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[android-x86/external-swiftshader.git] / src / Shader / PixelRoutine.cpp
1 // SwiftShader Software Renderer
2 //
3 // Copyright(c) 2005-2013 TransGaming Inc.
4 //
5 // All rights reserved. No part of this software may be copied, distributed, transmitted,
6 // transcribed, stored in a retrieval system, translated into any human or computer
7 // language by any means, or disclosed to third parties without the explicit written
8 // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
9 // or implied, including but not limited to any patent rights, are granted to you.
10 //
11
12 #include "PixelRoutine.hpp"
13
14 #include "Renderer.hpp"
15 #include "QuadRasterizer.hpp"
16 #include "Surface.hpp"
17 #include "Primitive.hpp"
18 #include "CPUID.hpp"
19 #include "SamplerCore.hpp"
20 #include "Constants.hpp"
21 #include "Debug.hpp"
22
23 #include <assert.h>
24
25 extern bool localShaderConstants;
26
27 namespace sw
28 {
29         extern bool complementaryDepthBuffer;
30         extern bool postBlendSRGB;
31         extern bool exactColorRounding;
32         extern bool booleanFaceRegister;
33         extern bool halfIntegerCoordinates;     // Pixel centers are not at integer coordinates
34         extern bool fullPixelPositionRegister;
35
36         PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : Rasterizer(state), shader(shader)
37         {
38                 perturbate = false;
39                 luminance = false;
40                 previousScaling = false;
41
42                 ifDepth = 0;
43                 loopRepDepth = 0;
44                 breakDepth = 0;
45                 currentLabel = -1;
46                 whileTest = false;
47
48                 for(int i = 0; i < 2048; i++)
49                 {
50                         labelBlock[i] = 0;
51                 }
52         }
53
54         PixelRoutine::~PixelRoutine()
55         {
56                 for(int i = 0; i < 16; i++)
57                 {
58                         delete sampler[i];
59                 }
60         }
61
62         void PixelRoutine::quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
63         {
64                 #if PERF_PROFILE
65                         Long pipeTime = Ticks();
66                 #endif
67
68                 for(int i = 0; i < 16; i++)
69                 {
70                         sampler[i] = new SamplerCore(r.constants, state.sampler[i]);
71                 }
72
73                 const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive();
74                 const bool integerPipeline = shaderVersion() <= 0x0104;
75
76                 Int zMask[4];   // Depth mask
77                 Int sMask[4];   // Stencil mask
78
79                 for(unsigned int q = 0; q < state.multiSample; q++)
80                 {
81                         zMask[q] = cMask[q];
82                         sMask[q] = cMask[q];
83                 }
84
85                 for(unsigned int q = 0; q < state.multiSample; q++)
86                 {
87                         stencilTest(r, sBuffer, q, x, sMask[q], cMask[q]);
88                 }
89
90                 Float4 f;
91
92                 Float4 (&z)[4] = r.z;
93                 Float4 &w = r.w;
94                 Float4 &rhw = r.rhw;
95                 Float4 rhwCentroid;
96
97                 Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16);
98
99                 if(interpolateZ())
100                 {
101                         for(unsigned int q = 0; q < state.multiSample; q++)
102                         {
103                                 Float4 x = xxxx;
104                         
105                                 if(state.multiSample > 1)
106                                 {
107                                         x -= *Pointer<Float4>(r.constants + OFFSET(Constants,X) + q * sizeof(float4));
108                                 }
109
110                                 z[q] = interpolate(x, r.Dz[q], z[q], r.primitive + OFFSET(Primitive,z), false, false);
111                         }
112                 }
113
114                 Bool depthPass = false;
115
116                 if(earlyDepthTest)
117                 {
118                         for(unsigned int q = 0; q < state.multiSample; q++)
119                         {
120                                 depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
121                         }
122                 }
123
124                 If(depthPass || Bool(!earlyDepthTest))
125                 {
126                         #if PERF_PROFILE
127                                 Long interpTime = Ticks();
128                         #endif
129
130                         Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive, yQuad), 16);
131
132                         // Centroid locations
133                         Float4 XXXX = Float4(0.0f);
134                         Float4 YYYY = Float4(0.0f);
135
136                         if(state.centroid)
137                         {
138                                 Float4 WWWW(1.0e-9f);
139
140                                 for(unsigned int q = 0; q < state.multiSample; q++)
141                                 {
142                                         XXXX += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]);
143                                         YYYY += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]);
144                                         WWWW += *Pointer<Float4>(r.constants + OFFSET(Constants,weight) + 16 * cMask[q]);
145                                 }
146
147                                 WWWW = Rcp_pp(WWWW);
148                                 XXXX *= WWWW;
149                                 YYYY *= WWWW;
150
151                                 XXXX += xxxx;
152                                 YYYY += yyyy;
153                         }
154
155                         if(interpolateW())
156                         {
157                                 w = interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false);
158                                 rhw = reciprocal(w);
159
160                                 if(state.centroid)
161                                 {
162                                         rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,w), false, false));
163                                 }
164                         }
165
166                         for(int interpolant = 0; interpolant < 10; interpolant++)
167                         {
168                                 for(int component = 0; component < 4; component++)
169                                 {
170                                         if(state.interpolant[interpolant].component & (1 << component))
171                                         {
172                                                 if(!state.interpolant[interpolant].centroid)
173                                                 {
174                                                         r.vf[interpolant][component] = interpolate(xxxx, r.Dv[interpolant][component], rhw, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
175                                                 }
176                                                 else
177                                                 {
178                                                         r.vf[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
179                                                 }
180                                         }
181                                 }
182
183                                 Float4 rcp;
184
185                                 switch(state.interpolant[interpolant].project)
186                                 {
187                                 case 0:
188                                         break;
189                                 case 1:
190                                         rcp = reciprocal(r.vf[interpolant].y);
191                                         r.vf[interpolant].x = r.vf[interpolant].x * rcp;
192                                         break;
193                                 case 2:
194                                         rcp = reciprocal(r.vf[interpolant].z);
195                                         r.vf[interpolant].x = r.vf[interpolant].x * rcp;
196                                         r.vf[interpolant].y = r.vf[interpolant].y * rcp;
197                                         break;
198                                 case 3:
199                                         rcp = reciprocal(r.vf[interpolant].w);
200                                         r.vf[interpolant].x = r.vf[interpolant].x * rcp;
201                                         r.vf[interpolant].y = r.vf[interpolant].y * rcp;
202                                         r.vf[interpolant].z = r.vf[interpolant].z * rcp;
203                                         break;
204                                 }
205                         }
206
207                         if(state.fog.component)
208                         {
209                                 f = interpolate(xxxx, r.Df, rhw, r.primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
210                         }
211
212                         if(integerPipeline)
213                         {
214                                 if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.vf[0].x); else r.diffuse.x = Short4(0x1000);
215                                 if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.vf[0].y); else r.diffuse.y = Short4(0x1000);
216                                 if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.vf[0].z); else r.diffuse.z = Short4(0x1000);
217                                 if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.vf[0].w); else r.diffuse.w = Short4(0x1000);
218
219                                 if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.vf[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
220                                 if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.vf[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
221                                 if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.vf[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
222                                 if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
223                         }
224                         else if(shaderVersion() >= 0x0300)
225                         {
226                                 if(shader->vPosDeclared)
227                                 {
228                                         if(!halfIntegerCoordinates)
229                                         {
230                                                 r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
231                                                 r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
232                                         }
233                                         else
234                                         {
235                                                 r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
236                                                 r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
237                                         }
238
239                                         if(fullPixelPositionRegister)
240                                         {
241                                                 r.vPos.z = z[0];   // FIXME: Centroid?
242                                                 r.vPos.w = w;      // FIXME: Centroid?
243                                         }
244                                 }
245
246                                 if(shader->vFaceDeclared)
247                                 {
248                                         Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive,area));
249                                         Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
250
251                                         r.vFace.x = face;
252                                         r.vFace.y = face;
253                                         r.vFace.z = face;
254                                         r.vFace.w = face;
255                                 }
256                         }
257
258                         #if PERF_PROFILE
259                                 r.cycles[PERF_INTERP] += Ticks() - interpTime;
260                         #endif
261
262                         Bool alphaPass = true;
263
264                         if(colorUsed())
265                         {
266                                 #if PERF_PROFILE
267                                         Long shaderTime = Ticks();
268                                 #endif
269
270                                 if(shader)
271                                 {
272                                 //      shader->print("PixelShader-%0.8X.txt", state.shaderID);
273
274                                         if(shader->getVersion() <= 0x0104)
275                                         {
276                                                 ps_1_x(r, cMask);
277                                         }
278                                         else
279                                         {
280                                                 ps_2_x(r, cMask);
281                                         }
282                                 }
283                                 else
284                                 {
285                                         r.current = r.diffuse;
286                                         Vector4i temp(0x0000, 0x0000, 0x0000, 0x0000);
287
288                                         for(int stage = 0; stage < 8; stage++)
289                                         {
290                                                 if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE)
291                                                 {
292                                                         break;
293                                                 }
294
295                                                 Vector4i texture;
296
297                                                 if(state.textureStage[stage].usesTexture)
298                                                 {
299                                                         sampleTexture(r, texture, stage, stage);
300                                                 }
301
302                                                 blendTexture(r, temp, texture, stage);
303                                         }
304
305                                         specularPixel(r.current, r.specular);
306                                 }
307
308                                 #if PERF_PROFILE
309                                         r.cycles[PERF_SHADER] += Ticks() - shaderTime;
310                                 #endif
311
312                                 if(integerPipeline)
313                                 {
314                                         r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
315                                         r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
316                                         r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
317                                         r.current.w = Min(r.current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.w = Max(r.current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
318
319                                         alphaPass = alphaTest(r, cMask, r.current);
320                                 }
321                                 else
322                                 {
323                                         clampColor(r.oC);
324
325                                         alphaPass = alphaTest(r, cMask, r.oC[0]);
326                                 }
327
328                                 if((shader && shader->containsKill()) || state.alphaTestActive())
329                                 {
330                                         for(unsigned int q = 0; q < state.multiSample; q++)
331                                         {
332                                                 zMask[q] &= cMask[q];
333                                                 sMask[q] &= cMask[q];
334                                         }
335                                 }
336                         }
337
338                         If(alphaPass)
339                         {
340                                 if(!earlyDepthTest)
341                                 {
342                                         for(unsigned int q = 0; q < state.multiSample; q++)
343                                         {
344                                                 depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
345                                         }
346                                 }
347
348                                 #if PERF_PROFILE
349                                         Long ropTime = Ticks();
350                                 #endif
351
352                                 If(depthPass || Bool(earlyDepthTest))
353                                 {
354                                         for(unsigned int q = 0; q < state.multiSample; q++)
355                                         {
356                                                 if(state.multiSampleMask & (1 << q))
357                                                 {
358                                                         writeDepth(r, zBuffer, q, x, z[q], zMask[q]);
359
360                                                         if(state.occlusionEnabled)
361                                                         {
362                                                                 r.occlusion += *Pointer<UInt>(r.constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
363                                                         }
364                                                 }
365                                         }
366
367                                         if(colorUsed())
368                                         {
369                                                 #if PERF_PROFILE
370                                                         AddAtomic(Pointer<Long>(&profiler.ropOperations), 4);
371                                                 #endif
372
373                                                 if(integerPipeline)
374                                                 {
375                                                         rasterOperation(r.current, r, f, cBuffer[0], x, sMask, zMask, cMask);
376                                                 }
377                                                 else
378                                                 {
379                                                         rasterOperation(r.oC, r, f, cBuffer, x, sMask, zMask, cMask);
380                                                 }
381                                         }
382                                 }
383
384                                 #if PERF_PROFILE
385                                         r.cycles[PERF_ROP] += Ticks() - ropTime;
386                                 #endif
387                         }
388                 }
389
390                 for(unsigned int q = 0; q < state.multiSample; q++)
391                 {
392                         if(state.multiSampleMask & (1 << q))
393                         {
394                                 writeStencil(r, sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
395                         }
396                 }
397
398                 #if PERF_PROFILE
399                         r.cycles[PERF_PIPE] += Ticks() - pipeTime;
400                 #endif
401         }
402
403         Float4 PixelRoutine::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
404         {
405                 Float4 interpolant = D;
406
407                 if(!flat)
408                 {
409                         interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16);
410
411                         if(perspective)
412                         {
413                                 interpolant *= rhw;
414                         }
415                 }
416
417                 return interpolant;
418         }
419
420         Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
421         {
422                 Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16);
423
424                 if(!flat)
425                 {
426                         interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16) +
427                                        y * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,B), 16);
428
429                         if(perspective)
430                         {
431                                 interpolant *= rhw;
432                         }
433                 }
434
435                 return interpolant;
436         }
437
438         void PixelRoutine::stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
439         {
440                 if(!state.stencilActive)
441                 {
442                         return;
443                 }
444
445                 // (StencilRef & StencilMask) CompFunc (StencilBufferValue & StencilMask)
446
447                 Pointer<Byte> buffer = sBuffer + 2 * x;
448
449                 if(q > 0)
450                 {
451                         buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
452                 }
453
454                 Byte8 value = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
455                 Byte8 valueCCW = value;
456
457                 if(!state.noStencilMask)
458                 {
459                         value &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].testMaskQ));
460                 }
461
462                 stencilTest(r, value, (Context::StencilCompareMode)state.stencilCompareMode, false);
463
464                 if(state.twoSidedStencil)
465                 {
466                         if(!state.noStencilMaskCCW)
467                         {
468                                 valueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].testMaskQ));
469                         }
470
471                         stencilTest(r, valueCCW, (Context::StencilCompareMode)state.stencilCompareModeCCW, true);
472
473                         value &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
474                         valueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
475                         value |= valueCCW;
476                 }
477
478                 sMask = SignMask(value) & cMask;
479         }
480
481         void PixelRoutine::stencilTest(Registers &r, Byte8 &value, Context::StencilCompareMode stencilCompareMode, bool CCW)
482         {
483                 Byte8 equal;
484
485                 switch(stencilCompareMode)
486                 {
487                 case Context::STENCIL_ALWAYS:
488                         value = Byte8(0xFFFFFFFFFFFFFFFF);
489                         break;
490                 case Context::STENCIL_NEVER:
491                         value = Byte8(0x0000000000000000);
492                         break;
493                 case Context::STENCIL_LESS:                     // a < b ~ b > a
494                         value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
495                         value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
496                         break;
497                 case Context::STENCIL_EQUAL:
498                         value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
499                         break;
500                 case Context::STENCIL_NOTEQUAL:         // a != b ~ !(a == b)
501                         value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
502                         value ^= Byte8(0xFFFFFFFFFFFFFFFF);
503                         break;
504                 case Context::STENCIL_LESSEQUAL:        // a <= b ~ (b > a) || (a == b)
505                         equal = value;
506                         equal = CmpEQ(equal, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
507                         value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
508                         value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
509                         value |= equal;
510                         break;
511                 case Context::STENCIL_GREATER:          // a > b
512                         equal = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ));
513                         value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
514                         equal = CmpGT(As<SByte8>(equal), As<SByte8>(value));
515                         value = equal;
516                         break;
517                 case Context::STENCIL_GREATEREQUAL:     // a >= b ~ !(a < b) ~ !(b > a)
518                         value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
519                         value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
520                         value ^= Byte8(0xFFFFFFFFFFFFFFFF);
521                         break;
522                 default:
523                         ASSERT(false);
524                 }
525         }
526
527         Bool PixelRoutine::depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
528         {
529                 if(!state.depthTestActive)
530                 {
531                         return true;
532                 }
533
534                 Float4 Z = z;
535
536                 if(shader && shader->depthOverride())
537                 {
538                         if(complementaryDepthBuffer)
539                         {
540                                 Z = Float4(1.0f) - r.oDepth;
541                         }
542                         else
543                         {
544                                 Z = r.oDepth;
545                         }
546                 }
547
548                 Pointer<Byte> buffer;
549                 Int pitch;
550
551                 if(!state.quadLayoutDepthBuffer)
552                 {
553                         buffer = zBuffer + 4 * x;
554                         pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
555                 }
556                 else
557                 {
558                         buffer = zBuffer + 8 * x;
559                 }
560
561                 if(q > 0)
562                 {
563                         buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
564                 }
565
566                 Float4 zValue;
567
568                 if(state.depthCompareMode != Context::DEPTH_NEVER || (state.depthCompareMode != Context::DEPTH_ALWAYS && !state.depthWriteEnable))
569                 {
570                         if(!state.quadLayoutDepthBuffer)
571                         {
572                                 // FIXME: Properly optimizes?
