GL_SGI_texture_color_table extension (Eric Plante)
[mesa.git] / src / mesa / swrast / s_tritemp.h
index d4ea4f1291b422d3dd7cabc59575832146f7095d..fc154fa714faaa9c4ed668751eb1aa8208ad8239 100644 (file)
@@ -1,10 +1,10 @@
-/* $Id: s_tritemp.h,v 1.19 2001/06/13 14:53:52 brianp Exp $ */
+/* $Id: s_tritemp.h,v 1.43 2003/01/20 00:24:22 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
- * Version:  3.5
+ * Version:  5.1
  *
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2003  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 +23,7 @@
  * 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
@@ -35,7 +35,7 @@
  *    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
+ *    INTERP_ALPHA    - if defined, interpolate Alpha values (req's INTERP_RGB)
  *    INTERP_SPEC     - if defined, interpolate specular RGB values
  *    INTERP_INDEX    - if defined, interpolate color index values
  *    INTERP_INT_TEX  - if defined, interpolate integer ST texcoords
@@ -43,8 +43,8 @@
  *    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_LAMBDA   - if defined, compute lambda value (for mipmapping)
- *                         a lambda value for every texture unit
+ *    INTERP_FLOAT_RGBA - if defined, interpolate RGBA with floating point
+ *    INTERP_FLOAT_SPEC - if defined, interpolate specular with floating point
  *
  * When one can directly address pixels in the color buffer the following
  * macros can be defined and used to compute pixel addresses during
  * Inspired by triangle rasterizer code written by Allen Akin.  Thanks Allen!
  */
 
-/*void triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 )*/
+
+/*
+ * 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.
+ */
+#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 /* CHAN_TYPE == GL_FLOAT */
+
+
+
+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 */
+        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 */
    } EdgeT;
 
 #ifdef INTERP_Z
    GLfloat oneOverArea;
    const SWvertex *vMin, *vMid, *vMax;  /* Y(vMin)<=Y(vMid)<=Y(vMax) */
    float bf = SWRAST_CONTEXT(ctx)->_backface_sign;
-   GLboolean tiny;
-   const GLint snapMask = ~((FIXED_ONE / 16) - 1);  /* for x/y coord snapping */
+   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 triangle_span span;
+   struct sw_span span;
+
+   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]);
+   */
+
    /* 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 fy2 = FloatToFixed(v2->win[1] - 0.5F) & snapMask;
 
       if (fy0 <= fy1) {
-        if (fy1 <= fy2) {
+         if (fy1 <= fy2) {
             /* y0 <= y1 <= y2 */
-           vMin = v0;   vMid = v1;   vMax = v2;
+            vMin = v0;   vMid = v1;   vMax = v2;
             vMin_fy = fy0;  vMid_fy = fy1;  vMax_fy = fy2;
-        }
-        else if (fy2 <= fy0) {
+         }
+         else if (fy2 <= fy0) {
             /* y2 <= y0 <= y1 */
-           vMin = v2;   vMid = v0;   vMax = v1;
+            vMin = v2;   vMid = v0;   vMax = v1;
             vMin_fy = fy2;  vMid_fy = fy0;  vMax_fy = fy1;
-        }
-        else {
+         }
+         else {
             /* y0 <= y2 <= y1 */
-           vMin = v0;   vMid = v2;   vMax = v1;
+            vMin = v0;   vMid = v2;   vMax = v1;
             vMin_fy = fy0;  vMid_fy = fy2;  vMax_fy = fy1;
             bf = -bf;
-        }
+         }
       }
       else {
-        if (fy0 <= fy2) {
+         if (fy0 <= fy2) {
             /* y1 <= y0 <= y2 */
-           vMin = v1;   vMid = v0;   vMax = v2;
+            vMin = v1;   vMid = v0;   vMax = v2;
             vMin_fy = fy1;  vMid_fy = fy0;  vMax_fy = fy2;
             bf = -bf;
-        }
-        else if (fy2 <= fy1) {
+         }
+         else if (fy2 <= fy1) {
             /* y2 <= y1 <= y0 */
-           vMin = v2;   vMid = v1;   vMax = v0;
+            vMin = v2;   vMid = v1;   vMax = v0;
             vMin_fy = fy2;  vMid_fy = fy1;  vMax_fy = fy0;
             bf = -bf;
-        }
-        else {
+         }
+         else {
             /* y1 <= y2 <= y0 */
-           vMin = v1;   vMid = v2;   vMax = v0;
+            vMin = v1;   vMid = v2;   vMax = v0;
             vMin_fy = fy1;  vMid_fy = fy2;  vMax_fy = fy0;
-        }
+         }
       }
 
