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path: root/src/mesa/drivers/x11/xm_tri.c
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/*
 * Mesa 3-D graphics library
 * Version:  6.5
 *
 * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included
 * in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
 * 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.
 */


/*
 * This file contains "accelerated" triangle functions.  It should be
 * fairly easy to write new special-purpose triangle functions and hook
 * them into this module.
 */


#include "main/depth.h"
#include "main/macros.h"
#include "main/imports.h"
#include "main/mtypes.h"
#include "glxheader.h"
#include "xmesaP.h"

/* Internal swrast includes:
 */
#include "swrast/s_context.h"
#include "swrast/s_depth.h"
#include "swrast/s_triangle.h"


#define GET_XRB(XRB)  struct xmesa_renderbuffer *XRB = \
   xmesa_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]->Wrapped)


/**********************************************************************/
/***                   Triangle rendering                           ***/
/**********************************************************************/


#if CHAN_BITS == 8

/*
 * XImage, smooth, depth-buffered, PF_TRUECOLOR triangle.
 */
#define NAME smooth_TRUECOLOR_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);

#define RENDER_SPAN( span ) {					\
   GLint x = span.x, y = YFLIP(xrb, span.y);			\
   GLuint i;							\
   for (i = 0; i < span.end; i++, x++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         unsigned long p;					\
         PACK_TRUECOLOR(p, FixedToInt(span.red),		\
            FixedToInt(span.green), FixedToInt(span.blue));	\
         XMesaPutPixel(xrb->ximage, x, y, p);			\
         zRow[i] = z;						\
      }								\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.z += span.zStep;					\
   } }

#include "swrast/s_tritemp.h"




/*
 * XImage, smooth, depth-buffered, PF_8A8B8G8R triangle.
 */
#define NAME smooth_8A8B8G8R_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   for (i = 0; i < span.end; i++) {				\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         pRow[i] = PACK_8A8B8G8R(FixedToInt(span.red),		\
            FixedToInt(span.green), FixedToInt(span.blue),	\
            FixedToInt(span.alpha));				\
         zRow[i] = z;						\
      }								\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.alpha += span.alphaStep;				\
      span.z += span.zStep;					\
   } }

#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, depth-buffered, PF_8A8R8G8B triangle.
 */
#define NAME smooth_8A8R8G8B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);

#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   for (i = 0; i < span.end; i++) {				\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         pRow[i] = PACK_8A8R8G8B(FixedToInt(span.red),		\
            FixedToInt(span.green), FixedToInt(span.blue),	\
            FixedToInt(span.alpha));				\
         zRow[i] = z;						\
      }								\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.alpha += span.alphaStep;				\
      span.z += span.zStep;					\
   } }

#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, depth-buffered, PF_8R8G8B triangle.
 */
#define NAME smooth_8R8G8B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);

#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   for (i = 0; i < span.end; i++) {				\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         pRow[i] = PACK_8R8G8B(FixedToInt(span.red),		\
            FixedToInt(span.green), FixedToInt(span.blue));	\
         zRow[i] = z;						\
      }								\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.z += span.zStep;					\
   } }