573                                 zValue.xy = *Pointer<Float4>(buffer);
574                                 zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
575                         }
576                         else
577                         {
578                                 zValue = *Pointer<Float4>(buffer, 16);
579                         }
580                 }
581
582                 Int4 zTest;
583
584                 switch(state.depthCompareMode)
585                 {
586                 case Context::DEPTH_ALWAYS:
587                         // Optimized
588                         break;
589                 case Context::DEPTH_NEVER:
590                         // Optimized
591                         break;
592                 case Context::DEPTH_EQUAL:
593                         zTest = CmpEQ(zValue, Z);
594                         break;
595                 case Context::DEPTH_NOTEQUAL:
596                         zTest = CmpNEQ(zValue, Z);
597                         break;
598                 case Context::DEPTH_LESS:
599                         if(complementaryDepthBuffer)
600                         {
601                                 zTest = CmpLT(zValue, Z);
602                         }
603                         else
604                         {
605                                 zTest = CmpNLE(zValue, Z);
606                         }
607                         break;
608                 case Context::DEPTH_GREATEREQUAL:
609                         if(complementaryDepthBuffer)
610                         {
611                                 zTest = CmpNLT(zValue, Z);
612                         }
613                         else
614                         {
615                                 zTest = CmpLE(zValue, Z);
616                         }
617                         break;
618                 case Context::DEPTH_LESSEQUAL:
619                         if(complementaryDepthBuffer)
620                         {
621                                 zTest = CmpLE(zValue, Z);
622                         }
623                         else
624                         {
625                                 zTest = CmpNLT(zValue, Z);
626                         }
627                         break;
628                 case Context::DEPTH_GREATER:
629                         if(complementaryDepthBuffer)
630                         {
631                                 zTest = CmpNLE(zValue, Z);
632                         }
633                         else
634                         {
635                                 zTest = CmpLT(zValue, Z);
636                         }
637                         break;
638                 default:
639                         ASSERT(false);
640                 }
641
642                 switch(state.depthCompareMode)
643                 {
644                 case Context::DEPTH_ALWAYS:
645                         zMask = cMask;
646                         break;
647                 case Context::DEPTH_NEVER:
648                         zMask = 0x0;
649                         break;
650                 default:
651                         zMask = SignMask(zTest) & cMask;
652                         break;
653                 }
654                 
655                 if(state.stencilActive)
656                 {
657                         zMask &= sMask;
658                 }
659
660                 return zMask != 0;
661         }
662
663         void PixelRoutine::blendTexture(Registers &r, Vector4i &temp, Vector4i &texture, int stage)
664         {
665                 Vector4i *arg1;
666                 Vector4i *arg2;
667                 Vector4i *arg3;
668                 Vector4i res;
669
670                 Vector4i constant;
671                 Vector4i tfactor;
672
673                 const TextureStage::State &textureStage = state.textureStage[stage];
674
675                 if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT ||
676                    textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
677                    textureStage.secondArgument == TextureStage::SOURCE_CONSTANT ||
678                    textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
679                    textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
680                    textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
681                 {
682                         constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[0]));
683                         constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[1]));
684                         constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[2]));
685                         constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[3]));
686                 }
687
688                 if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
689                    textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
690                    textureStage.secondArgument == TextureStage::SOURCE_TFACTOR ||
691                    textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
692                    textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
693                    textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
694                 {
695                         tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[0]));
696                         tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[1]));
697                         tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[2]));
698                         tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]));
699                 }
700
701                 // Premodulate
702                 if(stage > 0 && textureStage.usesTexture)
703                 {
704                         if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
705                         {
706                                 r.current.x = MulHigh(r.current.x, texture.x) << 4;
707                                 r.current.y = MulHigh(r.current.y, texture.y) << 4;
708                                 r.current.z = MulHigh(r.current.z, texture.z) << 4;
709                         }
710
711                         if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
712                         {
713                                 r.current.w = MulHigh(r.current.w, texture.w) << 4;
714                         }
715                 }
716
717                 if(luminance)
718                 {
719                         texture.x = MulHigh(texture.x, r.L) << 4;
720                         texture.y = MulHigh(texture.y, r.L) << 4;
721                         texture.z = MulHigh(texture.z, r.L) << 4;
722
723                         luminance = false;
724                 }
725
726                 switch(textureStage.firstArgument)
727                 {
728                 case TextureStage::SOURCE_TEXTURE:      arg1 = &texture;                break;
729                 case TextureStage::SOURCE_CONSTANT:     arg1 = &constant;               break;
730                 case TextureStage::SOURCE_CURRENT:      arg1 = &r.current;              break;
731                 case TextureStage::SOURCE_DIFFUSE:      arg1 = &r.diffuse;              break;
732                 case TextureStage::SOURCE_SPECULAR:     arg1 = &r.specular;             break;
733                 case TextureStage::SOURCE_TEMP:         arg1 = &temp;                   break;
734                 case TextureStage::SOURCE_TFACTOR:      arg1 = &tfactor;                break;
735                 default:
736                         ASSERT(false);
737                 }
738
739                 switch(textureStage.secondArgument)
740                 {
741                 case TextureStage::SOURCE_TEXTURE:      arg2 = &texture;                break;
742                 case TextureStage::SOURCE_CONSTANT:     arg2 = &constant;               break;
743                 case TextureStage::SOURCE_CURRENT:      arg2 = &r.current;              break;
744                 case TextureStage::SOURCE_DIFFUSE:      arg2 = &r.diffuse;              break;
745                 case TextureStage::SOURCE_SPECULAR:     arg2 = &r.specular;             break;
746                 case TextureStage::SOURCE_TEMP:         arg2 = &temp;                   break;
747                 case TextureStage::SOURCE_TFACTOR:      arg2 = &tfactor;                break;
748                 default:
749                         ASSERT(false);
750                 }
751
752                 switch(textureStage.thirdArgument)
753                 {
754                 case TextureStage::SOURCE_TEXTURE:      arg3 = &texture;                break;
755                 case TextureStage::SOURCE_CONSTANT:     arg3 = &constant;               break;
756                 case TextureStage::SOURCE_CURRENT:      arg3 = &r.current;              break;
757                 case TextureStage::SOURCE_DIFFUSE:      arg3 = &r.diffuse;              break;
758                 case TextureStage::SOURCE_SPECULAR:     arg3 = &r.specular;             break;
759                 case TextureStage::SOURCE_TEMP:         arg3 = &temp;                   break;
760                 case TextureStage::SOURCE_TFACTOR:      arg3 = &tfactor;                break;
761                 default:
762                         ASSERT(false);
763                 }
764
765                 Vector4i mod1;
766                 Vector4i mod2;
767                 Vector4i mod3;
768
769                 switch(textureStage.firstModifier)
770                 {
771                 case TextureStage::MODIFIER_COLOR:
772                         break;
773                 case TextureStage::MODIFIER_INVCOLOR:
774                         {
775                                 mod1.x = SubSat(Short4(0x1000), arg1->x);
776                                 mod1.y = SubSat(Short4(0x1000), arg1->y);
777                                 mod1.z = SubSat(Short4(0x1000), arg1->z);
778                                 mod1.w = SubSat(Short4(0x1000), arg1->w);
779
780                                 arg1 = &mod1;
781                         }
782                         break;
783                 case TextureStage::MODIFIER_ALPHA:
784                         {
785                                 mod1.x = arg1->w;
786                                 mod1.y = arg1->w;
787                                 mod1.z = arg1->w;
788                                 mod1.w = arg1->w;
789
790                                 arg1 = &mod1;
791                         }
792                         break;
793                 case TextureStage::MODIFIER_INVALPHA:
794                         {
795                                 mod1.x = SubSat(Short4(0x1000), arg1->w);
796                                 mod1.y = SubSat(Short4(0x1000), arg1->w);
797                                 mod1.z = SubSat(Short4(0x1000), arg1->w);
798                                 mod1.w = SubSat(Short4(0x1000), arg1->w);
799
800                                 arg1 = &mod1;
801                         }
802                         break;
803                 default:
804                         ASSERT(false);
805                 }
806
807                 switch(textureStage.secondModifier)
808                 {
809                 case TextureStage::MODIFIER_COLOR:
810                         break;
811                 case TextureStage::MODIFIER_INVCOLOR:
812                         {
813                                 mod2.x = SubSat(Short4(0x1000), arg2->x);
814                                 mod2.y = SubSat(Short4(0x1000), arg2->y);
815                                 mod2.z = SubSat(Short4(0x1000), arg2->z);
816                                 mod2.w = SubSat(Short4(0x1000), arg2->w);
817
818                                 arg2 = &mod2;
819                         }
820                         break;
821                 case TextureStage::MODIFIER_ALPHA:
822                         {
823                                 mod2.x = arg2->w;
824                                 mod2.y = arg2->w;
825                                 mod2.z = arg2->w;
826                                 mod2.w = arg2->w;
827
828                                 arg2 = &mod2;
829                         }
830                         break;
831                 case TextureStage::MODIFIER_INVALPHA:
832                         {
833                                 mod2.x = SubSat(Short4(0x1000), arg2->w);
834                                 mod2.y = SubSat(Short4(0x1000), arg2->w);
835                                 mod2.z = SubSat(Short4(0x1000), arg2->w);
836                                 mod2.w = SubSat(Short4(0x1000), arg2->w);
837
838                                 arg2 = &mod2;
839                         }
840                         break;
841                 default:
842                         ASSERT(false);
843                 }
844
845                 switch(textureStage.thirdModifier)
846                 {
847                 case TextureStage::MODIFIER_COLOR:
848                         break;
849                 case TextureStage::MODIFIER_INVCOLOR:
850                         {
851                                 mod3.x = SubSat(Short4(0x1000), arg3->x);
852                                 mod3.y = SubSat(Short4(0x1000), arg3->y);
853                                 mod3.z = SubSat(Short4(0x1000), arg3->z);
854                                 mod3.w = SubSat(Short4(0x1000), arg3->w);
855
856                                 arg3 = &mod3;
857                         }
858                         break;
859                 case TextureStage::MODIFIER_ALPHA:
860                         {
861                                 mod3.x = arg3->w;
862                                 mod3.y = arg3->w;
863                                 mod3.z = arg3->w;
864                                 mod3.w = arg3->w;
865
866                                 arg3 = &mod3;
867                         }
868                         break;
869                 case TextureStage::MODIFIER_INVALPHA:
870                         {
871                                 mod3.x = SubSat(Short4(0x1000), arg3->w);
872                                 mod3.y = SubSat(Short4(0x1000), arg3->w);
873                                 mod3.z = SubSat(Short4(0x1000), arg3->w);
874                                 mod3.w = SubSat(Short4(0x1000), arg3->w);
875
876                                 arg3 = &mod3;
877                         }
878                         break;
879                 default:
880                         ASSERT(false);
881                 }
882
883                 switch(textureStage.stageOperation)
884                 {
885                 case TextureStage::STAGE_DISABLE:
886                         break;
887                 case TextureStage::STAGE_SELECTARG1:                                    // Arg1
888                         {
889                                 res.x = arg1->x;
890                                 res.y = arg1->y;
891                                 res.z = arg1->z;
892                         }
893                         break;
894                 case TextureStage::STAGE_SELECTARG2:                                    // Arg2
895                         {
896                                 res.x = arg2->x;
897                                 res.y = arg2->y;
898                                 res.z = arg2->z;
899                         }
900                         break;
901                 case TextureStage::STAGE_SELECTARG3:                                    // Arg3
902                         {
903                                 res.x = arg3->x;
904                                 res.y = arg3->y;
905                                 res.z = arg3->z;
906                         }
907                         break;
908                 case TextureStage::STAGE_MODULATE:                                      // Arg1 * Arg2
909                         {
910                                 res.x = MulHigh(arg1->x, arg2->x) << 4;
911                                 res.y = MulHigh(arg1->y, arg2->y) << 4;
912                                 res.z = MulHigh(arg1->z, arg2->z) << 4;
913                         }
914                         break;
915                 case TextureStage::STAGE_MODULATE2X:                                    // Arg1 * Arg2 * 2
916                         {
917                                 res.x = MulHigh(arg1->x, arg2->x) << 5;
918                                 res.y = MulHigh(arg1->y, arg2->y) << 5;
919                                 res.z = MulHigh(arg1->z, arg2->z) << 5;
920                         }
921                         break;
922                 case TextureStage::STAGE_MODULATE4X:                                    // Arg1 * Arg2 * 4
923                         {
924                                 res.x = MulHigh(arg1->x, arg2->x) << 6;
925                                 res.y = MulHigh(arg1->y, arg2->y) << 6;
926                                 res.z = MulHigh(arg1->z, arg2->z) << 6;
927                         }
928                         break;
929                 case TextureStage::STAGE_ADD:                                           // Arg1 + Arg2
930                         {
931                                 res.x = AddSat(arg1->x, arg2->x);
932                                 res.y = AddSat(arg1->y, arg2->y);
933                                 res.z = AddSat(arg1->z, arg2->z);
934                         }
935                         break;
936                 case TextureStage::STAGE_ADDSIGNED:                                     // Arg1 + Arg2 - 0.5
937                         {
938                                 res.x = AddSat(arg1->x, arg2->x);
939                                 res.y = AddSat(arg1->y, arg2->y);
940                                 res.z = AddSat(arg1->z, arg2->z);
941
942                                 res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
943                                 res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
944                                 res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
945                         }
946                         break;
947                 case TextureStage::STAGE_ADDSIGNED2X:                           // (Arg1 + Arg2 - 0.5) << 1
948                         {
949                                 res.x = AddSat(arg1->x, arg2->x);
950                                 res.y = AddSat(arg1->y, arg2->y);
951                                 res.z = AddSat(arg1->z, arg2->z);
952
953                                 res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
954                                 res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
955                                 res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
956
957                                 res.x = AddSat(res.x, res.x);
958                                 res.y = AddSat(res.y, res.y);
959                                 res.z = AddSat(res.z, res.z);
960                         }
961                         break;
962                 case TextureStage::STAGE_SUBTRACT:                                      // Arg1 - Arg2
963                         {
964                                 res.x = SubSat(arg1->x, arg2->x);
965                                 res.y = SubSat(arg1->y, arg2->y);
966                                 res.z = SubSat(arg1->z, arg2->z);
967                         }
968                         break;
969                 case TextureStage::STAGE_ADDSMOOTH:                                     // Arg1 + Arg2 - Arg1 * Arg2
970                         {
971                                 Short4 tmp;
972
973                                 tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp);
974                                 tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp);
975                                 tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp);
976                         }
977                         break;
978                 case TextureStage::STAGE_MULTIPLYADD:                           // Arg3 + Arg1 * Arg2
979                         {
980                                 res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x);
981                                 res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y);
982                                 res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z);
983                         }
984                         break;
985                 case TextureStage::STAGE_LERP:                                          // Arg3 * (Arg1 - Arg2) + Arg2
986                         {
987                                 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x);
988                                 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y);
989                                 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z);
990                         }
991                         break;
992                 case TextureStage::STAGE_DOT3:                                          // 2 * (Arg1.x - 0.5) * 2 * (Arg2.x - 0.5) + 2 * (Arg1.y - 0.5) * 2 * (Arg2.y - 0.5) + 2 * (Arg1.z - 0.5) * 2 * (Arg2.z - 0.5)
993                         {
994                                 Short4 tmp;
995
996                                 res.x = SubSat(arg1->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.x = MulHigh(res.x, tmp);
997                                 res.y = SubSat(arg1->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.y = MulHigh(res.y, tmp);
998                                 res.z = SubSat(arg1->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.z = MulHigh(res.z, tmp);
999
1000                                 res.x = res.x << 6;
1001                                 res.y = res.y << 6;
1002                                 res.z = res.z << 6;
1003
1004                                 res.x = AddSat(res.x, res.y);
1005                                 res.x = AddSat(res.x, res.z);
1006
1007                                 // Clamp to [0, 1]
1008                                 res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1009                                 res.x = Min(res.x, Short4(0x1000));
1010
1011                                 res.y = res.x;
1012                                 res.z = res.x;
1013                                 res.w = res.x;
1014                         }
1015                         break;
1016                 case TextureStage::STAGE_BLENDCURRENTALPHA:                     // Alpha * (Arg1 - Arg2) + Arg2
1017                         {
1018                                 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.current.w) << 4; res.x = AddSat(res.x, arg2->x);
1019                                 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.current.w) << 4; res.y = AddSat(res.y, arg2->y);
1020                                 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.current.w) << 4; res.z = AddSat(res.z, arg2->z);
1021                         }
1022                         break;
1023                 case TextureStage::STAGE_BLENDDIFFUSEALPHA:                     // Alpha * (Arg1 - Arg2) + Arg2
1024                         {
1025                                 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
1026                                 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
1027                                 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
1028                         }
1029                         break;
1030                 case TextureStage::STAGE_BLENDFACTORALPHA:                      // Alpha * (Arg1 - Arg2) + Arg2
1031                         {
1032                                 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.x = AddSat(res.x, arg2->x);
1033                                 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.y = AddSat(res.y, arg2->y);
1034                                 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.z = AddSat(res.z, arg2->z);
1035                         }
1036                         break;
1037                 case TextureStage::STAGE_BLENDTEXTUREALPHA:                     // Alpha * (Arg1 - Arg2) + Arg2
1038                         {
1039                                 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
1040                                 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y);
1041                                 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z);
1042                         }
1043                         break;
1044                 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:           // Arg1 + Arg2 * (1 - Alpha)
1045                         {
1046                                 res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
1047                                 res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
1048                                 res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
1049                         }
1050                         break;
1051                 case TextureStage::STAGE_PREMODULATE:
1052                         {
1053                                 res.x = arg1->x;
1054                                 res.y = arg1->y;
1055                                 res.z = arg1->z;
1056                         }
1057                         break;
1058                 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:                // Arg1 + Arg1.w * Arg2
1059                         {
1060                                 res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
1061                                 res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
1062                                 res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
1063                         }
1064                         break;
1065                 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:                // Arg1 * Arg2 + Arg1.w
1066                         {
1067                                 res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w);
1068                                 res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w);
1069                                 res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w);
1070                         }
1071                         break;
1072                 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:     // (1 - Arg1.w) * Arg2 + Arg1
1073                         {
1074                                 Short4 tmp;
1075
1076                                 res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp);
1077                                 res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp);
1078                                 res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp);
1079                         }
1080                         break;
1081                 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:     // (1 - Arg1) * Arg2 + Arg1.w
1082                         {
1083                                 Short4 tmp;
1084
1085                                 res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp);
1086                                 res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp);
1087                                 res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp);
1088                         }
1089                         break;
1090                 case TextureStage::STAGE_BUMPENVMAP:
1091                         {
1092                                 r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
1093                                 r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
1094                         
1095                                 Float4 du2;
1096                                 Float4 dv2;
1097
1098                                 du2 = r.du;
1099                                 dv2 = r.dv;
1100                                 r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
1101                                 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
1102                                 r.du += dv2;
1103                                 r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
1104                                 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
1105                                 r.dv += du2;
1106
1107                                 perturbate = true;
1108
1109                                 res.x = r.current.x;
1110                                 res.y = r.current.y;
1111                                 res.z = r.current.z;
1112                                 res.w = r.current.w;
1113                         }
1114                         break;
1115                 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1116                         {
1117                                 r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
1118                                 r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
1119                         
1120                                 Float4 du2;
1121                                 Float4 dv2;
1122
1123                                 du2 = r.du;
1124                                 dv2 = r.dv;
1125
1126                                 r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
1127                                 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
1128                                 r.du += dv2;
1129                                 r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
1130                                 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
1131                                 r.dv += du2;
1132
1133                                 perturbate = true;
1134
1135                                 r.L = texture.z;
1136                                 r.L = MulHigh(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
1137                                 r.L = r.L << 4;
1138                                 r.L = AddSat(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
1139                                 r.L = Max(r.L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1140                                 r.L = Min(r.L, Short4(0x1000));
1141
1142                                 luminance = true;
1143
1144                                 res.x = r.current.x;
1145                                 res.y = r.current.y;
1146                                 res.z = r.current.z;
1147                                 res.w = r.current.w;
1148                         }
1149                         break;
1150                 default:
1151                         ASSERT(false);
1152                 }
1153
1154                 if(textureStage.stageOperation != TextureStage::STAGE_DOT3)
1155                 {
1156                         switch(textureStage.firstArgumentAlpha)
1157                         {
1158                         case TextureStage::SOURCE_TEXTURE:      arg1 = &texture;                break;
1159                         case TextureStage::SOURCE_CONSTANT:     arg1 = &constant;               break;
1160                         case TextureStage::SOURCE_CURRENT:      arg1 = &r.current;              break;
1161                         case TextureStage::SOURCE_DIFFUSE:      arg1 = &r.diffuse;              break;
1162                         case TextureStage::SOURCE_SPECULAR:     arg1 = &r.specular;             break;
1163                         case TextureStage::SOURCE_TEMP:         arg1 = &temp;                   break;
1164                         case TextureStage::SOURCE_TFACTOR:      arg1 = &tfactor;                break;
1165                         default:
1166                                 ASSERT(false);
1167                         }
1168
1169                         switch(textureStage.secondArgumentAlpha)
1170                         {
1171                         case TextureStage::SOURCE_TEXTURE:      arg2 = &texture;                break;
1172                         case TextureStage::SOURCE_CONSTANT:     arg2 = &constant;               break;
1173                         case TextureStage::SOURCE_CURRENT:      arg2 = &r.current;              break;
1174                         case TextureStage::SOURCE_DIFFUSE:      arg2 = &r.diffuse;              break;
1175                         case TextureStage::SOURCE_SPECULAR:     arg2 = &r.specular;             break;
1176                         case TextureStage::SOURCE_TEMP:         arg2 = &temp;                   break;
1177                         case TextureStage::SOURCE_TFACTOR:      arg2 = &tfactor;                break;
1178                         default:
1179                                 ASSERT(false);
1180                         }
1181
1182                         switch(textureStage.thirdArgumentAlpha)
1183                         {
1184                         case TextureStage::SOURCE_TEXTURE:      arg3 = &texture;                break;
1185                         case TextureStage::SOURCE_CONSTANT:     arg3 = &constant;               break;
1186                         case TextureStage::SOURCE_CURRENT:      arg3 = &r.current;              break;
1187                         case TextureStage::SOURCE_DIFFUSE:      arg3 = &r.diffuse;              break;
1188                         case TextureStage::SOURCE_SPECULAR:     arg3 = &r.specular;             break;
1189                         case TextureStage::SOURCE_TEMP:         arg3 = &temp;                   break;
1190                         case TextureStage::SOURCE_TFACTOR:      arg3 = &tfactor;                break;
1191                         default:
1192                                 ASSERT(false);
1193                         }
1194
1195                         switch(textureStage.firstModifierAlpha)   // FIXME: Check if actually used