       /* fixed point X coords */
 
       /* Do backface culling */
       if (area * bf < 0.0)
-        return;
+         return;
 
-      if (area == 0.0F)
+      if (IS_INF_OR_NAN(area) || area == 0.0F)
          return;
 
-      /* This may not be needed anymore.  Let's see if anyone reports a problem. */
-#if 0
-      /* check for very tiny triangle */
-      if (area * area < (0.001F * 0.001F)) { /* square to ensure positive value */
-         oneOverArea = 1.0F / 0.001F;  /* a close-enough value */
-         tiny = GL_TRUE;
-      }
-      else
-#endif
-      {
-         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... */
    {
     */
 
    {
-      GLint ltor;              /* true if scanning left-to-right */
+      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
-#ifdef INTERP_RGB
+#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
       GLfloat drdx, drdy;
       GLfloat dgdx, dgdy;
       GLfloat dbdx, dbdy;
 #endif
-#ifdef INTERP_ALPHA
+#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
       GLfloat dadx, dady;
 #endif
-#ifdef INTERP_SPEC
+#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
       GLfloat dsrdx, dsrdy;
       GLfloat dsgdx, dsgdy;
       GLfloat dsbdx, dsbdy;
       GLfloat dtdx, dtdy;
 #endif
 #ifdef INTERP_TEX
-      GLfloat dsdy;
-      GLfloat dtdy;
-      GLfloat dudy;
-      GLfloat dvdy;
+      GLfloat dsdx, dsdy;
+      GLfloat dtdx, dtdy;
+      GLfloat dudx, dudy;
+      GLfloat dvdx, dvdy;
 #endif
 #ifdef INTERP_MULTITEX
-      GLfloat dsdy[MAX_TEXTURE_UNITS];
-      GLfloat dtdy[MAX_TEXTURE_UNITS];
-      GLfloat dudy[MAX_TEXTURE_UNITS];
-      GLfloat dvdy[MAX_TEXTURE_UNITS];
-#endif
-
-#if defined(INTERP_LAMBDA) && !defined(INTERP_TEX) && !defined(INTERP_MULTITEX)
-#error "Mipmapping without texturing doesn't make sense."
+      GLfloat dsdx[MAX_TEXTURE_COORD_UNITS], dsdy[MAX_TEXTURE_COORD_UNITS];
+      GLfloat dtdx[MAX_TEXTURE_COORD_UNITS], dtdy[MAX_TEXTURE_COORD_UNITS];
+      GLfloat dudx[MAX_TEXTURE_COORD_UNITS], dudy[MAX_TEXTURE_COORD_UNITS];
+      GLfloat dvdx[MAX_TEXTURE_COORD_UNITS], dvdy[MAX_TEXTURE_COORD_UNITS];
 #endif
 
       /*
       SETUP_CODE
 #endif
 
-      ltor = (oneOverArea < 0.0F);
+      scan_from_left_to_right = (oneOverArea < 0.0F);
 
-      span.activeMask = 0;
 