#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, depth-buffered, PF_8R8G8B24 triangle.
 */
#define NAME smooth_8R8G8B24_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)
#define PIXEL_TYPE bgr_t
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   for (i = 0; i < span.end; i++) {				\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
	 PIXEL_TYPE *ptr = pRow + i;				\
         ptr->r = FixedToInt(span.red);				\
         ptr->g = FixedToInt(span.green);			\
         ptr->b = FixedToInt(span.blue);			\
         zRow[i] = z;						\
      }								\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, depth-buffered, PF_TRUEDITHER triangle.
 */
#define NAME smooth_TRUEDITHER_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);			\
   for (i = 0; i < span.end; i++, x++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         unsigned long p;					\
         PACK_TRUEDITHER(p, x, y, FixedToInt(span.red),		\
            FixedToInt(span.green), FixedToInt(span.blue));	\
         XMesaPutPixel(xrb->ximage, x, y, p);			\
         zRow[i] = z;						\
      }								\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, depth-buffered, PF_5R6G5B triangle.
 */
#define NAME smooth_5R6G5B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   for (i = 0; i < span.end; i++) {				\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         pRow[i] = PACK_5R6G5B(FixedToInt(span.red),		\
            FixedToInt(span.green), FixedToInt(span.blue));	\
         zRow[i] = z;						\
      }								\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, depth-buffered, PF_DITHER_5R6G5B triangle.
 */
#define NAME smooth_DITHER_5R6G5B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);			\
   for (i = 0; i < span.end; i++, x++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red),	\
            FixedToInt(span.green), FixedToInt(span.blue));	\
         zRow[i] = z;						\
      }								\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, depth-buffered, 8-bit, PF_DITHER8 triangle.
 */
#define NAME smooth_DITHER8_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);			\
   XDITHER_SETUP(y);						\
   for (i = 0; i < span.end; i++, x++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span.red),\
            FixedToInt(span.green), FixedToInt(span.blue) );	\
         zRow[i] = z;						\
      }								\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, depth-buffered, PF_DITHER triangle.
 */
#define NAME smooth_DITHER_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define SETUP_CODE						\
   GET_XRB(xrb);						\
   XMesaImage *img = xrb->ximage;
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);			\
   XDITHER_SETUP(y);						\
   for (i = 0; i < span.end; i++, x++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         unsigned long p = XDITHER(x, FixedToInt(span.red),	\
            FixedToInt(span.green), FixedToInt(span.blue));	\
	 XMesaPutPixel(img, x, y, p);			       	\
         zRow[i] = z;						\
      }								\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, depth-buffered, 8-bit PF_LOOKUP triangle.
 */
#define NAME smooth_LOOKUP8_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   LOOKUP_SETUP;						\
   for (i = 0; i < span.end; i++) {				\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         pRow[i] = LOOKUP(FixedToInt(span.red),			\
            FixedToInt(span.green), FixedToInt(span.blue));	\
         zRow[i] = z;						\
      }								\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, depth-buffered, 8-bit PF_HPCR triangle.
 */
#define NAME smooth_HPCR_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);			\
   for (i = 0; i < span.end; i++, x++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red),	\
            FixedToInt(span.green), FixedToInt(span.blue) );	\
         zRow[i] = z;						\
      }								\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, depth-buffered, PF_TRUECOLOR triangle.
 */
#define NAME flat_TRUECOLOR_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);						\
   XMesaImage *img = xrb->ximage;				\
   unsigned long pixel;						\
   PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);			\
   for (i = 0; i < span.end; i++, x++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         XMesaPutPixel(img, x, y, pixel);			\
         zRow[i] = z;						\
      }								\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, depth-buffered, PF_8A8B8G8R triangle.
 */
#define NAME flat_8A8B8G8R_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);					\
   GLuint p = PACK_8A8B8G8R( v2->color[0], v2->color[1],\
                             v2->color[2], v2->color[3]);
#define RENDER_SPAN( span ) {				\
   GLuint i;						\
   for (i = 0; i < span.end; i++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);	\
      if (z < zRow[i]) {				\
	 pRow[i] = (PIXEL_TYPE) p;			\
         zRow[i] = z;					\
      }							\
      span.z += span.zStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, depth-buffered, PF_8A8R8G8B triangle.
 */
#define NAME flat_8A8R8G8B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);					\
   GLuint p = PACK_8A8R8G8B(v2->color[0], v2->color[1],	\
                            v2->color[2], v2->color[3]);
#define RENDER_SPAN( span ) {				\
   GLuint i;						\
   for (i = 0; i < span.end; i++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);	\
      if (z < zRow[i]) {				\
	 pRow[i] = (PIXEL_TYPE) p;			\
         zRow[i] = z;					\
      }							\
      span.z += span.zStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, depth-buffered, PF_8R8G8B triangle.
 */
#define NAME flat_8R8G8B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);					\
   GLuint p = PACK_8R8G8B( v2->color[0], v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) {			\
   GLuint i;					\
   for (i = 0; i < span.end; i++) {		\
      DEPTH_TYPE z = FixedToDepth(span.z);	\
      if (z < zRow[i]) {			\
	 pRow[i] = (PIXEL_TYPE) p;		\
         zRow[i] = z;				\
      }						\
      span.z += span.zStep;			\
   } }

#include "swrast/s_tritemp.h"