1196                         {
1197                         case TextureStage::MODIFIER_COLOR:
1198                                 break;
1199                         case TextureStage::MODIFIER_INVCOLOR:
1200                                 {
1201                                         mod1.w = SubSat(Short4(0x1000), arg1->w);
1202
1203                                         arg1 = &mod1;
1204                                 }
1205                                 break;
1206                         case TextureStage::MODIFIER_ALPHA:
1207                                 {
1208                                         // Redudant
1209                                 }
1210                                 break;
1211                         case TextureStage::MODIFIER_INVALPHA:
1212                                 {
1213                                         mod1.w = SubSat(Short4(0x1000), arg1->w);
1214
1215                                         arg1 = &mod1;
1216                                 }
1217                                 break;
1218                         default:
1219                                 ASSERT(false);
1220                         }
1221
1222                         switch(textureStage.secondModifierAlpha)   // FIXME: Check if actually used
1223                         {
1224                         case TextureStage::MODIFIER_COLOR:
1225                                 break;
1226                         case TextureStage::MODIFIER_INVCOLOR:
1227                                 {
1228                                         mod2.w = SubSat(Short4(0x1000), arg2->w);
1229
1230                                         arg2 = &mod2;
1231                                 }
1232                                 break;
1233                         case TextureStage::MODIFIER_ALPHA:
1234                                 {
1235                                         // Redudant
1236                                 }
1237                                 break;
1238                         case TextureStage::MODIFIER_INVALPHA:
1239                                 {
1240                                         mod2.w = SubSat(Short4(0x1000), arg2->w);
1241
1242                                         arg2 = &mod2;
1243                                 }
1244                                 break;
1245                         default:
1246                                 ASSERT(false);
1247                         }
1248
1249                         switch(textureStage.thirdModifierAlpha)   // FIXME: Check if actually used
1250                         {
1251                         case TextureStage::MODIFIER_COLOR:
1252                                 break;
1253                         case TextureStage::MODIFIER_INVCOLOR:
1254                                 {
1255                                         mod3.w = SubSat(Short4(0x1000), arg3->w);
1256
1257                                         arg3 = &mod3;
1258                                 }
1259                                 break;
1260                         case TextureStage::MODIFIER_ALPHA:
1261                                 {
1262                                         // Redudant
1263                                 }
1264                                 break;
1265                         case TextureStage::MODIFIER_INVALPHA:
1266                                 {
1267                                         mod3.w = SubSat(Short4(0x1000), arg3->w);
1268
1269                                         arg3 = &mod3;
1270                                 }
1271                                 break;
1272                         default:
1273                                 ASSERT(false);
1274                         }
1275                 
1276                         switch(textureStage.stageOperationAlpha)
1277                         {
1278                         case TextureStage::STAGE_DISABLE:
1279                                 break;
1280                         case TextureStage::STAGE_SELECTARG1:                                    // Arg1
1281                                 {
1282                                         res.w = arg1->w;
1283                                 }
1284                                 break;
1285                         case TextureStage::STAGE_SELECTARG2:                                    // Arg2
1286                                 {
1287                                         res.w = arg2->w;
1288                                 }
1289                                 break;
1290                         case TextureStage::STAGE_SELECTARG3:                                    // Arg3
1291                                 {
1292                                         res.w = arg3->w;
1293                                 }
1294                                 break;
1295                         case TextureStage::STAGE_MODULATE:                                      // Arg1 * Arg2
1296                                 {
1297                                         res.w = MulHigh(arg1->w, arg2->w) << 4;
1298                                 }
1299                                 break;
1300                         case TextureStage::STAGE_MODULATE2X:                                    // Arg1 * Arg2 * 2
1301                                 {
1302                                         res.w = MulHigh(arg1->w, arg2->w) << 5;
1303                                 }
1304                                 break;
1305                         case TextureStage::STAGE_MODULATE4X:                                    // Arg1 * Arg2 * 4
1306                                 {
1307                                         res.w = MulHigh(arg1->w, arg2->w) << 6;
1308                                 }
1309                                 break;
1310                         case TextureStage::STAGE_ADD:                                           // Arg1 + Arg2
1311                                 {
1312                                         res.w = AddSat(arg1->w, arg2->w);
1313                                 }
1314                                 break;
1315                         case TextureStage::STAGE_ADDSIGNED:                                     // Arg1 + Arg2 - 0.5
1316                                 {
1317                                         res.w = AddSat(arg1->w, arg2->w);
1318                                         res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
1319                                 }
1320                                 break;
1321                         case TextureStage::STAGE_ADDSIGNED2X:                                   // (Arg1 + Arg2 - 0.5) << 1
1322                                 {
1323                                         res.w = AddSat(arg1->w, arg2->w);
1324                                         res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
1325                                         res.w = AddSat(res.w, res.w);
1326                                 }
1327                                 break;
1328                         case TextureStage::STAGE_SUBTRACT:                                      // Arg1 - Arg2
1329                                 {
1330                                         res.w = SubSat(arg1->w, arg2->w);
1331                                 }
1332                                 break;
1333                         case TextureStage::STAGE_ADDSMOOTH:                                     // Arg1 + Arg2 - Arg1 * Arg2
1334                                 {
1335                                         Short4 tmp;
1336
1337                                         tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp);
1338                                 }
1339                                 break;
1340                         case TextureStage::STAGE_MULTIPLYADD:                           // Arg3 + Arg1 * Arg2
1341                                 {
1342                                         res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w);
1343                                 }
1344                                 break;
1345                         case TextureStage::STAGE_LERP:                                          // Arg3 * (Arg1 - Arg2) + Arg2
1346                                 {
1347                                         res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w);
1348                                 }
1349                                 break;
1350                         case TextureStage::STAGE_DOT3:
1351                                 break;   // Already computed in color channel
1352                         case TextureStage::STAGE_BLENDCURRENTALPHA:                     // Alpha * (Arg1 - Arg2) + Arg2
1353                                 {
1354                                         res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.current.w) << 4; res.w = AddSat(res.w, arg2->w);
1355                                 }
1356                                 break;
1357                         case TextureStage::STAGE_BLENDDIFFUSEALPHA:                     // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
1358                                 {
1359                                         res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
1360                                 }
1361                                 break;
1362                         case TextureStage::STAGE_BLENDFACTORALPHA:
1363                                 {
1364                                         res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.w = AddSat(res.w, arg2->w);
1365                                 }
1366                                 break;
1367                         case TextureStage::STAGE_BLENDTEXTUREALPHA:                     // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
1368                                 {
1369                                         res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
1370                                 }
1371                                 break;
1372                         case TextureStage::STAGE_BLENDTEXTUREALPHAPM:           // Arg1 + Arg2 * (1 - Alpha)
1373                                 {
1374                                         res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w);
1375                                 }
1376                                 break;
1377                         case TextureStage::STAGE_PREMODULATE:
1378                                 {
1379                                         res.w = arg1->w;
1380                                 }
1381                                 break;
1382                         case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1383                         case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1384                         case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1385                         case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1386                         case TextureStage::STAGE_BUMPENVMAP:
1387                         case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1388                                 break;   // Invalid alpha operations
1389                         default:
1390                                 ASSERT(false);
1391                         }
1392                 }
1393
1394                 // Clamp result to [0, 1]
1395
1396                 switch(textureStage.stageOperation)
1397                 {
1398                 case TextureStage::STAGE_DISABLE:
1399                 case TextureStage::STAGE_SELECTARG1:
1400                 case TextureStage::STAGE_SELECTARG2:
1401                 case TextureStage::STAGE_SELECTARG3:
1402                 case TextureStage::STAGE_MODULATE:
1403                 case TextureStage::STAGE_MODULATE2X:
1404                 case TextureStage::STAGE_MODULATE4X:
1405                 case TextureStage::STAGE_ADD:
1406                 case TextureStage::STAGE_MULTIPLYADD:
1407                 case TextureStage::STAGE_LERP:
1408                 case TextureStage::STAGE_BLENDCURRENTALPHA:
1409                 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1410                 case TextureStage::STAGE_BLENDFACTORALPHA:
1411                 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1412                 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1413                 case TextureStage::STAGE_DOT3:   // Already clamped
1414                 case TextureStage::STAGE_PREMODULATE:
1415                 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1416                 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1417                 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1418                 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1419                 case TextureStage::STAGE_BUMPENVMAP:
1420                 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1421                         if(state.textureStage[stage].cantUnderflow)
1422                         {
1423                                 break;   // Can't go below zero
1424                         }
1425                 case TextureStage::STAGE_ADDSIGNED:
1426                 case TextureStage::STAGE_ADDSIGNED2X:
1427                 case TextureStage::STAGE_SUBTRACT:
1428                 case TextureStage::STAGE_ADDSMOOTH:
1429                         res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1430                         res.y = Max(res.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1431                         res.z = Max(res.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1432                         break;
1433                 default:
1434                         ASSERT(false);
1435                 }
1436
1437                 switch(textureStage.stageOperationAlpha)
1438                 {
1439                 case TextureStage::STAGE_DISABLE:
1440                 case TextureStage::STAGE_SELECTARG1:
1441                 case TextureStage::STAGE_SELECTARG2:
1442                 case TextureStage::STAGE_SELECTARG3:
1443                 case TextureStage::STAGE_MODULATE:
1444                 case TextureStage::STAGE_MODULATE2X:
1445                 case TextureStage::STAGE_MODULATE4X:
1446                 case TextureStage::STAGE_ADD:
1447                 case TextureStage::STAGE_MULTIPLYADD:
1448                 case TextureStage::STAGE_LERP:
1449                 case TextureStage::STAGE_BLENDCURRENTALPHA:
1450                 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1451                 case TextureStage::STAGE_BLENDFACTORALPHA:
1452                 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1453                 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1454                 case TextureStage::STAGE_DOT3:   // Already clamped
1455                 case TextureStage::STAGE_PREMODULATE:
1456                 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1457                 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1458                 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1459                 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1460                 case TextureStage::STAGE_BUMPENVMAP:
1461                 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1462                         if(state.textureStage[stage].cantUnderflow)
1463                         {
1464                                 break;   // Can't go below zero
1465                         }
1466                 case TextureStage::STAGE_ADDSIGNED:
1467                 case TextureStage::STAGE_ADDSIGNED2X:
1468                 case TextureStage::STAGE_SUBTRACT:
1469                 case TextureStage::STAGE_ADDSMOOTH:
1470                         res.w = Max(res.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1471                         break;
1472                 default:
1473                         ASSERT(false);
1474                 }
1475
1476                 switch(textureStage.stageOperation)
1477                 {
1478                 case TextureStage::STAGE_DISABLE:
1479                 case TextureStage::STAGE_SELECTARG1:
1480                 case TextureStage::STAGE_SELECTARG2:
1481                 case TextureStage::STAGE_SELECTARG3:
1482                 case TextureStage::STAGE_MODULATE:
1483                 case TextureStage::STAGE_SUBTRACT:
1484                 case TextureStage::STAGE_ADDSMOOTH:
1485                 case TextureStage::STAGE_LERP:
1486                 case TextureStage::STAGE_BLENDCURRENTALPHA:
1487                 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1488                 case TextureStage::STAGE_BLENDFACTORALPHA:
1489                 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1490                 case TextureStage::STAGE_DOT3:   // Already clamped
1491                 case TextureStage::STAGE_PREMODULATE:
1492                 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1493                 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1494                 case TextureStage::STAGE_BUMPENVMAP:
1495                 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1496                         break;   // Can't go above one
1497                 case TextureStage::STAGE_MODULATE2X:
1498                 case TextureStage::STAGE_MODULATE4X:
1499                 case TextureStage::STAGE_ADD:
1500                 case TextureStage::STAGE_ADDSIGNED:
1501                 case TextureStage::STAGE_ADDSIGNED2X:
1502                 case TextureStage::STAGE_MULTIPLYADD:
1503                 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1504                 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1505                 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1506                         res.x = Min(res.x, Short4(0x1000));
1507                         res.y = Min(res.y, Short4(0x1000));
1508                         res.z = Min(res.z, Short4(0x1000));
1509                         break;
1510                 default:
1511                         ASSERT(false);
1512                 }
1513
1514                 switch(textureStage.stageOperationAlpha)
1515                 {
1516                 case TextureStage::STAGE_DISABLE:
1517                 case TextureStage::STAGE_SELECTARG1:
1518                 case TextureStage::STAGE_SELECTARG2:
1519                 case TextureStage::STAGE_SELECTARG3:
1520                 case TextureStage::STAGE_MODULATE:
1521                 case TextureStage::STAGE_SUBTRACT:
1522                 case TextureStage::STAGE_ADDSMOOTH:
1523                 case TextureStage::STAGE_LERP:
1524                 case TextureStage::STAGE_BLENDCURRENTALPHA:
1525                 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1526                 case TextureStage::STAGE_BLENDFACTORALPHA:
1527                 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1528                 case TextureStage::STAGE_DOT3:   // Already clamped
1529                 case TextureStage::STAGE_PREMODULATE:
1530                 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1531                 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1532                 case TextureStage::STAGE_BUMPENVMAP:
1533                 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1534                         break;   // Can't go above one
1535                 case TextureStage::STAGE_MODULATE2X:
1536                 case TextureStage::STAGE_MODULATE4X:
1537                 case TextureStage::STAGE_ADD:
1538                 case TextureStage::STAGE_ADDSIGNED:
1539                 case TextureStage::STAGE_ADDSIGNED2X:
1540                 case TextureStage::STAGE_MULTIPLYADD:
1541                 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1542                 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1543                 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1544                         res.w = Min(res.w, Short4(0x1000));
1545                         break;
1546                 default:
1547                         ASSERT(false);
1548                 }
1549
1550                 switch(textureStage.destinationArgument)
1551                 {
1552                 case TextureStage::DESTINATION_CURRENT:
1553                         r.current.x = res.x;
1554                         r.current.y = res.y;
1555                         r.current.z = res.z;
1556                         r.current.w = res.w;
1557                         break;
1558                 case TextureStage::DESTINATION_TEMP:
1559                         temp.x = res.x;
1560                         temp.y = res.y;
1561                         temp.z = res.z;
1562                         temp.w = res.w;
1563                         break;
1564                 default:
1565                         ASSERT(false);
1566                 }
1567         }
1568
1569         void PixelRoutine::alphaTest(Registers &r, Int &aMask, Short4 &alpha)
1570         {
1571                 Short4 cmp;
1572                 Short4 equal;
1573
1574                 switch(state.alphaCompareMode)
1575                 {
1576                 case Context::ALPHA_ALWAYS:
1577                         aMask = 0xF;
1578                         break;
1579                 case Context::ALPHA_NEVER:
1580                         aMask = 0x0;
1581                         break;
1582                 case Context::ALPHA_EQUAL:
1583                         cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1584                         aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1585                         break;
1586                 case Context::ALPHA_NOTEQUAL:           // a != b ~ !(a == b)
1587                         cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF);   // FIXME
1588                         aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1589                         break;
1590                 case Context::ALPHA_LESS:                       // a < b ~ b > a
1591                         cmp = CmpGT(*Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)), alpha);
1592                         aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1593                         break;
1594                 case Context::ALPHA_GREATEREQUAL:       // a >= b ~ (a > b) || (a == b) ~ !(b > a)   // TODO: Approximate
1595                         equal = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1596                         cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1597                         cmp |= equal;
1598                         aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1599                         break;
1600                 case Context::ALPHA_LESSEQUAL:          // a <= b ~ !(a > b)
1601                         cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF);   // FIXME
1602                         aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1603                         break;
1604                 case Context::ALPHA_GREATER:                    // a > b
1605                         cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1606                         aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1607                         break;
1608                 default:
1609                         ASSERT(false);
1610                 }
1611         }
1612
1613         void PixelRoutine::alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha)
1614         {
1615                 Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c0)));
1616                 Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c1)));
1617                 Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c2)));
1618                 Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c3)));
1619
1620                 Int aMask0 = SignMask(coverage0);
1621                 Int aMask1 = SignMask(coverage1);
1622                 Int aMask2 = SignMask(coverage2);
1623                 Int aMask3 = SignMask(coverage3);
1624
1625                 cMask[0] &= aMask0;
1626                 cMask[1] &= aMask1;
1627                 cMask[2] &= aMask2;
1628                 cMask[3] &= aMask3;
1629         }
1630
1631         Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4i &current)
1632         {
1633                 if(!state.alphaTestActive())
1634                 {
1635                         return true;
1636                 }
1637
1638                 Int aMask;
1639
1640                 if(state.transparencyAntialiasing == Context::TRANSPARENCY_NONE)
1641                 {
1642                         alphaTest(r, aMask, current.w);
1643
1644                         for(unsigned int q = 0; q < state.multiSample; q++)
1645                         {
1646                                 cMask[q] &= aMask;
1647                         }
1648                 }
1649                 else if(state.transparencyAntialiasing == Context::TRANSPARENCY_ALPHA_TO_COVERAGE)
1650                 {
1651                         Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
1652
1653                         alphaToCoverage(r, cMask, alpha);
1654                 }
1655                 else ASSERT(false);
1656
1657                 Int pass = cMask[0];
1658
1659                 for(unsigned int q = 1; q < state.multiSample; q++)
1660                 {
1661                         pass = pass | cMask[q];
1662                 }
1663
1664                 return pass != 0x0;
1665         }
1666
1667         Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4f &c0)
1668         {
1669                 if(!state.alphaTestActive())
1670                 {
1671                         return true;
1672                 }
1673
1674                 Int aMask;
1675
1676                 if(state.transparencyAntialiasing == Context::TRANSPARENCY_NONE)
1677                 {
1678                         Short4 alpha = RoundShort4(c0.w * Float4(0x1000));
1679
1680                         alphaTest(r, aMask, alpha);
1681
1682                         for(unsigned int q = 0; q < state.multiSample; q++)
1683                         {
1684                                 cMask[q] &= aMask;
1685                         }
1686                 }
1687                 else if(state.transparencyAntialiasing == Context::TRANSPARENCY_ALPHA_TO_COVERAGE)
1688                 {
1689                         alphaToCoverage(r, cMask, c0.w);
1690                 }
1691                 else ASSERT(false);
1692
1693                 Int pass = cMask[0];
1694
1695                 for(unsigned int q = 1; q < state.multiSample; q++)
1696                 {
1697                         pass = pass | cMask[q];
1698                 }
1699
1700                 return pass != 0x0;
1701         }
1702
1703         void PixelRoutine::fogBlend(Registers &r, Vector4i &current, Float4 &f, Float4 &z, Float4 &rhw)
1704         {
1705                 if(!state.fogActive)
1706                 {
1707                         return;
1708                 }
1709
1710                 if(state.pixelFogMode != Context::FOG_NONE)
1711                 {
1712                         pixelFog(r, f, z, rhw);
1713                 }
1714                 
1715                 UShort4 fog = convertFixed16(f, true);
1716
1717                 current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog));
1718                 current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog));
1719                 current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog));
1720
1721                 UShort4 invFog = UShort4(0xFFFFu) - fog;
1722
1723                 current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[0]))));
1724                 current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[1]))));
1725                 current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[2]))));
1726         }
1727
1728         void PixelRoutine::fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw)
1729         {
1730                 if(!state.fogActive)
1731                 {
1732                         return;
1733                 }
1734
1735                 if(state.pixelFogMode != Context::FOG_NONE)
1736                 {
1737                         pixelFog(r, fog, z, rhw);
1738
1739                         fog = Min(fog, Float4(1.0f));
1740                         fog = Max(fog, Float4(0.0f));
1741                 }
1742
1743                 c0.x -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
1744                 c0.y -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
1745                 c0.z -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
1746
1747                 c0.x *= fog;
1748                 c0.y *= fog;
1749                 c0.z *= fog;
1750
1751                 c0.x += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
1752                 c0.y += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
1753                 c0.z += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
1754         }
1755
1756         void PixelRoutine::pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw)
1757         {
1758                 Float4 &zw = visibility;
1759
1760                 if(state.pixelFogMode != Context::FOG_NONE)
1761                 {
1762                         if(state.wBasedFog)
1763                         {
1764                                 zw = rhw;
1765                         }
1766                         else
1767                         {
1768                                 if(complementaryDepthBuffer)
1769                                 {
1770                                         zw = Float4(1.0f) - z;
1771                                 }
1772                                 else
1773                                 {
1774                                         zw = z;
1775                                 }
1776                         }
1777                 }
1778
1779                 switch(state.pixelFogMode)
1780                 {
1781                 case Context::FOG_NONE:
1782                         break;
1783                 case Context::FOG_LINEAR:
1784                         zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.scale));
1785                         zw += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.offset));
1786                         break;
1787                 case Context::FOG_EXP:
1788                         zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE));
1789                         zw = exponential2(zw, true);
1790                         break;
1791                 case Context::FOG_EXP2:
1792                         zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE2));
1793                         zw *= zw;
1794                         zw = exponential2(zw, true);
1795                         zw = Rcp_pp(zw);
1796                         break;
1797                 default:
1798                         ASSERT(false);
1799                 }
1800         }
1801
1802         void PixelRoutine::specularPixel(Vector4i &current, Vector4i &specular)
1803         {
1804                 if(!state.specularAdd)
1805                 {
1806                         return;
1807                 }
1808
1809                 current.x = AddSat(current.x, specular.x);
1810                 current.y = AddSat(current.y, specular.y);
1811                 current.z = AddSat(current.z, specular.z);
1812         }
1813
1814         void PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
1815         {
1816                 if(!state.depthWriteEnable)
1817                 {
1818                         return;
1819                 }
1820
1821                 Float4 Z = z;
1822
1823                 if(shader && shader->depthOverride())
1824                 {
1825                         if(complementaryDepthBuffer)
1826                         {
1827                                 Z = Float4(1.0f) - r.oDepth;
1828                         }
1829                         else
1830                         {
1831                                 Z = r.oDepth;
1832                         }
1833                 }
1834
1835                 Pointer<Byte> buffer;
1836                 Int pitch;
1837
1838                 if(!state.quadLayoutDepthBuffer)
1839                 {       
1840                         buffer = zBuffer + 4 * x;
1841                         pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
1842                 }
1843                 else
1844                 {       
1845                         buffer = zBuffer + 8 * x;
1846                 }
1847
1848                 if(q > 0)
1849                 {
1850                         buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
1851                 }
1852
1853                 Float4 zValue;
1854
1855                 if(state.depthCompareMode != Context::DEPTH_NEVER || (state.depthCompareMode != Context::DEPTH_ALWAYS && !state.depthWriteEnable))
1856                 {
1857                         if(!state.quadLayoutDepthBuffer)
1858                         {
1859                                 // FIXME: Properly optimizes?
1860                                 zValue.xy = *Pointer<Float4>(buffer);
1861                                 zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
1862                         }
1863                         else
1864                         {
1865                                 zValue = *Pointer<Float4>(buffer, 16);
1866                         }
1867                 }
1868
1869                 Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + zMask * 16, 16));
1870                 zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16));
1871                 Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue));
1872
1873                 if(!state.quadLayoutDepthBuffer)
1874                 {
1875                         // FIXME: Properly optimizes?