       /* compute d?/dx and d?/dy derivatives */
 #ifdef INTERP_Z
-      span.activeMask |= SPAN_Z;
+      span.interpMask |= SPAN_Z;
       {
          GLfloat eMaj_dz, eBot_dz;
          eMaj_dz = vMax->win[2] - vMin->win[2];
       }
 #endif
 #ifdef INTERP_FOG
-      span.activeMask |= SPAN_FOG;
+      span.interpMask |= SPAN_FOG;
       {
          const GLfloat eMaj_dfog = vMax->fog - vMin->fog;
          const GLfloat eBot_dfog = vMid->fog - vMin->fog;
       }
 #endif
 #ifdef INTERP_RGB
-      span.activeMask |= SPAN_RGBA;
-      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;  span.redStep = 0;
-         dgdx = dgdy = 0.0;  span.greenStep = 0;
-         dbdx = dbdy = 0.0;  span.blueStep = 0;
-      }
-      else {
+      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;
-         eMaj_dr = (GLint) vMax->color[0] - (GLint) vMin->color[0];
-         eBot_dr = (GLint) vMid->color[0] - (GLint) vMin->color[0];
+#  ifdef INTERP_ALPHA
+         GLfloat eMaj_da, eBot_da;
+#  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 = (GLint) vMax->color[1] - (GLint) vMin->color[1];
-        eBot_dg = (GLint) vMid->color[1] - (GLint) vMin->color[1];
+         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 = (GLint) vMax->color[2] - (GLint) vMin->color[2];
-         eBot_db = (GLint) vMid->color[2] - (GLint) vMin->color[2];
+         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);
+         dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
+#  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
+      }
+      else {
+         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;
+#  ifdef INTERP_ALPHA
+         dadx = dady = 0.0F;
+         span.alphaStep = 0;
+#  endif
       }
 #endif
-#ifdef INTERP_ALPHA
-      {
+#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_da = (GLint) vMax->color[3] - (GLint) vMin->color[3];
-         eBot_da = (GLint) vMid->color[3] - (GLint) vMin->color[3];
+         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 = SignedFloatToFixed(dadx);
+         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.activeMask |= SPAN_SPEC;
-      {
+      span.interpMask |= SPAN_SPEC;
+      if (ctx->Light.ShadeModel == GL_SMOOTH) {
          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];
+         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);
-      }
-      {
-         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];
+         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_dsb = (GLint) vMax->specular[2] - (GLint) vMin->specular[2];
-         eBot_dsb = (GLint) vMid->specular[2] - (GLint) vMin->specular[2];
+         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 = SignedFloatToFixed(dsbdx);
-        dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
+         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
 #ifdef INTERP_INDEX
-      span.activeMask |= SPAN_INDEX;
-      {
+      span.interpMask |= SPAN_INDEX;
+      if (ctx->Light.ShadeModel == GL_SMOOTH) {
          GLfloat eMaj_di, eBot_di;
-         eMaj_di = (GLint) vMax->index - (GLint) vMin->index;
-         eBot_di = (GLint) vMid->index - (GLint) vMin->index;
+         eMaj_di = (GLfloat) ((GLint) vMax->index - (GLint) vMin->index);
+         eBot_di = (GLfloat) ((GLint) vMid->index - (GLint) vMin->index);
          didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
          span.indexStep = SignedFloatToFixed(didx);
          didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
       }
+      else {
+         span.interpMask |= SPAN_FLAT;
+         didx = didy = 0.0F;
+         span.indexStep = 0;
+      }
 #endif
 #ifdef INTERP_INT_TEX
-      span.activeMask |= SPAN_INT_TEXTURE;
+      span.interpMask |= SPAN_INT_TEXTURE;
       {
          GLfloat eMaj_ds, eBot_ds;
          eMaj_ds = (vMax->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
       }
 
 #endif
-
 #ifdef INTERP_TEX
-      span.activeMask |= SPAN_TEXTURE;
+      span.interpMask |= SPAN_TEXTURE;
       {
          GLfloat wMax = vMax->win[3];
          GLfloat wMin = vMin->win[3];
 