/*
 * XImage, flat, depth-buffered, PF_8R8G8B24 triangle.
 */
#define NAME flat_8R8G8B24_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)
#define PIXEL_TYPE bgr_t
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);					\
   const GLubyte *color = v2->color;
#define RENDER_SPAN( span ) {				\
   GLuint i;						\
   for (i = 0; i < span.end; i++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);	\
      if (z < zRow[i]) {				\
	 PIXEL_TYPE *ptr = pRow + i;			\
         ptr->r = color[RCOMP];				\
         ptr->g = color[GCOMP];				\
         ptr->b = color[BCOMP];				\
         zRow[i] = z;					\
      }							\
      span.z += span.zStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, depth-buffered, PF_TRUEDITHER triangle.
 */
#define NAME flat_TRUEDITHER_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);						\
   XMesaImage *img = xrb->ximage;
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);			\
   for (i = 0; i < span.end; i++, x++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         unsigned long p;					\
         PACK_TRUEDITHER(p, x, y, v2->color[0],			\
            v2->color[1], v2->color[2]);			\
         XMesaPutPixel(img, x, y, p);				\
         zRow[i] = z;						\
      }								\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, depth-buffered, PF_5R6G5B triangle.
 */
#define NAME flat_5R6G5B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);					\
   GLushort p = PACK_5R6G5B( v2->color[0], v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) {				\
   GLuint i;						\
   for (i = 0; i < span.end; i++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);	\
      if (z < zRow[i]) {				\
	 pRow[i] = (PIXEL_TYPE) p;			\
         zRow[i] = z;					\
      }							\
      span.z += span.zStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, depth-buffered, PF_DITHER_5R6G5B triangle.
 */
#define NAME flat_DITHER_5R6G5B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);						\
   const GLubyte *color = v2->color;
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);			\
   for (i = 0; i < span.end; i++, x++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
	 PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP],		\
			 color[GCOMP], color[BCOMP]);		\
         zRow[i] = z;						\
      }								\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, depth-buffered, 8-bit PF_DITHER triangle.
 */
#define NAME flat_DITHER8_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);						\
   FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);			\
   FLAT_DITHER_ROW_SETUP(YFLIP(xrb, y));			\
   for (i = 0; i < span.end; i++, x++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
	 pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x);			\
         zRow[i] = z;						\
      }								\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, depth-buffered, PF_DITHER triangle.
 */
#define NAME flat_DITHER_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define SETUP_CODE						\
   GET_XRB(xrb);					\
   XMesaImage *img = xrb->ximage;		\
   FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   FLAT_DITHER_ROW_SETUP(y);					\
   for (i = 0; i < span.end; i++, x++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
         unsigned long p = FLAT_DITHER(x);			\
	 XMesaPutPixel(img, x, y, p);				\
         zRow[i] = z;						\
      }								\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, depth-buffered, 8-bit PF_HPCR triangle.
 */
#define NAME flat_HPCR_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);						\
   GLubyte r = v2->color[0];					\
   GLubyte g = v2->color[1];					\
   GLubyte b = v2->color[2];
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   for (i = 0; i < span.end; i++, x++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);		\
      if (z < zRow[i]) {					\
	 pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b);	\
         zRow[i] = z;						\
      }								\
      span.z += span.zStep;					\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, depth-buffered, 8-bit PF_LOOKUP triangle.
 */
#define NAME flat_LOOKUP8_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);					\
   LOOKUP_SETUP;					\
   GLubyte r = v2->color[0];				\
   GLubyte g = v2->color[1];				\
   GLubyte b = v2->color[2];				\
   GLubyte p = LOOKUP(r,g,b);
#define RENDER_SPAN( span ) {				\
   GLuint i;						\
   for (i = 0; i < span.end; i++) {			\
      const DEPTH_TYPE z = FixedToDepth(span.z);	\
      if (z < zRow[i]) {				\
	 pRow[i] = p;					\
         zRow[i] = z;					\
      }							\
      span.z += span.zStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, NON-depth-buffered, PF_TRUECOLOR triangle.
 */
#define NAME smooth_TRUECOLOR_triangle
#define INTERP_RGB 1
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);						\
   XMesaImage *img = xrb->ximage;
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   for (i = 0; i < span.end; i++, x++) {			\
      unsigned long p;						\