1876                         *Pointer<Float2>(buffer) = Float2(Z.xy);
1877                         *Pointer<Float2>(buffer + pitch) = Float2(Z.zw);
1878                 }
1879                 else
1880                 {
1881                         *Pointer<Float4>(buffer, 16) = Z;
1882                 }
1883         }
1884
1885         void PixelRoutine::writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
1886         {
1887                 if(!state.stencilActive)
1888                 {
1889                         return;
1890                 }
1891
1892                 if(state.stencilPassOperation == Context::OPERATION_KEEP && state.stencilZFailOperation == Context::OPERATION_KEEP && state.stencilFailOperation == Context::OPERATION_KEEP)
1893                 {
1894                         if(!state.twoSidedStencil || (state.stencilPassOperationCCW == Context::OPERATION_KEEP && state.stencilZFailOperationCCW == Context::OPERATION_KEEP && state.stencilFailOperationCCW == Context::OPERATION_KEEP))
1895                         {
1896                                 return;
1897                         }
1898                 }
1899
1900                 if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW))
1901                 {
1902                         return;
1903                 }
1904
1905                 Pointer<Byte> buffer = sBuffer + 2 * x;
1906
1907                 if(q > 0)
1908                 {
1909                         buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
1910                 }
1911
1912                 Byte8 bufferValue = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
1913         
1914                 Byte8 newValue;
1915                 stencilOperation(r, newValue, bufferValue, (Context::StencilOperation)state.stencilPassOperation, (Context::StencilOperation)state.stencilZFailOperation, (Context::StencilOperation)state.stencilFailOperation, false, zMask, sMask);
1916
1917                 if(!state.noStencilWriteMask)
1918                 {
1919                         Byte8 maskedValue = bufferValue;
1920                         newValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].writeMaskQ));
1921                         maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].invWriteMaskQ));
1922                         newValue |= maskedValue;
1923                 }
1924
1925                 if(state.twoSidedStencil)
1926                 {
1927                         Byte8 newValueCCW;
1928
1929                         stencilOperation(r, newValueCCW, bufferValue, (Context::StencilOperation)state.stencilPassOperationCCW, (Context::StencilOperation)state.stencilZFailOperationCCW, (Context::StencilOperation)state.stencilFailOperationCCW, true, zMask, sMask);
1930
1931                         if(!state.noStencilWriteMaskCCW)
1932                         {
1933                                 Byte8 maskedValue = bufferValue;
1934                                 newValueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].writeMaskQ));
1935                                 maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].invWriteMaskQ));
1936                                 newValueCCW |= maskedValue;
1937                         }
1938
1939                         newValue &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
1940                         newValueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
1941                         newValue |= newValueCCW;
1942                 }
1943
1944                 newValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * cMask);
1945                 bufferValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask);
1946                 newValue |= bufferValue;
1947
1948                 *Pointer<UInt>(buffer) = UInt(As<Long>(newValue));
1949         }
1950
1951         void PixelRoutine::stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, Context::StencilOperation stencilPassOperation, Context::StencilOperation stencilZFailOperation, Context::StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
1952         {
1953                 Byte8 &pass = newValue;
1954                 Byte8 fail;
1955                 Byte8 zFail;
1956
1957                 stencilOperation(r, pass, bufferValue, stencilPassOperation, CCW);
1958
1959                 if(stencilZFailOperation != stencilPassOperation)
1960                 {
1961                         stencilOperation(r, zFail, bufferValue, stencilZFailOperation, CCW);
1962                 }
1963
1964                 if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
1965                 {
1966                         stencilOperation(r, fail, bufferValue, stencilFailOperation, CCW);
1967                 }
1968
1969                 if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
1970                 {
1971                         if(state.depthTestActive && stencilZFailOperation != stencilPassOperation)   // zMask valid and values not the same
1972                         {
1973                                 pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * zMask);
1974                                 zFail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask);
1975                                 pass |= zFail;
1976                         }
1977
1978                         pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
1979                         fail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
1980                         pass |= fail;
1981                 }
1982         }
1983
1984         void PixelRoutine::stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, Context::StencilOperation operation, bool CCW)
1985         {
1986                 switch(operation)
1987                 {
1988                 case Context::OPERATION_KEEP:
1989                         output = bufferValue;
1990                         break;
1991                 case Context::OPERATION_ZERO:
1992                         output = Byte8(0x0000000000000000);
1993                         break;
1994                 case Context::OPERATION_REPLACE:
1995                         output = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceQ));
1996                         break;
1997                 case Context::OPERATION_INCRSAT:
1998                         output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
1999                         break;
2000                 case Context::OPERATION_DECRSAT:
2001                         output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
2002                         break;
2003                 case Context::OPERATION_INVERT:
2004                         output = bufferValue ^ Byte8(0xFFFFFFFFFFFFFFFF);
2005                         break;
2006                 case Context::OPERATION_INCR:
2007                         output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1);
2008                         break;
2009                 case Context::OPERATION_DECR:
2010                         output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1);
2011                         break;
2012                 default:
2013                         ASSERT(false);
2014                 }
2015         }
2016
2017         void PixelRoutine::sampleTexture(Registers &r, Vector4i &c, int coordinates, int stage, bool project)
2018         {
2019                 Float4 u = r.vf[2 + coordinates].x;
2020                 Float4 v = r.vf[2 + coordinates].y;
2021                 Float4 w = r.vf[2 + coordinates].z;
2022                 Float4 q = r.vf[2 + coordinates].w;
2023
2024                 if(perturbate)
2025                 {
2026                         u += r.du;
2027                         v += r.dv;
2028
2029                         perturbate = false;
2030                 }
2031
2032                 sampleTexture(r, c, stage, u, v, w, q, project);
2033         }
2034
2035         void PixelRoutine::sampleTexture(Registers &r, Vector4i &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias, bool fixed12)
2036         {
2037                 Vector4f dsx;
2038                 Vector4f dsy;
2039
2040                 sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, fixed12, false);
2041         }
2042
2043         void PixelRoutine::sampleTexture(Registers &r, Vector4i &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool fixed12, bool gradients, bool lodProvided)
2044         {
2045                 #if PERF_PROFILE
2046                         Long texTime = Ticks();
2047                 #endif
2048
2049                 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
2050
2051                 if(!project)
2052                 {
2053                         sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, fixed12, gradients, lodProvided);
2054                 }
2055                 else
2056                 {
2057                         Float4 rq = reciprocal(q);
2058
2059                         Float4 u_q = u * rq;
2060                         Float4 v_q = v * rq;
2061                         Float4 w_q = w * rq;
2062
2063                         sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, fixed12, gradients, lodProvided);
2064                 }
2065
2066                 #if PERF_PROFILE
2067                         r.cycles[PERF_TEX] += Ticks() - texTime;
2068                 #endif
2069         }
2070
2071         void PixelRoutine::sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
2072         {
2073                 if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
2074                 {       
2075                         sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);        
2076                 }
2077                 else
2078                 {
2079                         Int index = As<Int>(Float(reg(r, sampler).x.x));
2080
2081                         for(int i = 0; i < 16; i++)
2082                         {
2083                                 if(shader->usesSampler(i))
2084                                 {
2085                                         If(index == i)
2086                                         {
2087                                                 sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
2088                                                 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
2089                                         }
2090                                 }
2091                         }
2092                 }
2093         }
2094
2095         void PixelRoutine::sampleTexture(Registers &r, Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
2096         {
2097                 #if PERF_PROFILE
2098                         Long texTime = Ticks();
2099                 #endif
2100
2101                 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
2102
2103                 if(!project)
2104                 {
2105                         sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
2106                 }
2107                 else
2108                 {
2109                         Float4 rq = reciprocal(q);
2110
2111                         Float4 u_q = u * rq;
2112                         Float4 v_q = v * rq;
2113                         Float4 w_q = w * rq;
2114
2115                         sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
2116                 }
2117
2118                 #if PERF_PROFILE
2119                         r.cycles[PERF_TEX] += Ticks() - texTime;
2120                 #endif
2121         }
2122
2123         void PixelRoutine::clampColor(Vector4f oC[4])
2124         {
2125                 for(int index = 0; index < 4; index++)
2126                 {
2127                         if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
2128                         {
2129                                 continue;
2130                         }
2131
2132                         switch(state.targetFormat[index])
2133                         {
2134                         case FORMAT_NULL:
2135                                 break;
2136                         case FORMAT_A16B16G16R16:
2137                         case FORMAT_A8R8G8B8:
2138                         case FORMAT_X8R8G8B8:
2139                         case FORMAT_A8:
2140                         case FORMAT_G16R16:
2141                                 oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
2142                                 oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
2143                                 oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
2144                                 oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
2145                                 break;
2146                         case FORMAT_R32F:
2147                         case FORMAT_G32R32F:
2148                         case FORMAT_A32B32G32R32F:
2149                                 break;
2150                         default:
2151                                 ASSERT(false);
2152                         }
2153                 }
2154         }
2155
2156         void PixelRoutine::rasterOperation(Vector4i &current, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
2157         {
2158                 if(!state.colorWriteActive(0))
2159                 {
2160                         return;
2161                 }
2162
2163                 Vector4f oC;
2164
2165                 switch(state.targetFormat[0])
2166                 {
2167                 case FORMAT_X8R8G8B8:
2168                 case FORMAT_A8R8G8B8:
2169                 case FORMAT_A8:
2170                 case FORMAT_G16R16:
2171                 case FORMAT_A16B16G16R16:
2172                         if(!postBlendSRGB && state.writeSRGB)
2173                         {
2174                                 linearToSRGB12_16(r, current);
2175                         }
2176                         else
2177                         {
2178                                 current.x <<= 4;
2179                                 current.y <<= 4;
2180                                 current.z <<= 4;
2181                                 current.w <<= 4;
2182                         }
2183
2184                         fogBlend(r, current, fog, r.z[0], r.rhw);
2185
2186                         for(unsigned int q = 0; q < state.multiSample; q++)
2187                         {
2188                                 Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
2189                                 Vector4i color = current;
2190
2191                                 if(state.multiSampleMask & (1 << q))
2192                                 {
2193                                         alphaBlend(r, 0, buffer, color, x);
2194                                         writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2195                                 }
2196                         }
2197                         break;
2198                 case FORMAT_R32F:
2199                 case FORMAT_G32R32F:
2200                 case FORMAT_A32B32G32R32F:
2201                         convertSigned12(oC, current);
2202                         fogBlend(r, oC, fog, r.z[0], r.rhw);
2203                         
2204                         for(unsigned int q = 0; q < state.multiSample; q++)
2205                         {
2206                                 Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
2207                                 Vector4f color = oC;
2208
2209                                 if(state.multiSampleMask & (1 << q))
2210                                 {
2211                                         alphaBlend(r, 0, buffer, color, x);
2212                                         writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2213                                 }
2214                         }
2215                         break;
2216                 default:
2217                         ASSERT(false);
2218                 }
2219         }
2220
2221         void PixelRoutine::rasterOperation(Vector4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
2222         {
2223                 for(int index = 0; index < 4; index++)
2224                 {
2225                         if(!state.colorWriteActive(index))
2226                         {
2227                                 continue;
2228                         }
2229
2230                         if(!postBlendSRGB && state.writeSRGB)
2231                         {
2232                                 oC[index].x = linearToSRGB(oC[index].x);
2233                                 oC[index].y = linearToSRGB(oC[index].y);
2234                                 oC[index].z = linearToSRGB(oC[index].z);
2235                         }
2236
2237                         if(index == 0)
2238                         {
2239                                 fogBlend(r, oC[index], fog, r.z[0], r.rhw);
2240                         }
2241
2242                         switch(state.targetFormat[index])
2243                         {
2244                         case FORMAT_X8R8G8B8:
2245                         case FORMAT_A8R8G8B8:
2246                         case FORMAT_A8:
2247                         case FORMAT_G16R16:
2248                         case FORMAT_A16B16G16R16:
2249                                 for(unsigned int q = 0; q < state.multiSample; q++)
2250                                 {
2251                                         Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
2252                                         Vector4i color;
2253
2254                                         color.x = convertFixed16(oC[index].x, false);
2255                                         color.y = convertFixed16(oC[index].y, false);
2256                                         color.z = convertFixed16(oC[index].z, false);
2257                                         color.w = convertFixed16(oC[index].w, false);
2258
2259                                         if(state.multiSampleMask & (1 << q))
2260                                         {
2261                                                 alphaBlend(r, index, buffer, color, x);
2262                                                 writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2263                                         }
2264                                 }
2265                                 break;
2266                         case FORMAT_R32F:
2267                         case FORMAT_G32R32F:
2268                         case FORMAT_A32B32G32R32F:
2269                                 for(unsigned int q = 0; q < state.multiSample; q++)
2270                                 {
2271                                         Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
2272                                         Vector4f color = oC[index];
2273
2274                                         if(state.multiSampleMask & (1 << q))
2275                                         {
2276                                                 alphaBlend(r, index, buffer, color, x);
2277                                                 writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2278                                         }
2279                                 }
2280                                 break;
2281                         default:
2282                                 ASSERT(false);
2283                         }
2284                 }
2285         }
2286
2287         void PixelRoutine::blendFactor(Registers &r, const Vector4i &blendFactor, const Vector4i &current, const Vector4i &pixel, Context::BlendFactor blendFactorActive)
2288         {
2289                 switch(blendFactorActive)
2290                 {
2291                 case Context::BLEND_ZERO:
2292                         // Optimized
2293                         break;
2294                 case Context::BLEND_ONE:
2295                         // Optimized
2296                         break;
2297                 case Context::BLEND_SOURCE:
2298                         blendFactor.x = current.x;
2299                         blendFactor.y = current.y;
2300                         blendFactor.z = current.z;
2301                         break;
2302                 case Context::BLEND_INVSOURCE:
2303                         blendFactor.x = Short4(0xFFFFu) - current.x;
2304                         blendFactor.y = Short4(0xFFFFu) - current.y;
2305                         blendFactor.z = Short4(0xFFFFu) - current.z;
2306                         break;
2307                 case Context::BLEND_DEST:
2308                         blendFactor.x = pixel.x;
2309                         blendFactor.y = pixel.y;
2310                         blendFactor.z = pixel.z;
2311                         break;
2312                 case Context::BLEND_INVDEST:
2313                         blendFactor.x = Short4(0xFFFFu) - pixel.x;
2314                         blendFactor.y = Short4(0xFFFFu) - pixel.y;
2315                         blendFactor.z = Short4(0xFFFFu) - pixel.z;
2316                         break;
2317                 case Context::BLEND_SOURCEALPHA:
2318                         blendFactor.x = current.w;
2319                         blendFactor.y = current.w;
2320                         blendFactor.z = current.w;
2321                         break;
2322                 case Context::BLEND_INVSOURCEALPHA:
2323                         blendFactor.x = Short4(0xFFFFu) - current.w;
2324                         blendFactor.y = Short4(0xFFFFu) - current.w;
2325                         blendFactor.z = Short4(0xFFFFu) - current.w;
2326                         break;
2327                 case Context::BLEND_DESTALPHA:
2328                         blendFactor.x = pixel.w;
2329                         blendFactor.y = pixel.w;
2330                         blendFactor.z = pixel.w;
2331                         break;
2332                 case Context::BLEND_INVDESTALPHA:
2333                         blendFactor.x = Short4(0xFFFFu) - pixel.w;
2334                         blendFactor.y = Short4(0xFFFFu) - pixel.w;
2335                         blendFactor.z = Short4(0xFFFFu) - pixel.w;
2336                         break;
2337                 case Context::BLEND_SRCALPHASAT:
2338                         blendFactor.x = Short4(0xFFFFu) - pixel.w;
2339                         blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w));
2340                         blendFactor.y = blendFactor.x;
2341                         blendFactor.z = blendFactor.x;
2342                         break;
2343                 case Context::BLEND_CONSTANT:
2344                         blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0]));
2345                         blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1]));
2346                         blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2]));
2347                         break;
2348                 case Context::BLEND_INVCONSTANT:
2349                         blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
2350                         blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
2351                         blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
2352                         break;
2353                 case Context::BLEND_CONSTANTALPHA:
2354                         blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2355                         blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2356                         blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2357                         break;
2358                 case Context::BLEND_INVCONSTANTALPHA:
2359                         blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2360                         blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2361                         blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2362                         break;
2363                 default:
2364                         ASSERT(false);
2365                 }
2366         }
2367         
2368         void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4i &blendFactor, const Vector4i &current, const Vector4i &pixel, Context::BlendFactor blendFactorAlphaActive)
2369         {
2370                 switch(blendFactorAlphaActive)
2371                 {
2372                 case Context::BLEND_ZERO:
2373                         // Optimized
2374                         break;
2375                 case Context::BLEND_ONE:
2376                         // Optimized
2377                         break;
2378                 case Context::BLEND_SOURCE:
2379                         blendFactor.w = current.w;
2380                         break;
2381                 case Context::BLEND_INVSOURCE:
2382                         blendFactor.w = Short4(0xFFFFu) - current.w;
2383                         break;
2384                 case Context::BLEND_DEST:
2385                         blendFactor.w = pixel.w;
2386                         break;
2387                 case Context::BLEND_INVDEST:
2388                         blendFactor.w = Short4(0xFFFFu) - pixel.w;
2389                         break;
2390                 case Context::BLEND_SOURCEALPHA:
2391                         blendFactor.w = current.w;
2392                         break;
2393                 case Context::BLEND_INVSOURCEALPHA:
2394                         blendFactor.w = Short4(0xFFFFu) - current.w;
2395                         break;
2396                 case Context::BLEND_DESTALPHA:
2397                         blendFactor.w = pixel.w;
2398                         break;
2399                 case Context::BLEND_INVDESTALPHA:
2400                         blendFactor.w = Short4(0xFFFFu) - pixel.w;
2401                         break;
2402                 case Context::BLEND_SRCALPHASAT:
2403                         blendFactor.w = Short4(0xFFFFu);
2404                         break;
2405                 case Context::BLEND_CONSTANT:
2406                 case Context::BLEND_CONSTANTALPHA:
2407                         blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2408                         break;
2409                 case Context::BLEND_INVCONSTANT:
2410                 case Context::BLEND_INVCONSTANTALPHA:
2411                         blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2412                         break;
2413                 default:
2414                         ASSERT(false);
2415                 }
2416         }
2417
2418         void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4i &current, Int &x)
2419         {
2420                 if(!state.alphaBlendActive)
2421                 {
2422                         return;
2423                 }
2424                  
2425                 Pointer<Byte> buffer;
2426
2427                 Vector4i pixel;
2428                 Short4 c01;
2429                 Short4 c23;
2430
2431                 // Read pixel
2432                 switch(state.targetFormat[index])
2433                 {
2434                 case FORMAT_A8R8G8B8:
2435                         buffer = cBuffer + 4 * x;
2436                         c01 = *Pointer<Short4>(buffer);
2437                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2438                         c23 = *Pointer<Short4>(buffer);
2439                         pixel.z = c01;
2440                         pixel.y = c01;
2441                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2442                         pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2443                         pixel.x = pixel.z;
2444                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2445                         pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2446                         pixel.y = pixel.z;
2447                         pixel.w = pixel.x;
2448                         pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
2449                         pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2450                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2451                         pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2452                         break;
2453                 case FORMAT_A8:
2454                         buffer = cBuffer + 1 * x;
2455                         pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0);
2456                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2457                         pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1);
2458                         pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2459                         pixel.x = Short4(0x0000);
2460                         pixel.y = Short4(0x0000);
2461                         pixel.z = Short4(0x0000);
2462                         break;
2463                 case FORMAT_X8R8G8B8:
2464                         buffer = cBuffer + 4 * x;
2465                         c01 = *Pointer<Short4>(buffer);
2466                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2467                         c23 = *Pointer<Short4>(buffer);
2468                         pixel.z = c01;
2469                         pixel.y = c01;
2470                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2471                         pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2472                         pixel.x = pixel.z;
2473                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2474                         pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2475                         pixel.y = pixel.z;
2476                         pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
2477                         pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2478                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2479                         pixel.w = Short4(0xFFFFu);
2480                         break;
2481                 case FORMAT_A8G8R8B8Q:
2482                         UNIMPLEMENTED();
2483                 //      pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2484                 //      pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2485                 //      pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2486                 //      pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2487                         break;
2488                 case FORMAT_X8G8R8B8Q:
2489                         UNIMPLEMENTED();
2490                 //      pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2491                 //      pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2492                 //      pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2493                 //      pixel.w = Short4(0xFFFFu);
2494                         break;
2495                 case FORMAT_A16B16G16R16:
2496                         buffer  = cBuffer;
2497                         pixel.x = *Pointer<Short4>(buffer + 8 * x);
2498                         pixel.y = *Pointer<Short4>(buffer + 8 * x + 8);
2499                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2500                         pixel.z = *Pointer<Short4>(buffer + 8 * x);
2501                         pixel.w = *Pointer<Short4>(buffer + 8 * x + 8);
2502                         transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
2503                         break;
2504                 case FORMAT_G16R16:
2505                         buffer = cBuffer;
2506                         pixel.x = *Pointer<Short4>(buffer  + 4 * x);