          eMaj_ds = vMax->texcoord[0][0] * wMax - vMin->texcoord[0][0] * wMin;
          eBot_ds = vMid->texcoord[0][0] * wMid - vMin->texcoord[0][0] * wMin;
-         span.texStep[0][0] = oneOverArea * (eMaj_ds * eBot.dy
-                                             - eMaj.dy * eBot_ds);
+         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;
-        span.texStep[0][1] = 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;
-        span.texStep[0][2] = 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;
-        span.texStep[0][3] = oneOverArea * (eMaj_dv * eBot.dy
-                                             - eMaj.dy * eBot_dv);
-        dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
-      }
-#  ifdef INTERP_LAMBDA
-      {
-         GLfloat dudx = span.texStep[0][0] * span.texWidth[0];
-         GLfloat dudy = dsdy * span.texWidth[0];
-         GLfloat dvdx = span.texStep[0][1] * span.texHeight[0];
-         GLfloat dvdy = dtdy * span.texHeight[0];
-         GLfloat r1 = dudx * dudx + dudy * dudy;
-         GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
-         span.rho[0] = r1 + r2; /* was rho2 = MAX2(r1,r2) */
-         span.activeMask |= SPAN_LAMBDA;
+         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
 #endif
-
 #ifdef INTERP_MULTITEX
-      span.activeMask |= SPAN_TEXTURE;
-#  ifdef INTERP_LAMBDA
-      span.activeMask |= SPAN_LAMBDA;
-#  endif
+      span.interpMask |= SPAN_TEXTURE;
       {
          GLfloat wMax = vMax->win[3];
          GLfloat wMin = vMin->win[3];
                        - vMin->texcoord[u][0] * wMin;
                eBot_ds = vMid->texcoord[u][0] * wMid
                        - vMin->texcoord[u][0] * wMin;
-               span.texStep[u][0] = oneOverArea * (eMaj_ds * eBot.dy
-                                                   - eMaj.dy * eBot_ds);
+               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;
-              span.texStep[u][1] = 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
+               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
+               eBot_du = vMid->texcoord[u][2] * wMid
                        - vMin->texcoord[u][2] * wMin;
-              span.texStep[u][2] = oneOverArea * (eMaj_du * eBot.dy
-                                                   - eMaj.dy * eBot_du);
-              dudy[u] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
+               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
+               eMaj_dv = vMax->texcoord[u][3] * wMax
                        - vMin->texcoord[u][3] * wMin;
-              eBot_dv = vMid->texcoord[u][3] * wMid
+               eBot_dv = vMid->texcoord[u][3] * wMid
                        - vMin->texcoord[u][3] * wMin;
-              span.texStep[u][3] = oneOverArea * (eMaj_dv * eBot.dy
-                                                   - eMaj.dy * eBot_dv);
-              dvdy[u] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
-#  ifdef INTERP_LAMBDA
-               {
-                  GLfloat dudx = span.texStep[u][0] * span.texWidth[u];
-                  GLfloat dudy = dsdy[u] * span.texWidth[u];
-                  GLfloat dvdx = span.texStep[u][1] * span.texHeight[u];
-                  GLfloat dvdy = dtdy[u] * span.texHeight[u];
-                  GLfloat r1 = dudx * dudx + dudy * dudy;
-                  GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
-                  span.rho[u] = r1 + r2; /* was rho2 = MAX2(r1,r2) */
-               }
-#  endif
+               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];
             }
          }
       }
       {
          int subTriangle;
          GLfixed fx;
-         GLfixed fxLeftEdge, fxRightEdge, fdxLeftEdge, fdxRightEdge;
+         GLfixed fxLeftEdge = 0, fxRightEdge = 0;
+         GLfixed fdxLeftEdge = 0, fdxRightEdge = 0;
          GLfixed fdxOuter;
          int idxOuter;
          float dxOuter;
-         GLfixed fError, fdError;
+         GLfixed fError = 0, fdError = 0;
          float adjx, adjy;
          GLfixed fy;
 #ifdef PIXEL_ADDRESS
-         PIXEL_TYPE *pRow;
-         int dPRowOuter, dPRowInner;  /* offset in bytes */
+         PIXEL_TYPE *pRow = NULL;
+         int dPRowOuter = 0, dPRowInner;  /* offset in bytes */
 #endif
 #ifdef INTERP_Z
 #  ifdef DEPTH_TYPE
-         DEPTH_TYPE *zRow;
-         int dZRowOuter, dZRowInner;  /* offset in bytes */
+         DEPTH_TYPE *zRow = NULL;
+         int dZRowOuter = 0, dZRowInner;  /* offset in bytes */
 #  endif
-         GLfixed fz, fdzOuter, fdzInner;
+         GLfixed fz = 0, fdzOuter = 0, fdzInner;
 #endif
 #ifdef INTERP_FOG
-         GLfloat fogLeft, dfogOuter, dfogInner;
+         GLfloat fogLeft = 0, dfogOuter = 0, dfogInner;
 #endif
 #ifdef INTERP_RGB
-         GLfixed fr, fdrOuter, fdrInner;
-         GLfixed fg, fdgOuter, fdgInner;
-         GLfixed fb, fdbOuter, fdbInner;
+         GLfixed fr = 0, fdrOuter = 0, fdrInner;
+         GLfixed fg = 0, fdgOuter = 0, fdgInner;
+         GLfixed fb = 0, fdbOuter = 0, fdbInner;
 #endif
 #ifdef INTERP_ALPHA
-         GLfixed fa=0, fdaOuter=0, fdaInner;
+         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;
+#endif
 #ifdef INTERP_INDEX
          GLfixed fi=0, fdiOuter=0, fdiInner;
 #endif
          GLfloat vLeft=0, dvOuter=0, 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[MAX_TEXTURE_COORD_UNITS];
+         GLfloat tLeft[MAX_TEXTURE_COORD_UNITS];
+         GLfloat uLeft[MAX_TEXTURE_COORD_UNITS];
+         GLfloat vLeft[MAX_TEXTURE_COORD_UNITS];
+         GLfloat dsOuter[MAX_TEXTURE_COORD_UNITS], dsInner[MAX_TEXTURE_COORD_UNITS];
+         GLfloat dtOuter[MAX_TEXTURE_COORD_UNITS], dtInner[MAX_TEXTURE_COORD_UNITS];
+         GLfloat duOuter[MAX_TEXTURE_COORD_UNITS], duInner[MAX_TEXTURE_COORD_UNITS];
+         GLfloat dvOuter[MAX_TEXTURE_COORD_UNITS], dvInner[MAX_TEXTURE_COORD_UNITS];
 #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;
 