      PACK_TRUECOLOR(p, FixedToInt(span.red),			\
         FixedToInt(span.green), FixedToInt(span.blue));	\
      XMesaPutPixel(img, x, y, p);				\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, NON-depth-buffered, PF_8A8B8G8R triangle.
 */
#define NAME smooth_8A8B8G8R_triangle
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   for (i = 0; i < span.end; i++) {				\
      pRow[i] = PACK_8A8B8G8R(FixedToInt(span.red),		\
         FixedToInt(span.green), FixedToInt(span.blue),		\
         FixedToInt(span.alpha));				\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.alpha += span.alphaStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, NON-depth-buffered, PF_8A8R8G8B triangle.
 */
#define NAME smooth_8A8R8G8B_triangle
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   for (i = 0; i < span.end; i++) {				\
      pRow[i] = PACK_8A8R8G8B(FixedToInt(span.red),		\
         FixedToInt(span.green), FixedToInt(span.blue),		\
         FixedToInt(span.alpha));				\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
      span.alpha += span.alphaStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
 */
#define NAME smooth_8R8G8B_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   for (i = 0; i < span.end; i++) {				\
      pRow[i] = PACK_8R8G8B(FixedToInt(span.red),		\
         FixedToInt(span.green), FixedToInt(span.blue) );	\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
 */
#define NAME smooth_8R8G8B24_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)
#define PIXEL_TYPE bgr_t
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {				\
   GLuint i;						\
   PIXEL_TYPE *pixel = pRow;				\
   for (i = 0; i < span.end; i++, pixel++) {		\
      pixel->r = FixedToInt(span.red);			\
      pixel->g = FixedToInt(span.green);		\
      pixel->b = FixedToInt(span.blue);			\
      span.red += span.redStep;				\
      span.green += span.greenStep;			\
      span.blue += span.blueStep;			\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, NON-depth-buffered, PF_TRUEDITHER triangle.
 */
#define NAME smooth_TRUEDITHER_triangle
#define INTERP_RGB 1
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);						\
   XMesaImage *img = xrb->ximage;
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   for (i = 0; i < span.end; i++, x++) {			\
      unsigned long p;						\
      PACK_TRUEDITHER(p, x, y, FixedToInt(span.red),		\
         FixedToInt(span.green), FixedToInt(span.blue));	\
      XMesaPutPixel(img, x, y, p );				\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, NON-depth-buffered, PF_5R6G5B triangle.
 */
#define NAME smooth_5R6G5B_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   for (i = 0; i < span.end; i++) {				\
      pRow[i] = (PIXEL_TYPE) PACK_5R6G5B(FixedToInt(span.red),	\
         FixedToInt(span.green), FixedToInt(span.blue));	\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
 */
#define NAME smooth_DITHER_5R6G5B_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   for (i = 0; i < span.end; i++, x++) {			\
      PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red),	\
         FixedToInt(span.green), FixedToInt(span.blue));	\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, NON-depth-buffered, 8-bit PF_DITHER triangle.
 */
#define NAME smooth_DITHER8_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   XDITHER_SETUP(y);						\
   for (i = 0; i < span.end; i++, x++) {			\
      pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span.red),	\
         FixedToInt(span.green), FixedToInt(span.blue) );	\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, NON-depth-buffered, PF_DITHER triangle.
 */
#define NAME smooth_DITHER_triangle
#define INTERP_RGB 1
#define SETUP_CODE						\
   GET_XRB(xrb);						\
   XMesaImage *img = xrb->ximage;
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   XDITHER_SETUP(y);						\
   for (i = 0; i < span.end; i++, x++) {			\
      unsigned long p = XDITHER(x, FixedToInt(span.red),	\
         FixedToInt(span.green), FixedToInt(span.blue) );	\
      XMesaPutPixel(img, x, y, p);				\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, NON-depth-buffered, 8-bit PF_LOOKUP triangle.
 */
#define NAME smooth_LOOKUP8_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   LOOKUP_SETUP;						\
   for (i = 0; i < span.end; i++) {				\
      pRow[i] = LOOKUP(FixedToInt(span.red),			\
         FixedToInt(span.green), FixedToInt(span.blue));	\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, smooth, NON-depth-buffered, 8-bit PF_HPCR triangle.
 */
#define NAME smooth_HPCR_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   for (i = 0; i < span.end; i++, x++) {			\
      pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red),		\
         FixedToInt(span.green), FixedToInt(span.blue));	\
      span.red += span.redStep;					\
      span.green += span.greenStep;				\
      span.blue += span.blueStep;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, NON-depth-buffered, PF_TRUECOLOR triangle.