2507                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2508                         pixel.y = *Pointer<Short4>(buffer  + 4 * x);
2509                         pixel.z = pixel.x;
2510                         pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y));
2511                         pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y));
2512                         pixel.y = pixel.z;
2513                         pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z));
2514                         pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z));
2515                         pixel.z = Short4(0xFFFFu);
2516                         pixel.w = Short4(0xFFFFu);
2517                         break;
2518                 default:
2519                         ASSERT(false);
2520                 }
2521
2522                 if(postBlendSRGB && state.writeSRGB)
2523                 {
2524                         sRGBtoLinear16_16(r, pixel);    
2525                 }
2526
2527                 // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
2528                 Vector4i sourceFactor;
2529                 Vector4i destFactor;
2530
2531                 blendFactor(r, sourceFactor, current, pixel, (Context::BlendFactor)state.sourceBlendFactor);
2532                 blendFactor(r, destFactor, current, pixel, (Context::BlendFactor)state.destBlendFactor);
2533
2534                 if(state.sourceBlendFactor != Context::BLEND_ONE && state.sourceBlendFactor != Context::BLEND_ZERO)
2535                 {
2536                         current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x));
2537                         current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y));
2538                         current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z));
2539                 }
2540         
2541                 if(state.destBlendFactor != Context::BLEND_ONE && state.destBlendFactor != Context::BLEND_ZERO)
2542                 {
2543                         pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x));
2544                         pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y));
2545                         pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z));
2546                 }
2547
2548                 switch(state.blendOperation)
2549                 {
2550                 case Context::BLENDOP_ADD:
2551                         current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
2552                         current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
2553                         current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
2554                         break;
2555                 case Context::BLENDOP_SUB:
2556                         current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
2557                         current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
2558                         current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
2559                         break;
2560                 case Context::BLENDOP_INVSUB:
2561                         current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x));
2562                         current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y));
2563                         current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z));
2564                         break;
2565                 case Context::BLENDOP_MIN:
2566                         current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x));
2567                         current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y));
2568                         current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z));
2569                         break;
2570                 case Context::BLENDOP_MAX:
2571                         current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x));
2572                         current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y));
2573                         current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z));
2574                         break;
2575                 case Context::BLENDOP_SOURCE:
2576                         // No operation
2577                         break;
2578                 case Context::BLENDOP_DEST:
2579                         current.x = pixel.x;
2580                         current.y = pixel.y;
2581                         current.z = pixel.z;
2582                         break;
2583                 case Context::BLENDOP_NULL:
2584                         current.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2585                         current.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2586                         current.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2587                         break;
2588                 default:
2589                         ASSERT(false);
2590                 }
2591
2592                 blendFactorAlpha(r, sourceFactor, current, pixel, (Context::BlendFactor)state.sourceBlendFactorAlpha);
2593                 blendFactorAlpha(r, destFactor, current, pixel, (Context::BlendFactor)state.destBlendFactorAlpha);
2594
2595                 if(state.sourceBlendFactorAlpha != Context::BLEND_ONE && state.sourceBlendFactorAlpha != Context::BLEND_ZERO)
2596                 {
2597                         current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w));
2598                 }
2599         
2600                 if(state.destBlendFactorAlpha != Context::BLEND_ONE && state.destBlendFactorAlpha != Context::BLEND_ZERO)
2601                 {
2602                         pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w));
2603                 }
2604
2605                 switch(state.blendOperationAlpha)
2606                 {
2607                 case Context::BLENDOP_ADD:
2608                         current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
2609                         break;
2610                 case Context::BLENDOP_SUB:
2611                         current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
2612                         break;
2613                 case Context::BLENDOP_INVSUB:
2614                         current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w));
2615                         break;
2616                 case Context::BLENDOP_MIN:
2617                         current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w));
2618                         break;
2619                 case Context::BLENDOP_MAX:
2620                         current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w));
2621                         break;
2622                 case Context::BLENDOP_SOURCE:
2623                         // No operation
2624                         break;
2625                 case Context::BLENDOP_DEST:
2626                         current.w = pixel.w;
2627                         break;
2628                 case Context::BLENDOP_NULL:
2629                         current.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2630                         break;
2631                 default:
2632                         ASSERT(false);
2633                 }
2634         }
2635
2636         void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4i &current, Int &sMask, Int &zMask, Int &cMask)
2637         {
2638                 if(!state.colorWriteActive(index))
2639                 {
2640                         return;
2641                 }
2642
2643                 if(postBlendSRGB && state.writeSRGB)
2644                 {
2645                         linearToSRGB16_16(r, current);
2646                 }
2647
2648                 if(exactColorRounding)
2649                 {
2650                         switch(state.targetFormat[index])
2651                         {
2652                         case FORMAT_X8G8R8B8Q:
2653                         case FORMAT_A8G8R8B8Q:
2654                         case FORMAT_X8R8G8B8:
2655                         case FORMAT_A8R8G8B8:
2656                                 {
2657                                         current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2658                                         current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2659                                         current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2660                                         current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2661                                 }
2662                                 break;
2663                         }
2664                 }
2665
2666                 int rgbaWriteMask = state.colorWriteActive(index);
2667                 int bgraWriteMask = rgbaWriteMask & 0x0000000A | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2;
2668                 int brgaWriteMask = rgbaWriteMask & 0x00000008 | (rgbaWriteMask & 0x00000001) << 1 | (rgbaWriteMask & 0x00000002) << 1 | (rgbaWriteMask & 0x00000004) >> 2;
2669
2670                 switch(state.targetFormat[index])
2671                 {
2672                 case FORMAT_X8G8R8B8Q:
2673                         UNIMPLEMENTED();
2674                 //      current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2675                 //      current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2676                 //      current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2677
2678                 //      current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2679                 //      current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2680                         break;
2681                 case FORMAT_A8G8R8B8Q:
2682                         UNIMPLEMENTED();
2683                 //      current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2684                 //      current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2685                 //      current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2686                 //      current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2687
2688                 //      current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2689                 //      current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2690                         break;
2691                 case FORMAT_X8R8G8B8:
2692                 case FORMAT_A8R8G8B8:
2693                         if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7)
2694                         {
2695                                 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2696                                 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2697                                 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2698
2699                                 current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2700                                 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2701
2702                                 current.x = current.z;
2703                                 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2704                                 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2705                                 current.y = current.z;
2706                                 current.z = As<Short4>(UnpackLow(current.z, current.x));
2707                                 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2708                         }
2709                         else
2710                         {
2711                                 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2712                                 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2713                                 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2714                                 current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2715
2716                                 current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2717                                 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2718
2719                                 current.x = current.z;
2720                                 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2721                                 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2722                                 current.y = current.z;
2723                                 current.z = As<Short4>(UnpackLow(current.z, current.x));
2724                                 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2725                         }
2726                         break;
2727                 case FORMAT_A8:
2728                         current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2729                         current.w = As<Short4>(Pack(As<UShort4>(current.w), As<UShort4>(current.w)));
2730                         break;
2731                 case FORMAT_G16R16:
2732                         current.z = current.x;
2733                         current.x = As<Short4>(UnpackLow(current.x, current.y));
2734                         current.z = As<Short4>(UnpackHigh(current.z, current.y));
2735                         current.y = current.z;
2736                         break;
2737                 case FORMAT_A16B16G16R16:
2738                         transpose4x4(current.x, current.y, current.z, current.w);
2739                         break;
2740                 case FORMAT_R32F:
2741                 case FORMAT_G32R32F:
2742                 case FORMAT_A32B32G32R32F:
2743                         {
2744                                 Vector4f oC;
2745
2746                                 oC.x = convertUnsigned16(UShort4(current.x));
2747                                 oC.y = convertUnsigned16(UShort4(current.y));
2748                                 oC.z = convertUnsigned16(UShort4(current.z));
2749                                 oC.w = convertUnsigned16(UShort4(current.w));
2750
2751                                 writeColor(r, index, cBuffer, x, oC, sMask, zMask, cMask);
2752                         }
2753                         return;
2754                 default:
2755                         ASSERT(false);
2756                 }
2757
2758                 Short4 c01 = current.z;
2759                 Short4 c23 = current.y;
2760
2761                 Int xMask;   // Combination of all masks
2762
2763                 if(state.depthTestActive)
2764                 {
2765                         xMask = zMask;
2766                 }
2767                 else
2768                 {
2769                         xMask = cMask;
2770                 }
2771
2772                 if(state.stencilActive)
2773                 {
2774                         xMask &= sMask;
2775                 }
2776
2777                 Pointer<Byte> buffer;
2778                 Short4 value;
2779
2780                 switch(state.targetFormat[index])
2781                 {
2782                 case FORMAT_A8G8R8B8Q:
2783                 case FORMAT_X8G8R8B8Q:   // FIXME: Don't touch alpha?
2784                         UNIMPLEMENTED();
2785                 //      value = *Pointer<Short4>(cBuffer + 8 * x + 0);
2786
2787                 //      if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
2788                 //         ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
2789                 //          (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
2790                 //      {
2791                 //              Short4 masked = value;
2792                 //              c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
2793                 //              masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
2794                 //              c01 |= masked;
2795                 //      }
2796
2797                 //      c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
2798                 //      value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
2799                 //      c01 |= value;
2800                 //      *Pointer<Short4>(cBuffer + 8 * x + 0) = c01;
2801
2802                 //      value = *Pointer<Short4>(cBuffer + 8 * x + 8);
2803
2804                 //      if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
2805                 //         ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
2806                 //          (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
2807                 //      {
2808                 //              Short4 masked = value;
2809                 //              c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
2810                 //              masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
2811                 //              c23 |= masked;
2812                 //      }
2813
2814                 //      c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
2815                 //      value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
2816                 //      c23 |= value;
2817                 //      *Pointer<Short4>(cBuffer + 8 * x + 8) = c23;
2818                         break;
2819                 case FORMAT_A8R8G8B8:
2820                 case FORMAT_X8R8G8B8:   // FIXME: Don't touch alpha?
2821                         buffer = cBuffer + x * 4;
2822                         value = *Pointer<Short4>(buffer);
2823
2824                         if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
2825                            ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
2826                             (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
2827                         {
2828                                 Short4 masked = value;
2829                                 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
2830                                 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
2831                                 c01 |= masked;
2832                         }
2833
2834                         c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
2835                         value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
2836                         c01 |= value;
2837                         *Pointer<Short4>(buffer) = c01;
2838
2839                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2840                         value = *Pointer<Short4>(buffer);
2841
2842                         if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
2843                            ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
2844                             (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
2845                         {
2846                                 Short4 masked = value;
2847                                 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
2848                                 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
2849                                 c23 |= masked;
2850                         }
2851
2852                         c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
2853                         value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
2854                         c23 |= value;
2855                         *Pointer<Short4>(buffer) = c23;
2856                         break;
2857                 case FORMAT_A8:
2858                         if(rgbaWriteMask & 0x00000008)
2859                         {
2860                                 buffer = cBuffer + 1 * x;
2861                                 Insert(value, *Pointer<Short>(buffer), 0);
2862                                 Int pitch = *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2863                                 Insert(value, *Pointer<Short>(buffer + pitch), 1);
2864                                 value = UnpackLow(As<Byte8>(value), As<Byte8>(value));
2865
2866                                 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q) + 8 * xMask);
2867                                 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask);
2868                                 current.w |= value;
2869
2870                                 *Pointer<Short>(buffer) = Extract(current.w, 0);
2871                                 *Pointer<Short>(buffer + pitch) = Extract(current.w, 1);
2872                         }
2873                         break;
2874                 case FORMAT_G16R16:
2875                         buffer = cBuffer + 4 * x;
2876
2877                         value = *Pointer<Short4>(buffer);
2878
2879                         if((rgbaWriteMask & 0x00000003) != 0x00000003)
2880                         {
2881                                 Short4 masked = value;
2882                                 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
2883                                 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
2884                                 current.x |= masked;
2885                         }
2886
2887                         current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
2888                         value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
2889                         current.x |= value;
2890                         *Pointer<Short4>(buffer) = current.x;
2891
2892                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2893
2894                         value = *Pointer<Short4>(buffer);
2895
2896                         if((rgbaWriteMask & 0x00000003) != 0x00000003)
2897                         {
2898                                 Short4 masked = value;
2899                                 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
2900                                 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
2901                                 current.y |= masked;
2902                         }
2903
2904                         current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
2905                         value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
2906                         current.y |= value;
2907                         *Pointer<Short4>(buffer) = current.y;
2908                         break;
2909                 case FORMAT_A16B16G16R16:
2910                         buffer = cBuffer + 8 * x;
2911
2912                         {
2913                                 value = *Pointer<Short4>(buffer);
2914
2915                                 if(rgbaWriteMask != 0x0000000F)
2916                                 {
2917                                         Short4 masked = value;
2918                                         current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
2919                                         masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
2920                                         current.x |= masked;
2921                                 }
2922
2923                                 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
2924                                 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
2925                                 current.x |= value;
2926                                 *Pointer<Short4>(buffer) = current.x;
2927                         }
2928
2929                         {
2930                                 value = *Pointer<Short4>(buffer + 8);
2931
2932                                 if(rgbaWriteMask != 0x0000000F)
2933                                 {
2934                                         Short4 masked = value;
2935                                         current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
2936                                         masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
2937                                         current.y |= masked;
2938                                 }
2939
2940                                 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
2941                                 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
2942                                 current.y |= value;
2943                                 *Pointer<Short4>(buffer + 8) = current.y;
2944                         }
2945
2946                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2947
2948                         {
2949                                 value = *Pointer<Short4>(buffer);
2950
2951                                 if(rgbaWriteMask != 0x0000000F)
2952                                 {
2953                                         Short4 masked = value;
2954                                         current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
2955                                         masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
2956                                         current.z |= masked;
2957                                 }
2958
2959                                 current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
2960                                 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
2961                                 current.z |= value;
2962                                 *Pointer<Short4>(buffer) = current.z;
2963                         }
2964
2965                         {
2966                                 value = *Pointer<Short4>(buffer + 8);
2967
2968                                 if(rgbaWriteMask != 0x0000000F)
2969                                 {
2970                                         Short4 masked = value;
2971                                         current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
2972                                         masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
2973                                         current.w |= masked;
2974                                 }
2975
2976                                 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
2977                                 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
2978                                 current.w |= value;
2979                                 *Pointer<Short4>(buffer + 8) = current.w;
2980                         }
2981                         break;
2982                 default:
2983                         ASSERT(false);
2984                 }
2985         }
2986
2987         void PixelRoutine::blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Context::BlendFactor blendFactorActive) 
2988         {
2989                 switch(blendFactorActive)
2990                 {
2991                 case Context::BLEND_ZERO:
2992                         // Optimized
2993                         break;
2994                 case Context::BLEND_ONE:
2995                         // Optimized
2996                         break;
2997                 case Context::BLEND_SOURCE:
2998                         blendFactor.x = oC.x;
2999                         blendFactor.y = oC.y;
3000                         blendFactor.z = oC.z;
3001                         break;
3002                 case Context::BLEND_INVSOURCE:
3003                         blendFactor.x = Float4(1.0f) - oC.x;
3004                         blendFactor.y = Float4(1.0f) - oC.y;
3005                         blendFactor.z = Float4(1.0f) - oC.z;
3006                         break;
3007                 case Context::BLEND_DEST:
3008                         blendFactor.x = pixel.x;
3009                         blendFactor.y = pixel.y;
3010                         blendFactor.z = pixel.z;
3011                         break;
3012                 case Context::BLEND_INVDEST:
3013                         blendFactor.x = Float4(1.0f) - pixel.x;
3014                         blendFactor.y = Float4(1.0f) - pixel.y;
3015                         blendFactor.z = Float4(1.0f) - pixel.z;
3016                         break;
3017                 case Context::BLEND_SOURCEALPHA:
3018                         blendFactor.x = oC.w;
3019                         blendFactor.y = oC.w;
3020                         blendFactor.z = oC.w;
3021                         break;
3022                 case Context::BLEND_INVSOURCEALPHA:
3023                         blendFactor.x = Float4(1.0f) - oC.w;
3024                         blendFactor.y = Float4(1.0f) - oC.w;
3025                         blendFactor.z = Float4(1.0f) - oC.w;
3026                         break;
3027                 case Context::BLEND_DESTALPHA:
3028                         blendFactor.x = pixel.w;
3029                         blendFactor.y = pixel.w;
3030                         blendFactor.z = pixel.w;
3031                         break;
3032                 case Context::BLEND_INVDESTALPHA:
3033                         blendFactor.x = Float4(1.0f) - pixel.w;
3034                         blendFactor.y = Float4(1.0f) - pixel.w;
3035                         blendFactor.z = Float4(1.0f) - pixel.w;
3036                         break;
3037                 case Context::BLEND_SRCALPHASAT:
3038                         blendFactor.x = Float4(1.0f) - pixel.w;
3039                         blendFactor.x = Min(blendFactor.x, oC.w);
3040                         blendFactor.y = blendFactor.x;
3041                         blendFactor.z = blendFactor.x;
3042                         break;
3043                 case Context::BLEND_CONSTANT:
3044                         blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0]));
3045                         blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1]));
3046                         blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2]));
3047                         break;
3048                 case Context::BLEND_INVCONSTANT:
3049                         blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
3050                         blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
3051                         blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
3052                         break;
3053                 default:
3054                         ASSERT(false);
3055                 }
3056         }
3057
3058         void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Context::BlendFactor blendFactorAlphaActive) 
3059         {
3060                 switch(blendFactorAlphaActive)
3061                 {
3062                 case Context::BLEND_ZERO:
3063                         // Optimized
3064                         break;
3065                 case Context::BLEND_ONE:
3066                         // Optimized
3067                         break;
3068                 case Context::BLEND_SOURCE:
3069                         blendFactor.w = oC.w;
3070                         break;
3071                 case Context::BLEND_INVSOURCE:
3072                         blendFactor.w = Float4(1.0f) - oC.w;
3073                         break;
3074                 case Context::BLEND_DEST:
3075                         blendFactor.w = pixel.w;
3076                         break;
3077                 case Context::BLEND_INVDEST:
3078                         blendFactor.w = Float4(1.0f) - pixel.w;
3079                         break;
3080                 case Context::BLEND_SOURCEALPHA:
3081                         blendFactor.w = oC.w;
3082                         break;
3083                 case Context::BLEND_INVSOURCEALPHA:
3084                         blendFactor.w = Float4(1.0f) - oC.w;
3085                         break;
3086                 case Context::BLEND_DESTALPHA:
3087                         blendFactor.w = pixel.w;
3088                         break;
3089                 case Context::BLEND_INVDESTALPHA:
