+                        attrLeft[attr][c] += daOuter[attr][c];
                      }
-                  }
+                  ATTRIB_LOOP_END
 #endif
                }
                else {
 #  ifdef DEPTH_TYPE
                   zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowInner);
 #  endif
-                  fz += fdzInner;
-#endif
-#ifdef INTERP_FOG
-                  fogLeft += dfogInner;
+                  zLeft += fdzInner;
 #endif
-#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
-                  fr += fdrInner;
-                  fg += fdgInner;
-                  fb += fdbInner;
-#endif
-#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
-                  fa += fdaInner;
+#ifdef INTERP_RGB
+                  rLeft += fdrInner;
+                  gLeft += fdgInner;
+                  bLeft += fdbInner;
 #endif
-#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
-                  fsr += fdsrInner;
-                  fsg += fdsgInner;
-                  fsb += fdsbInner;
+#ifdef INTERP_ALPHA
+                  aLeft += fdaInner;
 #endif
 #ifdef INTERP_INDEX
-                  fi += fdiInner;
+                  iLeft += diInner;
 #endif
 #ifdef INTERP_INT_TEX
-                  fs += fdsInner;
-                  ft += fdtInner;
-#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];
-                        }
+#ifdef INTERP_ATTRIBS
+                  wLeft += dwInner;
+                  ATTRIB_LOOP_BEGIN
+                     GLuint c;
+                     for (c = 0; c < 4; c++) {
+                        attrLeft[attr][c] += daInner[attr][c];
                      }
-                  }
+                  ATTRIB_LOOP_END
 #endif
                }
             } /*while lines>0*/
          } /* for subTriangle */
 
       }
-#ifdef CLEANUP_CODE
-      CLEANUP_CODE
-#endif
    }
 }
 
 #undef SETUP_CODE
-#undef CLEANUP_CODE
 #undef RENDER_SPAN
 
 #undef PIXEL_TYPE
 #undef BYTES_PER_ROW
 #undef PIXEL_ADDRESS
+#undef DEPTH_TYPE
 
 #undef INTERP_Z
-#undef INTERP_FOG
 #undef INTERP_RGB
 #undef INTERP_ALPHA
-#undef INTERP_SPEC
 #undef INTERP_INDEX
 #undef INTERP_INT_TEX
-#undef INTERP_TEX
-#undef INTERP_MULTITEX
-#undef INTERP_FLOAT_RGBA
-#undef INTERP_FLOAT_SPEC
+#undef INTERP_ATTRIBS
 
 #undef S_SCALE
 #undef T_SCALE
 
 #undef FixedToDepth
 
-#undef DO_OCCLUSION_TEST
+#undef NAME