 */
#define NAME flat_TRUECOLOR_triangle
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);						\
   XMesaImage *img = xrb->ximage;				\
   unsigned long pixel;						\
   PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]);
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   for (i = 0; i < span.end; i++, x++) {			\
      XMesaPutPixel(img, x, y, pixel);				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, NON-depth-buffered, PF_8A8B8G8R triangle.
 */
#define NAME flat_8A8B8G8R_triangle
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);					\
   unsigned long p = PACK_8B8G8R( v2->color[0],		\
		 v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) {				\
   GLuint i;						\
   for (i = 0; i < span.end; i++) {			\
      pRow[i] = (PIXEL_TYPE) p;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, NON-depth-buffered, PF_8A8R8G8B triangle.
 */
#define NAME flat_8A8R8G8B_triangle
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);					\
   unsigned long p = PACK_8R8G8B( v2->color[0],		\
		 v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) {				\
   GLuint i;						\
   for (i = 0; i < span.end; i++) {			\
      pRow[i] = (PIXEL_TYPE) p;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, NON-depth-buffered, PF_8R8G8B triangle.
 */
#define NAME flat_8R8G8B_triangle
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);					\
   unsigned long p = PACK_8R8G8B( v2->color[0],		\
		 v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) {				\
   GLuint i;						\
   for (i = 0; i < span.end; i++) {			\
      pRow[i] = (PIXEL_TYPE) p;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, NON-depth-buffered, PF_8R8G8B24 triangle.
 */
#define NAME flat_8R8G8B24_triangle
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)
#define PIXEL_TYPE bgr_t
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);					\
   const GLubyte *color = v2->color;
#define RENDER_SPAN( span ) {				\
   GLuint i;						\
   PIXEL_TYPE *pixel = pRow;				\
   for (i = 0; i < span.end; i++, pixel++) {		\
      pixel->r = color[RCOMP];				\
      pixel->g = color[GCOMP];				\
      pixel->b = color[BCOMP];				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, NON-depth-buffered, PF_TRUEDITHER triangle.
 */
#define NAME flat_TRUEDITHER_triangle
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);						\
   XMesaImage *img = xrb->ximage;
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   for (i = 0; i < span.end; i++, x++) {			\
      unsigned long p;						\
      PACK_TRUEDITHER(p, x, y, v2->color[0],			\
               v2->color[1], v2->color[2] );			\
      XMesaPutPixel(img, x, y, p);				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, NON-depth-buffered, PF_5R6G5B triangle.
 */
#define NAME flat_5R6G5B_triangle
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);					\
   unsigned long p = PACK_5R6G5B( v2->color[0],		\
		 v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) {				\
   GLuint i;						\
   for (i = 0; i < span.end; i++) {			\
      pRow[i] = (PIXEL_TYPE) p;				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
 */
#define NAME flat_DITHER_5R6G5B_triangle
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);						\
   const GLubyte *color = v2->color;
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   for (i = 0; i < span.end; i++, x++) {			\
      PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP],		\
         color[GCOMP], color[BCOMP]);				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, NON-depth-buffered, 8-bit PF_DITHER triangle.
 */
#define NAME flat_DITHER8_triangle
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   GET_XRB(xrb);						\
   FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   FLAT_DITHER_ROW_SETUP(YFLIP(xrb, y));		\
   for (i = 0; i < span.end; i++, x++) {			\
      pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x);			\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, NON-depth-buffered, PF_DITHER triangle.
 */
#define NAME flat_DITHER_triangle
#define SETUP_CODE						\
   GET_XRB(xrb);						\
   XMesaImage *img = xrb->ximage;				\
   FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   FLAT_DITHER_ROW_SETUP(y);					\
   for (i = 0; i < span.end; i++, x++) {			\
      unsigned long p = FLAT_DITHER(x);				\
      XMesaPutPixel(img, x, y, p );				\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, NON-depth-buffered, 8-bit PF_HPCR triangle.
 */
#define NAME flat_HPCR_triangle
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE						\
   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\
   GET_XRB(xrb);						\
   GLubyte r = v2->color[0];					\
   GLubyte g = v2->color[1];					\
   GLubyte b = v2->color[2];
#define RENDER_SPAN( span ) {					\
   GLuint i;							\
   GLint x = span.x, y = YFLIP(xrb, span.y);	\
   for (i = 0; i < span.end; i++, x++) {			\
      pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b);	\
   } }
#include "swrast/s_tritemp.h"