3090                         blendFactor.w = Float4(1.0f) - pixel.w;
3091                         break;
3092                 case Context::BLEND_SRCALPHASAT:
3093                         blendFactor.w = Float4(1.0f);
3094                         break;
3095                 case Context::BLEND_CONSTANT:
3096                         blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3]));
3097                         break;
3098                 case Context::BLEND_INVCONSTANT:
3099                         blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
3100                         break;
3101                 default:
3102                         ASSERT(false);
3103                 }
3104         }
3105
3106         void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
3107         {
3108                 if(!state.alphaBlendActive)
3109                 {
3110                         return;
3111                 }
3112
3113                 Pointer<Byte> buffer;
3114                 Vector4f pixel;
3115
3116                 Vector4i color;
3117                 Short4 c01;
3118                 Short4 c23;
3119
3120                 // Read pixel
3121                 switch(state.targetFormat[index])
3122                 {
3123                 case FORMAT_A8R8G8B8:
3124                         buffer = cBuffer + 4 * x;
3125                         c01 = *Pointer<Short4>(buffer);
3126                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3127                         c23 = *Pointer<Short4>(buffer);
3128                         color.z = c01;
3129                         color.y = c01;
3130                         color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
3131                         color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
3132                         color.x = color.z;
3133                         color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
3134                         color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
3135                         color.y = color.z;
3136                         color.w = color.x;
3137                         color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
3138                         color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
3139                         color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
3140                         color.w = UnpackHigh(As<Byte8>(color.w), As<Byte8>(color.w));
3141
3142                         pixel.x = convertUnsigned16(As<UShort4>(color.x));
3143                         pixel.y = convertUnsigned16(As<UShort4>(color.y));
3144                         pixel.z = convertUnsigned16(As<UShort4>(color.z));
3145                         pixel.w = convertUnsigned16(As<UShort4>(color.w));
3146                         break;
3147                 case FORMAT_X8R8G8B8:
3148                         buffer = cBuffer + 4 * x;
3149                         c01 = *Pointer<Short4>(buffer);
3150                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3151                         c23 = *Pointer<Short4>(buffer);
3152                         color.z = c01;
3153                         color.y = c01;
3154                         color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
3155                         color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
3156                         color.x = color.z;
3157                         color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
3158                         color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
3159                         color.y = color.z;
3160                         color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
3161                         color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
3162                         color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
3163
3164                         pixel.x = convertUnsigned16(As<UShort4>(color.x));
3165                         pixel.y = convertUnsigned16(As<UShort4>(color.y));
3166                         pixel.z = convertUnsigned16(As<UShort4>(color.z));
3167                         pixel.w = Float4(1.0f);
3168                         break;
3169                 case FORMAT_A8:
3170                         buffer = cBuffer + 1 * x;
3171                         c01 = Insert(c01, *Pointer<Short>(buffer), 0);
3172                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3173                         c01 = Insert(c01, *Pointer<Short>(buffer), 1);
3174                         pixel.w = convertUnsigned16(As<UShort4>(UnpackLow(As<Byte8>(c01), As<Byte8>(c01))));
3175                         pixel.x = Float4(0.0f);
3176                         pixel.y = Float4(0.0f);
3177                         pixel.z = Float4(0.0f);
3178                         break;
3179                 case FORMAT_A8G8R8B8Q:
3180                         UNIMPLEMENTED();
3181                 //      UnpackLow(pixel.z, qword_ptr [cBuffer+8*x+0]);
3182                 //      UnpackHigh(pixel.x, qword_ptr [cBuffer+8*x+0]);
3183                 //      UnpackLow(pixel.y, qword_ptr [cBuffer+8*x+8]);
3184                 //      UnpackHigh(pixel.w, qword_ptr [cBuffer+8*x+8]);
3185                         break;
3186                 case FORMAT_X8G8R8B8Q:
3187                         UNIMPLEMENTED();
3188                 //      UnpackLow(pixel.z, qword_ptr [cBuffer+8*x+0]);
3189                 //      UnpackHigh(pixel.x, qword_ptr [cBuffer+8*x+0]);
3190                 //      UnpackLow(pixel.y, qword_ptr [cBuffer+8*x+8]);
3191                 //      pixel.w = Short4(0xFFFFu);
3192                         break;
3193                 case FORMAT_A16B16G16R16:
3194                         buffer  = cBuffer;
3195                         color.x = *Pointer<Short4>(buffer + 8 * x);
3196                         color.y = *Pointer<Short4>(buffer + 8 * x + 8);
3197                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3198                         color.z = *Pointer<Short4>(buffer + 8 * x);
3199                         color.w = *Pointer<Short4>(buffer + 8 * x + 8);
3200                         
3201                         transpose4x4(color.x, color.y, color.z, color.w);
3202
3203                         pixel.x = convertUnsigned16(As<UShort4>(color.x));
3204                         pixel.y = convertUnsigned16(As<UShort4>(color.y));
3205                         pixel.z = convertUnsigned16(As<UShort4>(color.z));
3206                         pixel.w = convertUnsigned16(As<UShort4>(color.w));
3207                         break;
3208                 case FORMAT_G16R16:
3209                         buffer = cBuffer;
3210                         color.x = *Pointer<Short4>(buffer  + 4 * x);
3211                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3212                         color.y = *Pointer<Short4>(buffer  + 4 * x);
3213                         color.z = color.x;
3214                         color.x = As<Short4>(UnpackLow(color.x, color.y));
3215                         color.z = As<Short4>(UnpackHigh(color.z, color.y));
3216                         color.y = color.z;
3217                         color.x = As<Short4>(UnpackLow(color.x, color.z));
3218                         color.y = As<Short4>(UnpackHigh(color.y, color.z));
3219                         
3220                         pixel.x = convertUnsigned16(As<UShort4>(color.x));
3221                         pixel.y = convertUnsigned16(As<UShort4>(color.y));
3222                         pixel.z = Float4(1.0f);
3223                         pixel.w = Float4(1.0f);
3224                         break;
3225                 case FORMAT_R32F:
3226                         buffer = cBuffer;
3227                         // FIXME: movlps
3228                         pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0);
3229                         pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4);
3230                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3231                         // FIXME: movhps
3232                         pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0);
3233                         pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4);
3234                         pixel.y = Float4(1.0f);
3235                         pixel.z = Float4(1.0f);
3236                         pixel.w = Float4(1.0f);
3237                         break;
3238                 case FORMAT_G32R32F:
3239                         buffer = cBuffer;
3240                         pixel.x = *Pointer<Float4>(buffer + 8 * x, 16);
3241                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3242                         pixel.y = *Pointer<Float4>(buffer + 8 * x, 16);
3243                         pixel.z = pixel.x;
3244                         pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88);
3245                         pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD);
3246                         pixel.y = pixel.z;
3247                         pixel.z = Float4(1.0f);
3248                         pixel.w = Float4(1.0f);
3249                         break;
3250                 case FORMAT_A32B32G32R32F:
3251                         buffer = cBuffer;
3252                         pixel.x = *Pointer<Float4>(buffer + 16 * x, 16);
3253                         pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16);
3254                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3255                         pixel.z = *Pointer<Float4>(buffer + 16 * x, 16);
3256                         pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16);
3257                         transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
3258                         break;
3259                 default:
3260                         ASSERT(false);
3261                 }
3262
3263                 if(postBlendSRGB && state.writeSRGB)
3264                 {
3265                         sRGBtoLinear(pixel.x);
3266                         sRGBtoLinear(pixel.y);
3267                         sRGBtoLinear(pixel.z);
3268                 }
3269
3270                 // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
3271                 Vector4f sourceFactor;
3272                 Vector4f destFactor;
3273
3274                 blendFactor(r, sourceFactor, oC, pixel, (Context::BlendFactor)state.sourceBlendFactor);
3275                 blendFactor(r, destFactor, oC, pixel, (Context::BlendFactor)state.destBlendFactor);
3276
3277                 if(state.sourceBlendFactor != Context::BLEND_ONE && state.sourceBlendFactor != Context::BLEND_ZERO)
3278                 {
3279                         oC.x *= sourceFactor.x;
3280                         oC.y *= sourceFactor.y;
3281                         oC.z *= sourceFactor.z;
3282                 }
3283         
3284                 if(state.destBlendFactor != Context::BLEND_ONE && state.destBlendFactor != Context::BLEND_ZERO)
3285                 {
3286                         pixel.x *= destFactor.x;
3287                         pixel.y *= destFactor.y;
3288                         pixel.z *= destFactor.z;
3289                 }
3290
3291                 switch(state.blendOperation)
3292                 {
3293                 case Context::BLENDOP_ADD:
3294                         oC.x += pixel.x;
3295                         oC.y += pixel.y;
3296                         oC.z += pixel.z;
3297                         break;
3298                 case Context::BLENDOP_SUB:
3299                         oC.x -= pixel.x;
3300                         oC.y -= pixel.y;
3301                         oC.z -= pixel.z;
3302                         break;
3303                 case Context::BLENDOP_INVSUB:
3304                         oC.x = pixel.x - oC.x;
3305                         oC.y = pixel.y - oC.y;
3306                         oC.z = pixel.z - oC.z;
3307                         break;
3308                 case Context::BLENDOP_MIN:
3309                         oC.x = Min(oC.x, pixel.x);
3310                         oC.y = Min(oC.y, pixel.y);
3311                         oC.z = Min(oC.z, pixel.z);
3312                         break;
3313                 case Context::BLENDOP_MAX:
3314                         oC.x = Max(oC.x, pixel.x);
3315                         oC.y = Max(oC.y, pixel.y);
3316                         oC.z = Max(oC.z, pixel.z);
3317                         break;
3318                 case Context::BLENDOP_SOURCE:
3319                         // No operation
3320                         break;
3321                 case Context::BLENDOP_DEST:
3322                         oC.x = pixel.x;
3323                         oC.y = pixel.y;
3324                         oC.z = pixel.z;
3325                         break;
3326                 case Context::BLENDOP_NULL:
3327                         oC.x = Float4(0.0f);
3328                         oC.y = Float4(0.0f);
3329                         oC.z = Float4(0.0f);
3330                         break;
3331                 default:
3332                         ASSERT(false);
3333                 }
3334
3335                 blendFactorAlpha(r, sourceFactor, oC, pixel, (Context::BlendFactor)state.sourceBlendFactorAlpha);
3336                 blendFactorAlpha(r, destFactor, oC, pixel, (Context::BlendFactor)state.destBlendFactorAlpha);
3337
3338                 if(state.sourceBlendFactorAlpha != Context::BLEND_ONE && state.sourceBlendFactorAlpha != Context::BLEND_ZERO)
3339                 {
3340                         oC.w *= sourceFactor.w;
3341                 }
3342         
3343                 if(state.destBlendFactorAlpha != Context::BLEND_ONE && state.destBlendFactorAlpha != Context::BLEND_ZERO)
3344                 {
3345                         pixel.w *= destFactor.w;
3346                 }
3347
3348                 switch(state.blendOperationAlpha)
3349                 {
3350                 case Context::BLENDOP_ADD:
3351                         oC.w += pixel.w;
3352                         break;
3353                 case Context::BLENDOP_SUB:
3354                         oC.w -= pixel.w;
3355                         break;
3356                 case Context::BLENDOP_INVSUB:
3357                         pixel.w -= oC.w;
3358                         oC.w = pixel.w;
3359                         break;
3360                 case Context::BLENDOP_MIN:      
3361                         oC.w = Min(oC.w, pixel.w);
3362                         break;
3363                 case Context::BLENDOP_MAX:      
3364                         oC.w = Max(oC.w, pixel.w);
3365                         break;
3366                 case Context::BLENDOP_SOURCE:
3367                         // No operation
3368                         break;
3369                 case Context::BLENDOP_DEST:
3370                         oC.w = pixel.w;
3371                         break;
3372                 case Context::BLENDOP_NULL:
3373                         oC.w = Float4(0.0f);
3374                         break;
3375                 default:
3376                         ASSERT(false);
3377                 }
3378         }
3379
3380         void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
3381         {
3382                 if(!state.colorWriteActive(index))
3383                 {
3384                         return;
3385                 }
3386
3387                 Vector4i color;
3388
3389                 switch(state.targetFormat[index])
3390                 {
3391                 case FORMAT_X8R8G8B8:
3392                 case FORMAT_A8R8G8B8:
3393                 case FORMAT_A8:
3394                 case FORMAT_G16R16:
3395                 case FORMAT_A16B16G16R16:
3396                         convertFixed16(color, oC, true);
3397                         writeColor(r, index, cBuffer, x, color, sMask, zMask, cMask);
3398                         return;
3399                 case FORMAT_R32F:
3400                         break;
3401                 case FORMAT_G32R32F:
3402                         oC.z = oC.x;
3403                         oC.x = UnpackLow(oC.x, oC.y);
3404                         oC.z = UnpackHigh(oC.z, oC.y);
3405                         oC.y = oC.z;
3406                         break;
3407                 case FORMAT_A32B32G32R32F:
3408                         transpose4x4(oC.x, oC.y, oC.z, oC.w);
3409                         break;
3410                 default:
3411                         ASSERT(false);
3412                 }
3413
3414                 int rgbaWriteMask = state.colorWriteActive(index);
3415
3416                 Int xMask;   // Combination of all masks
3417
3418                 if(state.depthTestActive)
3419                 {
3420                         xMask = zMask;
3421                 }
3422                 else
3423                 {
3424                         xMask = cMask;
3425                 }
3426
3427                 if(state.stencilActive)
3428                 {
3429                         xMask &= sMask;
3430                 }
3431
3432                 Pointer<Byte> buffer;
3433                 Float4 value;
3434
3435                 switch(state.targetFormat[index])
3436                 {
3437                 case FORMAT_R32F:
3438                         if(rgbaWriteMask & 0x00000001)
3439                         {
3440                                 buffer = cBuffer + 4 * x;
3441
3442                                 // FIXME: movlps
3443                                 value.x = *Pointer<Float>(buffer + 0);
3444                                 value.y = *Pointer<Float>(buffer + 4);
3445
3446                                 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3447
3448                                 // FIXME: movhps
3449                                 value.z = *Pointer<Float>(buffer + 0);
3450                                 value.w = *Pointer<Float>(buffer + 4);
3451
3452                                 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
3453                                 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
3454                                 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3455
3456                                 // FIXME: movhps
3457                                 *Pointer<Float>(buffer + 0) = oC.x.z;
3458                                 *Pointer<Float>(buffer + 4) = oC.x.w;
3459
3460                                 buffer -= *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3461
3462                                 // FIXME: movlps
3463                                 *Pointer<Float>(buffer + 0) = oC.x.x;
3464                                 *Pointer<Float>(buffer + 4) = oC.x.y;
3465                         }
3466                         break;
3467                 case FORMAT_G32R32F:
3468                         buffer = cBuffer + 8 * x;
3469
3470                         value = *Pointer<Float4>(buffer);
3471
3472                         if((rgbaWriteMask & 0x00000003) != 0x00000003)
3473                         {
3474                                 Float4 masked = value;
3475                                 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
3476                                 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
3477                                 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
3478                         }
3479
3480                         oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
3481                         value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
3482                         oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3483                         *Pointer<Float4>(buffer) = oC.x;
3484
3485                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3486
3487                         value = *Pointer<Float4>(buffer);
3488
3489                         if((rgbaWriteMask & 0x00000003) != 0x00000003)
3490                         {
3491                                 Float4 masked;
3492
3493                                 masked = value;
3494                                 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
3495                                 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
3496                                 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
3497                         }
3498
3499                         oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
3500                         value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
3501                         oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
3502                         *Pointer<Float4>(buffer) = oC.y;
3503                         break;
3504                 case FORMAT_A32B32G32R32F:
3505                         buffer = cBuffer + 16 * x;
3506
3507                         {
3508                                 value = *Pointer<Float4>(buffer, 16);
3509
3510                                 if(rgbaWriteMask != 0x0000000F)
3511                                 {
3512                                         Float4 masked = value;
3513                                         oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3514                                         masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3515                                         oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
3516                                 }
3517                                 
3518                                 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
3519                                 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
3520                                 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3521                                 *Pointer<Float4>(buffer, 16) = oC.x;
3522                         }
3523
3524                         {
3525                                 value = *Pointer<Float4>(buffer + 16, 16);
3526
3527                                 if(rgbaWriteMask != 0x0000000F)
3528                                 {       
3529                                         Float4 masked = value;
3530                                         oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3531                                         masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3532                                         oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
3533                                 }
3534
3535                                 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
3536                                 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
3537                                 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
3538                                 *Pointer<Float4>(buffer + 16, 16) = oC.y;
3539                         }
3540
3541                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3542
3543                         {
3544                                 value = *Pointer<Float4>(buffer, 16);
3545
3546                                 if(rgbaWriteMask != 0x0000000F)
3547                                 {
3548                                         Float4 masked = value;
3549                                         oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3550                                         masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3551                                         oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked));
3552                                 }
3553
3554                                 oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
3555                                 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
3556                                 oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value));
3557                                 *Pointer<Float4>(buffer, 16) = oC.z;
3558                         }
3559
3560                         {
3561                                 value = *Pointer<Float4>(buffer + 16, 16);
3562
3563                                 if(rgbaWriteMask != 0x0000000F)
3564                                 {
3565                                         Float4 masked = value;
3566                                         oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3567                                         masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3568                                         oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked));
3569                                 }
3570
3571                                 oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
3572                                 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
3573                                 oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value));
3574                                 *Pointer<Float4>(buffer + 16, 16) = oC.w;
3575                         }
3576                         break;
3577                 default:
3578                         ASSERT(false);
3579                 }
3580         }
3581
3582         void PixelRoutine::ps_1_x(Registers &r, Int cMask[4])
3583         {
3584                 int pad = 0;        // Count number of texm3x3pad instructions
3585                 Vector4i dPairing;   // Destination for first pairing instruction
3586
3587                 for(int i = 0; i < shader->getLength(); i++)
3588                 {
3589                         const Shader::Instruction *instruction = shader->getInstruction(i);
3590                         Shader::Opcode opcode = instruction->opcode;
3591
3592                 //      #ifndef NDEBUG   // FIXME: Centralize debug output control
3593                 //              shader->printInstruction(i, "debug.txt");
3594                 //      #endif
3595
3596                         if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
3597                         {
3598                                 continue;
3599                         }
3600
3601                         const Dst &dst = instruction->dst;
3602                         const Src &src0 = instruction->src[0];
3603                         const Src &src1 = instruction->src[1];
3604                         const Src &src2 = instruction->src[2];
3605
3606                         unsigned short version = shader->getVersion();
3607                         bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue;   // First instruction of pair
3608                         bool coissue = instruction->coissue;                                                              // Second instruction of pair
3609
3610                         Vector4i d;
3611                         Vector4i s0;
3612                         Vector4i s1;
3613                         Vector4i s2;
3614
3615                         if(src0.type != Shader::PARAMETER_VOID) s0 = regi(r, src0);
3616                         if(src1.type != Shader::PARAMETER_VOID) s1 = regi(r, src1);
3617                         if(src2.type != Shader::PARAMETER_VOID) s2 = regi(r, src2);
3618
3619                         Float4 u = version < 0x0104 ? r.vf[2 + dst.index].x : r.vf[2 + src0.index].x;
3620                         Float4 v = version < 0x0104 ? r.vf[2 + dst.index].y : r.vf[2 + src0.index].y;
3621                         Float4 s = version < 0x0104 ? r.vf[2 + dst.index].z : r.vf[2 + src0.index].z;
3622                         Float4 t = version < 0x0104 ? r.vf[2 + dst.index].w : r.vf[2 + src0.index].w;
3623
3624                         switch(opcode)
3625                         {
3626                         case Shader::OPCODE_PS_1_0:                                                                                                                     break;
3627                         case Shader::OPCODE_PS_1_1:                                                                                                                     break;
3628                         case Shader::OPCODE_PS_1_2:                                                                                                                     break;
3629                         case Shader::OPCODE_PS_1_3:                                                                                                                     break;
3630                         case Shader::OPCODE_PS_1_4:                                                                                                                     break;
3631
3632                         case Shader::OPCODE_DEF:                                                                                                                        break;
3633
3634                         case Shader::OPCODE_NOP:                                                                                                                        break;
3635                         case Shader::OPCODE_MOV:                        MOV(d, s0);                                                                             break;
3636                         case Shader::OPCODE_ADD:                        ADD(d, s0, s1);                                                                 break;
3637                         case Shader::OPCODE_SUB:                        SUB(d, s0, s1);                                                                 break;
3638                         case Shader::OPCODE_MAD:                        MAD(d, s0, s1, s2);                                                             break;
3639                         case Shader::OPCODE_MUL:                        MUL(d, s0, s1);                                                                 break;
3640                         case Shader::OPCODE_DP3:                        DP3(d, s0, s1);                                                                 break;
3641                         case Shader::OPCODE_DP4:                        DP4(d, s0, s1);                                                                 break;
3642                         case Shader::OPCODE_LRP:                        LRP(d, s0, s1, s2);                                                             break;
3643                         case Shader::OPCODE_TEXCOORD:
3644                                 if(version < 0x0104)
3645                                 {
3646                                         TEXCOORD(d, u, v, s, dst.index);
3647                                 }
3648                                 else
3649                                 {
3650                                         if((src0.swizzle & 0x30) == 0x20)   // .xyz
3651                                         {
3652                                                 TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3653                                         }
3654                                         else   // .xyw
3655                                         {
3656                                                 TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3657                                         }
3658                                 }
3659                                 break;
3660                         case Shader::OPCODE_TEXKILL:
3661                                 if(version < 0x0104)
3662                                 {
3663                                         TEXKILL(cMask, u, v, s);
3664                                 }
3665                                 else if(version == 0x0104)