                adjx = (float)(fx - eLeft->fx0);  /* SCALED! */
                adjy = eLeft->adjy;              /* SCALED! */
+#ifndef __IBMCPP__
                (void) adjx;  /* silence compiler warnings */
                (void) adjy;  /* silence compiler warnings */
-
+#endif
                vLower = eLeft->v0;
+#ifndef __IBMCPP__
                (void) vLower;  /* silence compiler warnings */
+#endif
 
 #ifdef PIXEL_ADDRESS
                {
                dfogOuter = dfogdy + dxOuter * span.fogStep;
 #endif
 #ifdef INTERP_RGB
-               fr = (GLfixed)(IntToFixed(vLower->color[0])
-                              + drdx * adjx + drdy * adjy) + FIXED_HALF;
-               fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
-
-               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);
+               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);
+#  ifdef INTERP_ALPHA
+                  fa = (GLfixed) (ChanToFixed(vLower->color[ACOMP])
+                                   + dadx * adjx + dady * adjy) + FIXED_HALF;
+                  fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
+#  endif
+               }
+               else {
+                  ASSERT (ctx->Light.ShadeModel == GL_FLAT);
+                  fr = ChanToFixed(v2->color[RCOMP]);
+                  fg = ChanToFixed(v2->color[GCOMP]);
+                  fb = ChanToFixed(v2->color[BCOMP]);
+                  fdrOuter = fdgOuter = fdbOuter = 0;
+#  ifdef INTERP_ALPHA
+                  fa =  ChanToFixed(v2->color[ACOMP]);
+                  fdaOuter = 0;
+#  endif
+               }
 #endif
-#ifdef INTERP_ALPHA
-               fa = (GLfixed)(IntToFixed(vLower->color[3])
-                              + dadx * adjx + dady * adjy) + FIXED_HALF;
-               fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
+#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
-               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);
+               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
 #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) {
+                  fi = (GLfixed)(vLower->index * FIXED_SCALE
+                                 + didx * adjx + didy * adjy) + FIXED_HALF;
+                  fdiOuter = SignedFloatToFixed(didy + dxOuter * didx);
+               }
+               else {
+                  fi = (GLfixed) (v2->index * FIXED_SCALE);
+                  fdiOuter = 0;
+               }
 #endif
 #ifdef INTERP_INT_TEX
                {
                                  + dsdy * adjy) + FIXED_HALF;
                   fdsOuter = SignedFloatToFixed(dsdy + dxOuter * dsdx);
 