/*
 * XImage, flat, NON-depth-buffered, 8-bit PF_LOOKUP triangle.
 */
#define NAME flat_LOOKUP8_triangle
#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE					\
   GET_XRB(xrb);					\
   LOOKUP_SETUP;					\
   GLubyte r = v2->color[0];				\
   GLubyte g = v2->color[1];				\
   GLubyte b = v2->color[2];				\
   GLubyte p = LOOKUP(r,g,b);
#define RENDER_SPAN( span ) {         	 		\
   GLuint i;						\
   for (i = 0; i < span.end; i++) {			\
      pRow[i] = (PIXEL_TYPE) p;				\
   } }
#include "swrast/s_tritemp.h"


#endif /* CHAN_BITS == 8 */


#if defined(DEBUG) && CHAN_BITS == 8
extern void _xmesa_print_triangle_func( swrast_tri_func triFunc );
void _xmesa_print_triangle_func( swrast_tri_func triFunc )
{
   printf("XMesa tri func = ");
   if (triFunc ==smooth_TRUECOLOR_z_triangle)
      printf("smooth_TRUECOLOR_z_triangle\n");
   else if (triFunc ==smooth_8A8B8G8R_z_triangle)
      printf("smooth_8A8B8G8R_z_triangle\n");
   else if (triFunc ==smooth_8A8R8G8B_z_triangle)
      printf("smooth_8A8R8G8B_z_triangle\n");
   else if (triFunc ==smooth_8R8G8B_z_triangle)
      printf("smooth_8R8G8B_z_triangle\n");
   else if (triFunc ==smooth_8R8G8B24_z_triangle)
      printf("smooth_8R8G8B24_z_triangle\n");
   else if (triFunc ==smooth_TRUEDITHER_z_triangle)
      printf("smooth_TRUEDITHER_z_triangle\n");
   else if (triFunc ==smooth_5R6G5B_z_triangle)
      printf("smooth_5R6G5B_z_triangle\n");
   else if (triFunc ==smooth_DITHER_5R6G5B_z_triangle)
      printf("smooth_DITHER_5R6G5B_z_triangle\n");
   else if (triFunc ==smooth_HPCR_z_triangle)
      printf("smooth_HPCR_z_triangle\n");
   else if (triFunc ==smooth_DITHER8_z_triangle)
      printf("smooth_DITHER8_z_triangle\n");
   else if (triFunc ==smooth_LOOKUP8_z_triangle)
      printf("smooth_LOOKUP8_z_triangle\n");
   else if (triFunc ==flat_TRUECOLOR_z_triangle)
      printf("flat_TRUECOLOR_z_triangle\n");
   else if (triFunc ==flat_8A8B8G8R_z_triangle)
      printf("flat_8A8B8G8R_z_triangle\n");
   else if (triFunc ==flat_8A8R8G8B_z_triangle)
      printf("flat_8A8R8G8B_z_triangle\n");
   else if (triFunc ==flat_8R8G8B_z_triangle)
      printf("flat_8R8G8B_z_triangle\n");
   else if (triFunc ==flat_8R8G8B24_z_triangle)
      printf("flat_8R8G8B24_z_triangle\n");
   else if (triFunc ==flat_TRUEDITHER_z_triangle)
      printf("flat_TRUEDITHER_z_triangle\n");
   else if (triFunc ==flat_5R6G5B_z_triangle)
      printf("flat_5R6G5B_z_triangle\n");
   else if (triFunc ==flat_DITHER_5R6G5B_z_triangle)
      printf("flat_DITHER_5R6G5B_z_triangle\n");
   else if (triFunc ==flat_HPCR_z_triangle)
      printf("flat_HPCR_z_triangle\n");
   else if (triFunc ==flat_DITHER8_z_triangle)
      printf("flat_DITHER8_z_triangle\n");
   else if (triFunc ==flat_LOOKUP8_z_triangle)
      printf("flat_LOOKUP8_z_triangle\n");
   else if (triFunc ==smooth_TRUECOLOR_triangle)
      printf("smooth_TRUECOLOR_triangle\n");
   else if (triFunc ==smooth_8A8B8G8R_triangle)
      printf("smooth_8A8B8G8R_triangle\n");
   else if (triFunc ==smooth_8A8R8G8B_triangle)
      printf("smooth_8A8R8G8B_triangle\n");
   else if (triFunc ==smooth_8R8G8B_triangle)
      printf("smooth_8R8G8B_triangle\n");
   else if (triFunc ==smooth_8R8G8B24_triangle)
      printf("smooth_8R8G8B24_triangle\n");
   else if (triFunc ==smooth_TRUEDITHER_triangle)
      printf("smooth_TRUEDITHER_triangle\n");
   else if (triFunc ==smooth_5R6G5B_triangle)
      printf("smooth_5R6G5B_triangle\n");
   else if (triFunc ==smooth_DITHER_5R6G5B_triangle)
      printf("smooth_DITHER_5R6G5B_triangle\n");
   else if (triFunc ==smooth_HPCR_triangle)
      printf("smooth_HPCR_triangle\n");
   else if (triFunc ==smooth_DITHER8_triangle)
      printf("smooth_DITHER8_triangle\n");
   else if (triFunc ==smooth_LOOKUP8_triangle)
      printf("smooth_LOOKUP8_triangle\n");
   else if (triFunc ==flat_TRUECOLOR_triangle)
      printf("flat_TRUECOLOR_triangle\n");
   else if (triFunc ==flat_TRUEDITHER_triangle)
      printf("flat_TRUEDITHER_triangle\n");
   else if (triFunc ==flat_8A8B8G8R_triangle)
      printf("flat_8A8B8G8R_triangle\n");
   else if (triFunc ==flat_8A8R8G8B_triangle)
      printf("flat_8A8R8G8B_triangle\n");
   else if (triFunc ==flat_8R8G8B_triangle)
      printf("flat_8R8G8B_triangle\n");
   else if (triFunc ==flat_8R8G8B24_triangle)
      printf("flat_8R8G8B24_triangle\n");
   else if (triFunc ==flat_5R6G5B_triangle)
      printf("flat_5R6G5B_triangle\n");
   else if (triFunc ==flat_DITHER_5R6G5B_triangle)
      printf("flat_DITHER_5R6G5B_triangle\n");
   else if (triFunc ==flat_HPCR_triangle)
      printf("flat_HPCR_triangle\n");
   else if (triFunc ==flat_DITHER8_triangle)
      printf("flat_DITHER8_triangle\n");
   else if (triFunc ==flat_LOOKUP8_triangle)
      printf("flat_LOOKUP8_triangle\n");
   else
      printf("???\n");
}
#endif