3666                                 {
3667                                         if(dst.type == Shader::PARAMETER_TEXTURE)
3668                                         {
3669                                                 TEXKILL(cMask, u, v, s);
3670                                         }
3671                                         else
3672                                         {
3673                                                 TEXKILL(cMask, r.ri[dst.index]);
3674                                         }
3675                                 }
3676                                 else ASSERT(false);
3677                                 break;
3678                         case Shader::OPCODE_TEX:
3679                                 if(version < 0x0104)
3680                                 {
3681                                         TEX(r, d, u, v, s, dst.index, false);
3682                                 }
3683                                 else if(version == 0x0104)
3684                                 {
3685                                         if(src0.type == Shader::PARAMETER_TEXTURE)
3686                                         {
3687                                                 if((src0.swizzle & 0x30) == 0x20)   // .xyz
3688                                                 {
3689                                                         TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3690                                                 }
3691                                                 else   // .xyw
3692                                                 {
3693                                                         TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3694                                                 }
3695                                         }
3696                                         else
3697                                         {
3698                                                 TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3699                                         }
3700                                 }
3701                                 else ASSERT(false);
3702                                 break;
3703                         case Shader::OPCODE_TEXBEM:                     TEXBEM(r, d, s0, u, v, s, dst.index);   break;
3704                         case Shader::OPCODE_TEXBEML:            TEXBEML(r, d, s0, u, v, s, dst.index);  break;
3705                         case Shader::OPCODE_TEXREG2AR:          TEXREG2AR(r, d, s0, dst.index);                                 break;
3706                         case Shader::OPCODE_TEXREG2GB:          TEXREG2GB(r, d, s0, dst.index);                                 break;
3707                         case Shader::OPCODE_TEXM3X2PAD:         TEXM3X2PAD(r, u, v, s, s0, 0, src0.modifier == Shader::MODIFIER_SIGN);  break;
3708                         case Shader::OPCODE_TEXM3X2TEX:         TEXM3X2TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN);       break;
3709                         case Shader::OPCODE_TEXM3X3PAD:         TEXM3X3PAD(r, u, v, s, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN);  break;
3710                         case Shader::OPCODE_TEXM3X3TEX:         TEXM3X3TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN);       break;
3711                         case Shader::OPCODE_TEXM3X3SPEC:        TEXM3X3SPEC(r, d, u, v, s, dst.index, s0, s1);          break;
3712                         case Shader::OPCODE_TEXM3X3VSPEC:       TEXM3X3VSPEC(r, d, u, v, s, dst.index, s0);             break;
3713                         case Shader::OPCODE_CND:                        CND(d, s0, s1, s2);                                                             break;
3714                         case Shader::OPCODE_TEXREG2RGB:         TEXREG2RGB(r, d, s0, dst.index);                                break;
3715                         case Shader::OPCODE_TEXDP3TEX:          TEXDP3TEX(r, d, u, v, s, dst.index, s0);        break;
3716                         case Shader::OPCODE_TEXM3X2DEPTH:       TEXM3X2DEPTH(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN);        break;
3717                         case Shader::OPCODE_TEXDP3:                     TEXDP3(r, d, u, v, s, s0);                              break;
3718                         case Shader::OPCODE_TEXM3X3:            TEXM3X3(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN);     break;
3719                         case Shader::OPCODE_TEXDEPTH:           TEXDEPTH(r);                                                                    break;
3720                         case Shader::OPCODE_CMP0:                       CMP(d, s0, s1, s2);                                                             break;
3721                         case Shader::OPCODE_BEM:                        BEM(r, d, s0, s1, dst.index);                                   break;
3722                         case Shader::OPCODE_PHASE:                                                                                                                      break;
3723                         case Shader::OPCODE_END:                                                                                                                        break;
3724                         default:
3725                                 ASSERT(false);
3726                         }
3727
3728                         if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL)
3729                         {
3730                                 if(dst.shift > 0)
3731                                 {
3732                                         if(dst.mask & 0x1) {d.x = AddSat(d.x, d.x); if(dst.shift > 1) d.x = AddSat(d.x, d.x); if(dst.shift > 2) d.x = AddSat(d.x, d.x);}
3733                                         if(dst.mask & 0x2) {d.y = AddSat(d.y, d.y); if(dst.shift > 1) d.y = AddSat(d.y, d.y); if(dst.shift > 2) d.y = AddSat(d.y, d.y);}
3734                                         if(dst.mask & 0x4) {d.z = AddSat(d.z, d.z); if(dst.shift > 1) d.z = AddSat(d.z, d.z); if(dst.shift > 2) d.z = AddSat(d.z, d.z);}
3735                                         if(dst.mask & 0x8) {d.w = AddSat(d.w, d.w); if(dst.shift > 1) d.w = AddSat(d.w, d.w); if(dst.shift > 2) d.w = AddSat(d.w, d.w);}
3736                                 }
3737                                 else if(dst.shift < 0)
3738                                 {
3739                                         if(dst.mask & 0x1) d.x = d.x >> -dst.shift;
3740                                         if(dst.mask & 0x2) d.y = d.y >> -dst.shift;
3741                                         if(dst.mask & 0x4) d.z = d.z >> -dst.shift;
3742                                         if(dst.mask & 0x8) d.w = d.w >> -dst.shift;
3743                                 }
3744
3745                                 if(dst.saturate)
3746                                 {
3747                                         if(dst.mask & 0x1) {d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3748                                         if(dst.mask & 0x2) {d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3749                                         if(dst.mask & 0x4) {d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3750                                         if(dst.mask & 0x8) {d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3751                                 }
3752
3753                                 if(pairing)
3754                                 {
3755                                         if(dst.mask & 0x1) dPairing.x = d.x;
3756                                         if(dst.mask & 0x2) dPairing.y = d.y;
3757                                         if(dst.mask & 0x4) dPairing.z = d.z;
3758                                         if(dst.mask & 0x8) dPairing.w = d.w;
3759                                 }
3760                         
3761                                 if(coissue)
3762                                 {
3763                                         const Dst &dst = shader->getInstruction(i - 1)->dst;
3764
3765                                         writeDestination(r, dPairing, dst);
3766                                 }
3767                         
3768                                 if(!pairing)
3769                                 {
3770                                         writeDestination(r, d, dst);
3771                                 }
3772                         }
3773                 }
3774         }
3775
3776         void PixelRoutine::ps_2_x(Registers &r, Int cMask[4])
3777         {
3778                 r.enableIndex = 0;
3779                 r.stackIndex = 0;
3780
3781                 if(shader->containsLeaveInstruction())
3782                 {
3783                         r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
3784                 }
3785
3786                 bool out[4][4] = {false};
3787
3788                 // Create all call site return blocks up front
3789                 for(int i = 0; i < shader->getLength(); i++)
3790                 {
3791                         const Shader::Instruction *instruction = shader->getInstruction(i);
3792                         Shader::Opcode opcode = instruction->opcode;
3793
3794                         if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
3795                         {
3796                                 const Dst &dst = instruction->dst;
3797
3798                                 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
3799                                 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
3800                         }
3801                 }
3802                 
3803                 for(int i = 0; i < shader->getLength(); i++)
3804                 {
3805                         const Shader::Instruction *instruction = shader->getInstruction(i);
3806                         Shader::Opcode opcode = instruction->opcode;
3807
3808                         if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
3809                         {
3810                                 continue;
3811                         }
3812
3813                         const Dst &dst = instruction->dst;
3814                         const Src &src0 = instruction->src[0];
3815                         const Src &src1 = instruction->src[1];
3816                         const Src &src2 = instruction->src[2];
3817                         const Src &src3 = instruction->src[3];
3818
3819                         bool predicate = instruction->predicate;
3820                         Control control = instruction->control;
3821                         bool pp = dst.partialPrecision;
3822                         bool project = instruction->project;
3823                         bool bias = instruction->bias;
3824
3825                         Vector4f d;
3826                         Vector4f s0;
3827                         Vector4f s1;
3828                         Vector4f s2;
3829                         Vector4f s3;
3830
3831                         if(opcode == Shader::OPCODE_TEXKILL)   // Takes destination as input
3832                         {
3833                                 if(dst.type == Shader::PARAMETER_TEXTURE)
3834                                 {
3835                                         d.x = r.vf[2 + dst.index].x;
3836                                         d.y = r.vf[2 + dst.index].y;
3837                                         d.z = r.vf[2 + dst.index].z;
3838                                         d.w = r.vf[2 + dst.index].w;
3839                                 }
3840                                 else
3841                                 {
3842                                         d = r.rf[dst.index];
3843                                 }
3844                         }
3845
3846                         if(src0.type != Shader::PARAMETER_VOID) s0 = reg(r, src0);
3847                         if(src1.type != Shader::PARAMETER_VOID) s1 = reg(r, src1);
3848                         if(src2.type != Shader::PARAMETER_VOID) s2 = reg(r, src2);
3849                         if(src3.type != Shader::PARAMETER_VOID) s3 = reg(r, src3);
3850
3851                         switch(opcode)
3852                         {
3853                         case Shader::OPCODE_PS_2_0:                                                                                                             break;
3854                         case Shader::OPCODE_PS_2_x:                                                                                                             break;
3855                         case Shader::OPCODE_PS_3_0:                                                                                                             break;
3856                         case Shader::OPCODE_DEF:                                                                                                                break;
3857                         case Shader::OPCODE_DCL:                                                                                                                break;
3858                         case Shader::OPCODE_NOP:                                                                                                                break;
3859                         case Shader::OPCODE_MOV:                mov(d, s0);                                                                             break;
3860                         case Shader::OPCODE_F2B:                f2b(d, s0);                                                                             break;
3861                         case Shader::OPCODE_B2F:                b2f(d, s0);                                                                             break;
3862                         case Shader::OPCODE_ADD:                add(d, s0, s1);                                                                 break;
3863                         case Shader::OPCODE_SUB:                sub(d, s0, s1);                                                                 break;
3864                         case Shader::OPCODE_MUL:                mul(d, s0, s1);                                                                 break;
3865                         case Shader::OPCODE_MAD:                mad(d, s0, s1, s2);                                                             break;
3866                         case Shader::OPCODE_DP1:                dp1(d, s0, s1);                                                                 break;
3867                         case Shader::OPCODE_DP2:                dp2(d, s0, s1);                                                                 break;
3868                         case Shader::OPCODE_DP2ADD:             dp2add(d, s0, s1, s2);                                                  break;
3869                         case Shader::OPCODE_DP3:                dp3(d, s0, s1);                                                                 break;
3870                         case Shader::OPCODE_DP4:                dp4(d, s0, s1);                                                                 break;
3871                         case Shader::OPCODE_CMP0:               cmp0(d, s0, s1, s2);                                                    break;
3872                         case Shader::OPCODE_ICMP:               icmp(d, s0, s1, control);                                               break;
3873                         case Shader::OPCODE_SELECT:             select(d, s0, s1, s2);                                                  break;
3874                         case Shader::OPCODE_EXTRACT:    extract(d.x, s0, s1.x);                                                 break;
3875                         case Shader::OPCODE_INSERT:             insert(d, s0, s1.x, s2.x);                                              break;
3876                         case Shader::OPCODE_FRC:                frc(d, s0);                                                                             break;
3877                         case Shader::OPCODE_TRUNC:      trunc(d, s0);                                   break;
3878                         case Shader::OPCODE_FLOOR:      floor(d, s0);                                   break;
3879                         case Shader::OPCODE_CEIL:       ceil(d, s0);                                    break;
3880                         case Shader::OPCODE_EXP2X:              exp2x(d, s0, pp);                                                               break;
3881                         case Shader::OPCODE_EXP2:               exp2(d, s0, pp);                                                                break;
3882                         case Shader::OPCODE_LOG2X:              log2x(d, s0, pp);                                                               break;
3883                         case Shader::OPCODE_LOG2:               log2(d, s0, pp);                                                                break;
3884                         case Shader::OPCODE_EXP:                exp(d, s0, pp);                                                                 break;
3885                         case Shader::OPCODE_LOG:                log(d, s0, pp);                                                                 break;
3886                         case Shader::OPCODE_RCPX:               rcpx(d, s0, pp);                                                                break;
3887                         case Shader::OPCODE_DIV:                div(d, s0, s1);                                                                 break;
3888                         case Shader::OPCODE_MOD:                mod(d, s0, s1);                                                                 break;
3889                         case Shader::OPCODE_RSQX:               rsqx(d, s0, pp);                                                                break;
3890                         case Shader::OPCODE_SQRT:               sqrt(d, s0, pp);                                                                break;
3891                         case Shader::OPCODE_RSQ:                rsq(d, s0, pp);                                                                 break;
3892                         case Shader::OPCODE_LEN2:               len2(d.x, s0, pp);                                                              break;
3893                         case Shader::OPCODE_LEN3:               len3(d.x, s0, pp);                                                              break;
3894                         case Shader::OPCODE_LEN4:               len4(d.x, s0, pp);                                                              break;
3895                         case Shader::OPCODE_DIST1:              dist1(d.x, s0, s1, pp);                                                 break;
3896                         case Shader::OPCODE_DIST2:              dist2(d.x, s0, s1, pp);                                                 break;
3897                         case Shader::OPCODE_DIST3:              dist3(d.x, s0, s1, pp);                                                 break;
3898                         case Shader::OPCODE_DIST4:              dist4(d.x, s0, s1, pp);                                                 break;
3899                         case Shader::OPCODE_MIN:                min(d, s0, s1);                                                                 break;
3900                         case Shader::OPCODE_MAX:                max(d, s0, s1);                                                                 break;
3901                         case Shader::OPCODE_LRP:                lrp(d, s0, s1, s2);                                                             break;
3902                         case Shader::OPCODE_STEP:               step(d, s0, s1);                                                                break;
3903                         case Shader::OPCODE_SMOOTH:             smooth(d, s0, s1, s2);                                                  break;
3904                         case Shader::OPCODE_POWX:               powx(d, s0, s1, pp);                                                    break;
3905                         case Shader::OPCODE_POW:                pow(d, s0, s1, pp);                                                             break;
3906                         case Shader::OPCODE_SGN:                sgn(d, s0);                                                                             break;
3907                         case Shader::OPCODE_CRS:                crs(d, s0, s1);                                                                 break;
3908                         case Shader::OPCODE_FORWARD1:   forward1(d, s0, s1, s2);                                                break;
3909                         case Shader::OPCODE_FORWARD2:   forward2(d, s0, s1, s2);                                                break;
3910                         case Shader::OPCODE_FORWARD3:   forward3(d, s0, s1, s2);                                                break;
3911                         case Shader::OPCODE_FORWARD4:   forward4(d, s0, s1, s2);                                                break;
3912                         case Shader::OPCODE_REFLECT1:   reflect1(d, s0, s1);                                                    break;
3913                         case Shader::OPCODE_REFLECT2:   reflect2(d, s0, s1);                                                    break;
3914                         case Shader::OPCODE_REFLECT3:   reflect3(d, s0, s1);                                                    break;
3915                         case Shader::OPCODE_REFLECT4:   reflect4(d, s0, s1);                                                    break;
3916                         case Shader::OPCODE_REFRACT1:   refract1(d, s0, s1, s2.x);                                              break;
3917                         case Shader::OPCODE_REFRACT2:   refract2(d, s0, s1, s2.x);                                              break;
3918                         case Shader::OPCODE_REFRACT3:   refract3(d, s0, s1, s2.x);                                              break;
3919                         case Shader::OPCODE_REFRACT4:   refract4(d, s0, s1, s2.x);                                              break;
3920                         case Shader::OPCODE_NRM2:               nrm2(d, s0, pp);                                                                break;
3921                         case Shader::OPCODE_NRM3:               nrm3(d, s0, pp);                                                                break;
3922                         case Shader::OPCODE_NRM4:               nrm4(d, s0, pp);                                                                break;
3923                         case Shader::OPCODE_ABS:                abs(d, s0);                                                                             break;
3924                         case Shader::OPCODE_SINCOS:             sincos(d, s0, pp);                                                              break;
3925                         case Shader::OPCODE_COS:                cos(d, s0, pp);                                                                 break;
3926                         case Shader::OPCODE_SIN:                sin(d, s0, pp);                                                                 break;
3927                         case Shader::OPCODE_TAN:                tan(d, s0, pp);                                                                 break;
3928                         case Shader::OPCODE_ACOS:               acos(d, s0, pp);                                                                break;
3929                         case Shader::OPCODE_ASIN:               asin(d, s0, pp);                                                                break;
3930                         case Shader::OPCODE_ATAN:               atan(d, s0, pp);                                                                break;
3931                         case Shader::OPCODE_ATAN2:              atan2(d, s0, s1, pp);                                                   break;
3932                         case Shader::OPCODE_M4X4:               M4X4(r, d, s0, src1);                                                   break;
3933                         case Shader::OPCODE_M4X3:               M4X3(r, d, s0, src1);                                                   break;
3934                         case Shader::OPCODE_M3X4:               M3X4(r, d, s0, src1);                                                   break;
3935                         case Shader::OPCODE_M3X3:               M3X3(r, d, s0, src1);                                                   break;
3936                         case Shader::OPCODE_M3X2:               M3X2(r, d, s0, src1);                                                   break;
3937                         case Shader::OPCODE_TEX:                TEXLD(r, d, s0, src1, project, bias);                   break;
3938                         case Shader::OPCODE_TEXLDD:             TEXLDD(r, d, s0, src1, s2, s3, project, bias);  break;
3939                         case Shader::OPCODE_TEXLDL:             TEXLDL(r, d, s0, src1, project, bias);                  break;
3940                         case Shader::OPCODE_TEXKILL:    TEXKILL(cMask, d, dst.mask);                                    break;
3941                         case Shader::OPCODE_DISCARD:    DISCARD(r, cMask, instruction);                                 break;
3942                         case Shader::OPCODE_DFDX:               DFDX(d, s0);                                                                    break;
3943                         case Shader::OPCODE_DFDY:               DFDY(d, s0);                                                                    break;
3944                         case Shader::OPCODE_FWIDTH:             FWIDTH(d, s0);                                                                  break;
3945                         case Shader::OPCODE_BREAK:              BREAK(r);                                                                               break;
3946                         case Shader::OPCODE_BREAKC:             BREAKC(r, s0, s1, control);                                             break;
3947                         case Shader::OPCODE_BREAKP:             BREAKP(r, src0);                                                                break;
3948                         case Shader::OPCODE_CONTINUE:   CONTINUE(r);                                                                    break;
3949                         case Shader::OPCODE_TEST:               TEST();                                                                                 break;
3950                         case Shader::OPCODE_CALL:               CALL(r, dst.label, dst.callSite);               break;
3951                         case Shader::OPCODE_CALLNZ:             CALLNZ(r, dst.label, dst.callSite, src0);       break;
3952                         case Shader::OPCODE_ELSE:               ELSE(r);                                                                                break;
3953                         case Shader::OPCODE_ENDIF:              ENDIF(r);                                                                               break;
3954                         case Shader::OPCODE_ENDLOOP:    ENDLOOP(r);                                                                             break;
3955                         case Shader::OPCODE_ENDREP:             ENDREP(r);                                                                              break;
3956                         case Shader::OPCODE_ENDWHILE:   ENDWHILE(r);                                                            break;
3957                         case Shader::OPCODE_IF:                 IF(r, src0);                                                                    break;
3958                         case Shader::OPCODE_IFC:                IFC(r, s0, s1, control);                                                break;
3959                         case Shader::OPCODE_LABEL:              LABEL(dst.index);                                                               break;
3960                         case Shader::OPCODE_LOOP:               LOOP(r, src1);                                                                  break;
3961                         case Shader::OPCODE_REP:                REP(r, src0);                                                                   break;
3962                         case Shader::OPCODE_WHILE:              WHILE(r, src0);                                                                 break;
3963                         case Shader::OPCODE_RET:                RET(r);                                                                                 break;
3964                         case Shader::OPCODE_LEAVE:              LEAVE(r);                                                                               break;
3965                         case Shader::OPCODE_CMP:                cmp(d, s0, s1, control);                                                break;
3966                         case Shader::OPCODE_ALL:                all(d.x, s0);                                                                   break;
3967                         case Shader::OPCODE_ANY:                any(d.x, s0);                                                                   break;
3968                         case Shader::OPCODE_NOT:                not(d, s0);                                                                             break;
3969                         case Shader::OPCODE_OR:                 or(d.x, s0.x, s1.x);                                                    break;
3970                         case Shader::OPCODE_XOR:                xor(d.x, s0.x, s1.x);                                                   break;
3971                         case Shader::OPCODE_AND:                and(d.x, s0.x, s1.x);                                                   break;
3972                         case Shader::OPCODE_END:                                                                                                                break;
3973                         default:
3974                                 ASSERT(false);
3975                         }
3976
3977                         if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
3978                         {
3979                                 if(dst.integer)
3980                                 {
3981                                         switch(opcode)
3982                                         {
3983                                         case Shader::OPCODE_DIV:
3984                                                 if(dst.x) d.x = Trunc(d.x);
3985                                                 if(dst.y) d.y = Trunc(d.y);
3986                                                 if(dst.z) d.z = Trunc(d.z);
3987                                                 if(dst.w) d.w = Trunc(d.w);
3988                                                 break;
3989                                         default:
3990                                                 break;   // No truncation to integer required when arguments are integer
3991                                         }
3992                                 }
3993
3994                                 if(dst.saturate)
3995                                 {