-                 t0 = vLower->texcoord[0][1] * T_SCALE;
-                 ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx
+                  t0 = vLower->texcoord[0][1] * T_SCALE;
+                  ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx
                                  + dtdy * adjy) + FIXED_HALF;
-                 fdtOuter = SignedFloatToFixed(dtdy + dxOuter * dtdx);
-              }
+                  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 + (span.texStep[0][0] * adjx + dsdy * adjy)
+                  sLeft = s0 + (span.texStepX[0][0] * adjx + dsdy * adjy)
                      * (1.0F/FIXED_SCALE);
-                  dsOuter = dsdy + dxOuter * span.texStep[0][0];
-                 t0 = vLower->texcoord[0][1] * invW;
-                 tLeft = t0 + (span.texStep[0][1] * adjx + dtdy * adjy)
+                  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.texStep[0][1];
-                 u0 = vLower->texcoord[0][2] * invW;
-                 uLeft = u0 + (span.texStep[0][2] * adjx + dudy * adjy)
+                  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.texStep[0][2];
-                 v0 = vLower->texcoord[0][3] * invW;
-                 vLeft = v0 + (span.texStep[0][3] * adjx + dvdy * adjy)
+                  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.texStep[0][3];
+                  dvOuter = dvdy + dxOuter * span.texStepX[0][3];
                }
 #endif
 #ifdef INTERP_MULTITEX
                         GLfloat invW = vLower->win[3];
                         GLfloat s0, t0, u0, v0;
                         s0 = vLower->texcoord[u][0] * invW;
-                        sLeft[u] = s0 + (span.texStep[u][0] * adjx + dsdy[u]
+                        sLeft[u] = s0 + (span.texStepX[u][0] * adjx + dsdy[u]
                                          * adjy) * (1.0F/FIXED_SCALE);
-                        dsOuter[u] = dsdy[u] + dxOuter * span.texStep[u][0];
-                       t0 = vLower->texcoord[u][1] * invW;
-                       tLeft[u] = t0 + (span.texStep[u][1] * adjx + dtdy[u]
+                        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.texStep[u][1];
-                       u0 = vLower->texcoord[u][2] * invW;
-                       uLeft[u] = u0 + (span.texStep[u][2] * adjx + dudy[u]
+                        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.texStep[u][2];
-                       v0 = vLower->texcoord[u][3] * invW;
-                        vLeft[u] = v0 + (span.texStep[u][3] * adjx + dvdy[u]
+                        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.texStep[u][3];
+                        dvOuter[u] = dvdy[u] + dxOuter * span.texStepX[u][3];
                      }
                   }
                }
 #ifdef INTERP_FOG
             dfogInner = dfogOuter + span.fogStep;
 #endif
-#ifdef INTERP_RGB
+#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
             fdrInner = fdrOuter + span.redStep;
             fdgInner = fdgOuter + span.greenStep;
             fdbInner = fdbOuter + span.blueStep;
 #endif
-#ifdef INTERP_ALPHA
+#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
             fdaInner = fdaOuter + span.alphaStep;
 #endif
-#ifdef INTERP_SPEC
+#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
             fdsrInner = fdsrOuter + span.specRedStep;
             fdsgInner = fdsgOuter + span.specGreenStep;
             fdsbInner = fdsbOuter + span.specBlueStep;
             fdtInner = fdtOuter + span.intTexStep[1];
 #endif
 #ifdef INTERP_TEX
-           dsInner = dsOuter + span.texStep[0][0];
-           dtInner = dtOuter + span.texStep[0][1];
-           duInner = duOuter + span.texStep[0][2];
-           dvInner = dvOuter + span.texStep[0][3];
+            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.texStep[u][0];
-                     dtInner[u] = dtOuter[u] + span.texStep[u][1];
-                     duInner[u] = duOuter[u] + span.texStep[u][2];
-                     dvInner[u] = dvOuter[u] + span.texStep[u][3];
+                     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];
                   }
                }
             }
                /* 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.count = 0;
+                  span.end = 0;
                else
-                  span.count = right - span.x;
+                  span.end = right - span.x;
 