#ifdef DEBUG

/* record the current triangle function name */
static const char *triFuncName = NULL;

#define USE(triFunc)                   \
do {                                   \
    triFuncName = #triFunc;            \
    return triFunc;                    \
} while (0)

#else

#define USE(triFunc)  return triFunc

#endif


/**
 * Return pointer to line drawing function, or NULL if we should use a
 * swrast fallback.
 */
static swrast_tri_func
get_triangle_func(struct gl_context *ctx)
{
#if CHAN_BITS == 8
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   XMesaContext xmesa = XMESA_CONTEXT(ctx);
   const int depth = GET_VISUAL_DEPTH(xmesa->xm_visual);
   const struct xmesa_renderbuffer *xrb;

#ifdef DEBUG
   triFuncName = NULL;
#endif

   /* trivial fallback tests */
   if ((ctx->DrawBuffer->_ColorDrawBufferIndexes[0] != BUFFER_BIT_FRONT_LEFT) &&
       (ctx->DrawBuffer->_ColorDrawBufferIndexes[0] != BUFFER_BIT_BACK_LEFT))
      return (swrast_tri_func) NULL;
   if (ctx->RenderMode != GL_RENDER)
      return (swrast_tri_func) NULL;
   if (ctx->Polygon.SmoothFlag)
      return (swrast_tri_func) NULL;
   if (ctx->Texture._EnabledUnits)
      return (swrast_tri_func) NULL;
   if (swrast->_RasterMask & MULTI_DRAW_BIT)
      return (swrast_tri_func) NULL;
   if (ctx->Polygon.CullFlag && 
       ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
      return (swrast_tri_func) NULL;

   xrb = xmesa_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]->Wrapped);