 #ifdef INTERP_Z
                span.z = fz;
 #ifdef INTERP_FOG
                span.fog = fogLeft;
 #endif
-#ifdef INTERP_RGB
+#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
                span.red = fr;
                span.green = fg;
                span.blue = fb;
 #endif
-#ifdef INTERP_ALPHA
+#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
                span.alpha = fa;
 #endif
-#ifdef INTERP_SPEC
+#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
                span.specRed = fsr;
                span.specGreen = fsg;
                span.specBlue = fsb;
 #endif
 
                /* This is where we actually generate fragments */
-               if (span.count > 0) {
+               if (span.end > 0) {
                   RENDER_SPAN( span );
                }
 
                 * pixel-center x coordinate so that it stays
                 * on or inside the major edge.
                 */
-               span.y++;
+               (span.y)++;
                lines--;
 
                fxLeftEdge += fdxLeftEdge;
 #ifdef INTERP_FOG
                   fogLeft += dfogOuter;
 #endif
-#ifdef INTERP_RGB
+#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
                   fr += fdrOuter;
                   fg += fdgOuter;
                   fb += fdbOuter;
 #endif
-#ifdef INTERP_ALPHA
+#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
                   fa += fdaOuter;
 #endif
-#ifdef INTERP_SPEC
+#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
                   fsr += fdsrOuter;
                   fsg += fdsgOuter;
                   fsb += fdsbOuter;
                   ft += fdtOuter;
 #endif
 #ifdef INTERP_TEX
-                 sLeft += dsOuter;
-                 tLeft += dtOuter;
-                 uLeft += duOuter;
-                 vLeft += dvOuter;
+                  sLeft += dsOuter;
+                  tLeft += dtOuter;
+                  uLeft += duOuter;
+                  vLeft += dvOuter;
 #endif
 #ifdef INTERP_MULTITEX
                   {
 #ifdef INTERP_FOG
                   fogLeft += dfogInner;
 #endif
-#ifdef INTERP_RGB
+#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
                   fr += fdrInner;
                   fg += fdgInner;
                   fb += fdbInner;
 #endif
-#ifdef INTERP_ALPHA
+#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
                   fa += fdaInner;
 #endif
-#ifdef INTERP_SPEC
+#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
                   fsr += fdsrInner;
                   fsg += fdsgInner;
                   fsb += fdsbInner;
                   ft += fdtInner;
 #endif
 #ifdef INTERP_TEX
-                 sLeft += dsInner;
-                 tLeft += dtInner;
-                 uLeft += duInner;
-                 vLeft += dvInner;
+                  sLeft += dsInner;
+                  tLeft += dtInner;
+                  uLeft += duInner;
+                  vLeft += dvInner;
 #endif
 #ifdef INTERP_MULTITEX
                   {
 #undef INTERP_INT_TEX
 #undef INTERP_TEX
 #undef INTERP_MULTITEX
-#undef INTERP_LAMBDA
+#undef INTERP_FLOAT_RGBA
+#undef INTERP_FLOAT_SPEC
 
 #undef S_SCALE
 #undef T_SCALE
 #undef FixedToDepth
 
 #undef DO_OCCLUSION_TEST
+#undef NAME