   if (xrb->ximage) {
      if (   ctx->Light.ShadeModel==GL_SMOOTH
          && swrast->_RasterMask==DEPTH_BIT
          && ctx->Depth.Func==GL_LESS
          && ctx->Depth.Mask==GL_TRUE
          && ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
          && ctx->Polygon.StippleFlag==GL_FALSE) {
         switch (xmesa->pixelformat) {
            case PF_Truecolor:
	       USE(smooth_TRUECOLOR_z_triangle);
            case PF_8A8B8G8R:
               USE(smooth_8A8B8G8R_z_triangle);
            case PF_8A8R8G8B:
               USE(smooth_8A8R8G8B_z_triangle);
            case PF_8R8G8B:
               USE(smooth_8R8G8B_z_triangle);
            case PF_8R8G8B24:
               USE(smooth_8R8G8B24_z_triangle);
            case PF_Dither_True:
               USE(smooth_TRUEDITHER_z_triangle);
            case PF_5R6G5B:
               USE(smooth_5R6G5B_z_triangle);
            case PF_Dither_5R6G5B:
               USE(smooth_DITHER_5R6G5B_z_triangle);
            case PF_HPCR:
	       USE(smooth_HPCR_z_triangle);
            case PF_Dither:
               if (depth == 8)
                  USE(smooth_DITHER8_z_triangle);
               else
                  USE(smooth_DITHER_z_triangle);
            case PF_Lookup:
               if (depth == 8)
                  USE(smooth_LOOKUP8_z_triangle);
               else
                  return (swrast_tri_func) NULL;
            default:
               return (swrast_tri_func) NULL;
         }
      }
      if (   ctx->Light.ShadeModel==GL_FLAT
          && swrast->_RasterMask==DEPTH_BIT
          && ctx->Depth.Func==GL_LESS
          && ctx->Depth.Mask==GL_TRUE
          && ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
          && ctx->Polygon.StippleFlag==GL_FALSE) {
         switch (xmesa->pixelformat) {
            case PF_Truecolor:
	       USE(flat_TRUECOLOR_z_triangle);
            case PF_8A8B8G8R:
               USE(flat_8A8B8G8R_z_triangle);
            case PF_8A8R8G8B:
               USE(flat_8A8R8G8B_z_triangle);
            case PF_8R8G8B:
               USE(flat_8R8G8B_z_triangle);
            case PF_8R8G8B24:
               USE(flat_8R8G8B24_z_triangle);
            case PF_Dither_True:
               USE(flat_TRUEDITHER_z_triangle);
            case PF_5R6G5B:
               USE(flat_5R6G5B_z_triangle);
            case PF_Dither_5R6G5B:
               USE(flat_DITHER_5R6G5B_z_triangle);
            case PF_HPCR:
	       USE(flat_HPCR_z_triangle);
            case PF_Dither:
               if (depth == 8)
                  USE(flat_DITHER8_z_triangle);
               else
                  USE(flat_DITHER_z_triangle);
            case PF_Lookup:
               if (depth == 8)
                  USE(flat_LOOKUP8_z_triangle);
               else
                  return (swrast_tri_func) NULL;
            default:
               return (swrast_tri_func) NULL;
         }
      }
      if (   swrast->_RasterMask==0   /* no depth test */
          && ctx->Light.ShadeModel==GL_SMOOTH
          && ctx->Polygon.StippleFlag==GL_FALSE) {
         switch (xmesa->pixelformat) {
            case PF_Truecolor:
	       USE(smooth_TRUECOLOR_triangle);
            case PF_8A8B8G8R:
               USE(smooth_8A8B8G8R_triangle);
            case PF_8A8R8G8B:
               USE(smooth_8A8R8G8B_triangle);
            case PF_8R8G8B:
               USE(smooth_8R8G8B_triangle);
            case PF_8R8G8B24:
               USE(smooth_8R8G8B24_triangle);
            case PF_Dither_True:
               USE(smooth_TRUEDITHER_triangle);
            case PF_5R6G5B:
               USE(smooth_5R6G5B_triangle);
            case PF_Dither_5R6G5B:
               USE(smooth_DITHER_5R6G5B_triangle);
            case PF_HPCR:
	       USE(smooth_HPCR_triangle);
            case PF_Dither:
               if (depth == 8)
                  USE(smooth_DITHER8_triangle);
               else
                  USE(smooth_DITHER_triangle);
            case PF_Lookup:
               if (depth == 8)
                  USE(smooth_LOOKUP8_triangle);
               else
                  return (swrast_tri_func) NULL;
            default:
               return (swrast_tri_func) NULL;
         }
      }

      if (   swrast->_RasterMask==0   /* no depth test */
          && ctx->Light.ShadeModel==GL_FLAT
          && ctx->Polygon.StippleFlag==GL_FALSE) {
         switch (xmesa->pixelformat) {
            case PF_Truecolor:
	       USE(flat_TRUECOLOR_triangle);
            case PF_Dither_True:
	       USE(flat_TRUEDITHER_triangle);
            case PF_8A8B8G8R:
               USE(flat_8A8B8G8R_triangle);
            case PF_8A8R8G8B:
               USE(flat_8A8R8G8B_triangle);
            case PF_8R8G8B:
               USE(flat_8R8G8B_triangle);
            case PF_8R8G8B24:
               USE(flat_8R8G8B24_triangle);
            case PF_5R6G5B:
               USE(flat_5R6G5B_triangle);
            case PF_Dither_5R6G5B:
               USE(flat_DITHER_5R6G5B_triangle);
            case PF_HPCR:
	       USE(flat_HPCR_triangle);
            case PF_Dither:
               if (depth == 8)
                  USE(flat_DITHER8_triangle);
               else
                  USE(flat_DITHER_triangle);
            case PF_Lookup:
               if (depth == 8)
                  USE(flat_LOOKUP8_triangle);
               else
                  return (swrast_tri_func) NULL;
            default:
               return (swrast_tri_func) NULL;
         }
      }
   }
#endif /* CHAN_BITS == 8 */

   return (swrast_tri_func) NULL;
}


/* Override for the swrast tri-selection function.  Try to use one
 * of our internal tri functions, otherwise fall back to the
 * standard swrast functions.
 */
void xmesa_choose_triangle( struct gl_context *ctx )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);

   if (!(swrast->Triangle = get_triangle_func( ctx )))
      _swrast_choose_triangle( ctx );
}