3996                                         if(dst.x) d.x = Max(d.x, Float4(0.0f));
3997                                         if(dst.y) d.y = Max(d.y, Float4(0.0f));
3998                                         if(dst.z) d.z = Max(d.z, Float4(0.0f));
3999                                         if(dst.w) d.w = Max(d.w, Float4(0.0f));
4000
4001                                         if(dst.x) d.x = Min(d.x, Float4(1.0f));
4002                                         if(dst.y) d.y = Min(d.y, Float4(1.0f));
4003                                         if(dst.z) d.z = Min(d.z, Float4(1.0f));
4004                                         if(dst.w) d.w = Min(d.w, Float4(1.0f));
4005                                 }
4006
4007                                 if(instruction->isPredicated())
4008                                 {
4009                                         Vector4f pDst;   // FIXME: Rename
4010
4011                                         switch(dst.type)
4012                                         {
4013                                         case Shader::PARAMETER_TEMP:
4014                                                 if(dst.rel.type == Shader::PARAMETER_VOID)
4015                                                 {
4016                                                         if(dst.x) pDst.x = r.rf[dst.index].x;
4017                                                         if(dst.y) pDst.y = r.rf[dst.index].y;
4018                                                         if(dst.z) pDst.z = r.rf[dst.index].z;
4019                                                         if(dst.w) pDst.w = r.rf[dst.index].w;
4020                                                 }
4021                                                 else
4022                                                 {
4023                                                         Int a = relativeAddress(r, dst);
4024
4025                                                         if(dst.x) pDst.x = r.rf[dst.index + a].x;
4026                                                         if(dst.y) pDst.y = r.rf[dst.index + a].y;
4027                                                         if(dst.z) pDst.z = r.rf[dst.index + a].z;
4028                                                         if(dst.w) pDst.w = r.rf[dst.index + a].w;
4029                                                 }
4030                                                 break;
4031                                         case Shader::PARAMETER_COLOROUT:
4032                                                 ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
4033                                                 if(dst.x) pDst.x = r.oC[dst.index].x;
4034                                                 if(dst.y) pDst.y = r.oC[dst.index].y;
4035                                                 if(dst.z) pDst.z = r.oC[dst.index].z;
4036                                                 if(dst.w) pDst.w = r.oC[dst.index].w;
4037                                                 break;
4038                                         case Shader::PARAMETER_PREDICATE:
4039                                                 if(dst.x) pDst.x = r.p0.x;
4040                                                 if(dst.y) pDst.y = r.p0.y;
4041                                                 if(dst.z) pDst.z = r.p0.z;
4042                                                 if(dst.w) pDst.w = r.p0.w;
4043                                                 break;
4044                                         case Shader::PARAMETER_DEPTHOUT:
4045                                                 pDst.x = r.oDepth;
4046                                                 break;
4047                                         default:
4048                                                 ASSERT(false);
4049                                         }
4050                                 
4051                                         Int4 enable = enableMask(r, instruction);
4052
4053                                         Int4 xEnable = enable;
4054                                         Int4 yEnable = enable;
4055                                         Int4 zEnable = enable;
4056                                         Int4 wEnable = enable;
4057
4058                                         if(predicate)
4059                                         {
4060                                                 unsigned char pSwizzle = instruction->predicateSwizzle;
4061
4062                                                 Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
4063                                                 Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
4064                                                 Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
4065                                                 Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
4066
4067                                                 if(!instruction->predicateNot)
4068                                                 {
4069                                                         if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
4070                                                         if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
4071                                                         if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
4072                                                         if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
4073                                                 }
4074                                                 else
4075                                                 {
4076                                                         if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
4077                                                         if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
4078                                                         if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
4079                                                         if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
4080                                                 }
4081                                         }
4082
4083                                         if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
4084                                         if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
4085                                         if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
4086                                         if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
4087
4088                                         if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
4089                                         if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
4090                                         if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
4091                                         if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
4092                                 }
4093
4094                                 switch(dst.type)
4095                                 {
4096                                 case Shader::PARAMETER_TEMP:
4097                                         if(dst.rel.type == Shader::PARAMETER_VOID)
4098                                         {
4099                                                 if(dst.x) r.rf[dst.index].x = d.x;
4100                                                 if(dst.y) r.rf[dst.index].y = d.y;
4101                                                 if(dst.z) r.rf[dst.index].z = d.z;
4102                                                 if(dst.w) r.rf[dst.index].w = d.w;
4103                                         }
4104                                         else
4105                                         {
4106                                                 Int a = relativeAddress(r, dst);
4107
4108                                                 if(dst.x) r.rf[dst.index + a].x = d.x;
4109                                                 if(dst.y) r.rf[dst.index + a].y = d.y;
4110                                                 if(dst.z) r.rf[dst.index + a].z = d.z;
4111                                                 if(dst.w) r.rf[dst.index + a].w = d.w;
4112                                         }
4113                                         break;
4114                                 case Shader::PARAMETER_COLOROUT:
4115                                         ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
4116                                         if(dst.x) {r.oC[dst.index].x = d.x; out[dst.index][0] = true;}
4117                                         if(dst.y) {r.oC[dst.index].y = d.y; out[dst.index][1] = true;}
4118                                         if(dst.z) {r.oC[dst.index].z = d.z; out[dst.index][2] = true;}
4119                                         if(dst.w) {r.oC[dst.index].w = d.w; out[dst.index][3] = true;}
4120                                         break;
4121                                 case Shader::PARAMETER_PREDICATE:
4122                                         if(dst.x) r.p0.x = d.x;
4123                                         if(dst.y) r.p0.y = d.y;
4124                                         if(dst.z) r.p0.z = d.z;
4125                                         if(dst.w) r.p0.w = d.w;
4126                                         break;
4127                                 case Shader::PARAMETER_DEPTHOUT:
4128                                         r.oDepth = d.x;
4129                                         break;
4130                                 default:
4131                                         ASSERT(false);
4132                                 }
4133                         }
4134                 }
4135
4136                 if(currentLabel != -1)
4137                 {
4138                         Nucleus::setInsertBlock(returnBlock);
4139                 }
4140
4141                 for(int i = 0; i < 4; i++)
4142                 {
4143                         if((Format)state.targetFormat[i] != FORMAT_NULL)
4144                         {
4145                                 if(!out[i][0]) r.oC[i].x = Float4(0.0f);
4146                                 if(!out[i][1]) r.oC[i].y = Float4(0.0f);
4147                                 if(!out[i][2]) r.oC[i].z = Float4(0.0f);
4148                                 if(!out[i][3]) r.oC[i].w = Float4(0.0f);
4149                         }
4150                 }
4151         }
4152
4153         Short4 PixelRoutine::convertFixed12(RValue<Float4> cf)
4154         {
4155                 return RoundShort4(cf * Float4(0x1000));
4156         }
4157
4158         void PixelRoutine::convertFixed12(Vector4i &ci, Vector4f &cf)
4159         {
4160                 ci.x = convertFixed12(cf.x);
4161                 ci.y = convertFixed12(cf.y);
4162                 ci.z = convertFixed12(cf.z);
4163                 ci.w = convertFixed12(cf.w);
4164         }
4165
4166         UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
4167         {
4168                 return UShort4(cf * Float4(0xFFFF), saturate);
4169         }
4170
4171         void PixelRoutine::convertFixed16(Vector4i &ci, Vector4f &cf, bool saturate)
4172         {
4173                 ci.x = convertFixed16(cf.x, saturate);
4174                 ci.y = convertFixed16(cf.y, saturate);
4175                 ci.z = convertFixed16(cf.z, saturate);
4176                 ci.w = convertFixed16(cf.w, saturate);
4177         }
4178
4179         Float4 PixelRoutine::convertSigned12(Short4 &ci)
4180         {
4181                 return Float4(ci) * Float4(1.0f / 0x0FFE);
4182         }
4183
4184         void PixelRoutine::convertSigned12(Vector4f &cf, Vector4i &ci)
4185         {
4186                 cf.x = convertSigned12(ci.x);
4187                 cf.y = convertSigned12(ci.y);
4188                 cf.z = convertSigned12(ci.z);
4189                 cf.w = convertSigned12(ci.w);
4190         }
4191
4192         Float4 PixelRoutine::convertUnsigned16(UShort4 ci)
4193         {
4194                 return Float4(ci) * Float4(1.0f / 0xFFFF);
4195         }
4196
4197         void PixelRoutine::sRGBtoLinear16_16(Registers &r, Vector4i &c)
4198         {
4199                 c.x = As<UShort4>(c.x) >> 4;
4200                 c.y = As<UShort4>(c.y) >> 4;
4201                 c.z = As<UShort4>(c.z) >> 4;
4202
4203                 sRGBtoLinear12_16(r, c);
4204         }
4205
4206         void PixelRoutine::sRGBtoLinear12_16(Registers &r, Vector4i &c)
4207         {
4208                 Pointer<Byte> LUT = r.constants + OFFSET(Constants,sRGBtoLin12_16);
4209
4210                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
4211                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
4212                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
4213                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
4214
4215                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
4216                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
4217                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
4218                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
4219
4220                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
4221                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
4222                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
4223                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
4224         }
4225
4226         void PixelRoutine::linearToSRGB16_16(Registers &r, Vector4i &c)
4227         {
4228                 c.x = As<UShort4>(c.x) >> 4;
4229                 c.y = As<UShort4>(c.y) >> 4;
4230                 c.z = As<UShort4>(c.z) >> 4;
4231
4232                 linearToSRGB12_16(r, c);
4233         }
4234
4235         void PixelRoutine::linearToSRGB12_16(Registers &r, Vector4i &c)
4236         {
4237                 Pointer<Byte> LUT = r.constants + OFFSET(Constants,linToSRGB12_16);
4238
4239                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
4240                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
4241                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
4242                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
4243
4244                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
4245                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
4246                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
4247                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
4248
4249                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
4250                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
4251                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
4252                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
4253         }
4254
4255         Float4 PixelRoutine::linearToSRGB(const Float4 &x)   // Approximates x^(1.0/2.2)
4256         {
4257                 Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
4258                 Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
4259
4260                 return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
4261         }
4262
4263         Float4 PixelRoutine::sRGBtoLinear(const Float4 &x)   // Approximates x^2.2
4264         {
4265                 Float4 linear = x * x;
4266                 linear = linear * Float4(0.73f) + linear * x * Float4(0.27f);
4267
4268                 return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
4269         }
4270
4271         void PixelRoutine::MOV(Vector4i &dst, Vector4i &src0)
4272         {
4273                 dst.x = src0.x;
4274                 dst.y = src0.y;
4275                 dst.z = src0.z;
4276                 dst.w = src0.w;
4277         }
4278
4279         void PixelRoutine::ADD(Vector4i &dst, Vector4i &src0, Vector4i &src1)
4280         {
4281                 dst.x = AddSat(src0.x, src1.x);
4282                 dst.y = AddSat(src0.y, src1.y);
4283                 dst.z = AddSat(src0.z, src1.z);
4284                 dst.w = AddSat(src0.w, src1.w);
4285         }
4286
4287         void PixelRoutine::SUB(Vector4i &dst, Vector4i &src0, Vector4i &src1)
4288         {
4289                 dst.x = SubSat(src0.x, src1.x);
4290                 dst.y = SubSat(src0.y, src1.y);
4291                 dst.z = SubSat(src0.z, src1.z);
4292                 dst.w = SubSat(src0.w, src1.w);
4293         }
4294
4295         void PixelRoutine::MAD(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2)
4296         {
4297                 // FIXME: Long fixed-point multiply fixup
4298                 {dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x);}
4299                 {dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);}
4300                 {dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z);}
4301                 {dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w);}
4302         }
4303
4304         void PixelRoutine::MUL(Vector4i &dst, Vector4i &src0, Vector4i &src1)
4305         {
4306                 // FIXME: Long fixed-point multiply fixup
4307                 {dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x);}
4308                 {dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y);}
4309                 {dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z);}
4310                 {dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w);}
4311         }
4312
4313         void PixelRoutine::DP3(Vector4i &dst, Vector4i &src0, Vector4i &src1)
4314         {
4315                 Short4 t0;
4316                 Short4 t1;
4317
4318                 // FIXME: Long fixed-point multiply fixup
4319                 t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); 
4320                 t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
4321                 t0 = AddSat(t0, t1);
4322                 t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
4323                 t0 = AddSat(t0, t1);
4324
4325                 dst.x = t0;
4326                 dst.y = t0;
4327                 dst.z = t0;
4328                 dst.w = t0;
4329         }
4330
4331         void PixelRoutine::DP4(Vector4i &dst, Vector4i &src0, Vector4i &src1)
4332         {
4333                 Short4 t0;
4334                 Short4 t1;
4335
4336                 // FIXME: Long fixed-point multiply fixup
4337                 t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); 
4338                 t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
4339                 t0 = AddSat(t0, t1);
4340                 t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
4341                 t0 = AddSat(t0, t1);
4342                 t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
4343                 t0 = AddSat(t0, t1);
4344
4345                 dst.x = t0;
4346                 dst.y = t0;
4347                 dst.z = t0;
4348                 dst.w = t0;
4349         }
4350
4351         void PixelRoutine::LRP(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2)
4352         {
4353                 // FIXME: Long fixed-point multiply fixup
4354                 {dst.x = SubSat(src1.x, src2.x); dst.x = MulHigh(dst.x, src0.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x);}
4355                 {dst.y = SubSat(src1.y, src2.y); dst.y = MulHigh(dst.y, src0.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);}
4356                 {dst.z = SubSat(src1.z, src2.z); dst.z = MulHigh(dst.z, src0.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z);}
4357                 {dst.w = SubSat(src1.w, src2.w); dst.w = MulHigh(dst.w, src0.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w);}
4358         }
4359
4360         void PixelRoutine::TEXCOORD(Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
4361         {
4362                 Float4 uw;
4363                 Float4 vw;
4364                 Float4 sw;
4365
4366                 if(state.interpolant[2 + coordinate].component & 0x01)
4367                 {
4368                         uw = Max(u, Float4(0.0f));
4369                         uw = Min(uw, Float4(1.0f));
4370                         dst.x = convertFixed12(uw);
4371                 }
4372                 else
4373                 {
4374                         dst.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4375                 }
4376
4377                 if(state.interpolant[2 + coordinate].component & 0x02)
4378                 {
4379                         vw = Max(v, Float4(0.0f));
4380                         vw = Min(vw, Float4(1.0f));
4381                         dst.y = convertFixed12(vw);
4382                 }
4383                 else
4384                 {
4385                         dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4386                 }
4387
4388                 if(state.interpolant[2 + coordinate].component & 0x04)
4389                 {
4390                         sw = Max(s, Float4(0.0f));
4391                         sw = Min(sw, Float4(1.0f));
4392                         dst.z = convertFixed12(sw);
4393                 }
4394                 else
4395                 {
4396                         dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4397                 }
4398
4399                 dst.w = Short4(0x1000);
4400         }
4401
4402         void PixelRoutine::TEXCRD(Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
4403         {
4404                 Float4 uw = u;
4405                 Float4 vw = v;
4406                 Float4 sw = s;
4407
4408                 if(project)
4409                 {
4410                         uw *= Rcp_pp(s);
4411                         vw *= Rcp_pp(s);
4412                 }
4413
4414                 if(state.interpolant[2 + coordinate].component & 0x01)
4415                 {
4416                         uw *= Float4(0x1000);
4417                         uw = Max(uw, Float4(-0x8000));
4418                         uw = Min(uw, Float4(0x7FFF));
4419                         dst.x = RoundShort4(uw);
4420                 }
4421                 else
4422                 {
4423                         dst.x = Short4(0x0000);
4424                 }
4425
4426                 if(state.interpolant[2 + coordinate].component & 0x02)
4427                 {
4428                         vw *= Float4(0x1000);
4429                         vw = Max(vw, Float4(-0x8000));
4430                         vw = Min(vw, Float4(0x7FFF));
4431                         dst.y = RoundShort4(vw);
4432                 }
4433                 else
4434                 {
4435                         dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4436                 }
4437                 
4438                 if(state.interpolant[2 + coordinate].component & 0x04)
4439                 {
4440                         sw *= Float4(0x1000);
4441                         sw = Max(sw, Float4(-0x8000));
4442                         sw = Min(sw, Float4(0x7FFF));
4443                         dst.z = RoundShort4(sw);
4444                 }
4445                 else
4446                 {
4447                         dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4448                 }
4449         }
4450
4451         void PixelRoutine::TEXDP3(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src)
4452         {
4453                 TEXM3X3PAD(r, u, v, s, src, 0, false);
4454
4455                 Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
4456
4457                 dst.x = t0;
4458                 dst.y = t0;
4459                 dst.z = t0;
4460                 dst.w = t0;
4461         }
4462
4463         void PixelRoutine::TEXDP3TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0)
4464         {
4465                 TEXM3X3PAD(r, u, v, s, src0, 0, false);
4466
4467                 r.v_ = Float4(0.0f);
4468                 r.w_ = Float4(0.0f);
4469
4470                 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4471         }
4472
4473         void PixelRoutine::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
4474         {
4475                 Int kill = SignMask(CmpNLT(u, Float4(0.0f))) &
4476                            SignMask(CmpNLT(v, Float4(0.0f))) &
4477                            SignMask(CmpNLT(s, Float4(0.0f)));
4478
4479                 for(unsigned int q = 0; q < state.multiSample; q++)
4480                 {
4481                         cMask[q] &= kill;
4482                 }
4483         }
4484
4485         void PixelRoutine::TEXKILL(Int cMask[4], Vector4i &src)
4486         {
4487                 Short4 test = src.x | src.y | src.z;
4488                 Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
4489
4490                 for(unsigned int q = 0; q < state.multiSample; q++)
4491                 {
4492                         cMask[q] &= kill;
4493                 }
4494         }
4495
4496         void PixelRoutine::TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
4497         {
4498                 sampleTexture(r, dst, sampler, u, v, s, s, project);
4499         }
4500
4501         void PixelRoutine::TEXLD(Registers &r, Vector4i &dst, Vector4i &src, int sampler, bool project)
4502         {
4503                 Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
4504                 Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
4505                 Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
4506
4507                 sampleTexture(r, dst, sampler, u, v, s, s, project);
4508         }
4509
4510         void PixelRoutine::TEXBEM(Registers &r, Vector4i &dst, Vector4i &src, Float4 &u, Float4 &v, Float4 &s, int stage)
4511         {
4512                 Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
4513                 Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
4514
4515                 Float4 du2 = du;
4516                 Float4 dv2 = dv;
4517
4518                 du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
4519                 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
4520                 du += dv2;
4521                 dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
4522                 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
4523                 dv += du2;
4524
4525                 Float4 u_ = u + du;
4526                 Float4 v_ = v + dv;
4527
4528                 sampleTexture(r, dst, stage, u_, v_, s, s);
4529         }
4530
4531         void PixelRoutine::TEXBEML(Registers &r, Vector4i &dst, Vector4i &src, Float4 &u, Float4 &v, Float4 &s, int stage)
4532         {
4533                 Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
4534                 Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
4535
4536                 Float4 du2 = du;
4537                 Float4 dv2 = dv;
4538
4539                 du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
4540                 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
4541                 du += dv2;
4542                 dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
4543                 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
4544                 dv += du2;
4545
4546                 Float4 u_ = u + du;
4547                 Float4 v_ = v + dv;
4548
4549                 sampleTexture(r, dst, stage, u_, v_, s, s);
4550
4551                 Short4 L;
4552
4553                 L = src.z;
4554                 L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
4555                 L = L << 4;
4556                 L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
4557                 L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
4558                 L = Min(L, Short4(0x1000));
4559
4560                 dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4;
4561                 dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4;
4562                 dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
4563         }
4564
4565         void PixelRoutine::TEXREG2AR(Registers &r, Vector4i &dst, Vector4i &src0, int stage)
4566         {
4567                 Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
4568                 Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
4569                 Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4570
4571                 sampleTexture(r, dst, stage, u, v, s, s);
4572         }
4573
4574         void PixelRoutine::TEXREG2GB(Registers &r, Vector4i &dst, Vector4i &src0, int stage)
4575         {
4576                 Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
4577                 Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4578                 Float4 s = v;
4579
4580                 sampleTexture(r, dst, stage, u, v, s, s);
4581         }
4582
4583         void PixelRoutine::TEXREG2RGB(Registers &r, Vector4i &dst, Vector4i &src0, int stage)
4584         {
4585                 Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
4586                 Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
4587                 Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4588
4589                 sampleTexture(r, dst, stage, u, v, s, s);
4590         }
4591
4592         void PixelRoutine::TEXM3X2DEPTH(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src, bool signedScaling)
4593         {
4594                 TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
4595
4596                 // z / w
4597                 r.u_ *= Rcp_pp(r.v_);   // FIXME: Set result to 1.0 when division by zero
4598
4599                 r.oDepth = r.u_;
4600         }
4601
4602         void PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, int component, bool signedScaling)
4603         {
4604                 TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
4605         }
4606
4607         void PixelRoutine::TEXM3X2TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, bool signedScaling)
4608         {
4609                 TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
4610
4611                 r.w_ = Float4(0.0f);
4612
4613                 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4614         }
4615
4616         void PixelRoutine::TEXM3X3(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, bool signedScaling)
4617         {
4618                 TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
4619
4620                 dst.x = RoundShort4(r.u_ * Float4(0x1000));
4621                 dst.y = RoundShort4(r.v_ * Float4(0x1000));
4622                 dst.z = RoundShort4(r.w_ * Float4(0x1000));
4623                 dst.w = Short4(0x1000);
4624         }
4625
4626         void PixelRoutine::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, int component, bool signedScaling)
4627         {
4628                 if(component == 0 || previousScaling != signedScaling)   // FIXME: Other source modifiers?
4629                 {
4630                         r.U = Float4(src0.x);
4631                         r.V = Float4(src0.y);
4632                         r.W = Float4(src0.z);
4633
4634                         previousScaling = signedScaling;
4635                 }
4636
4637                 Float4 x = r.U * u + r.V * v + r.W * s;
4638
4639                 x *= Float4(1.0f / 0x1000);
4640
4641                 switch(component)
4642                 {
4643                 case 0: r.u_ = x; break;
4644                 case 1: r.v_ = x; break;
4645                 case 2: r.w_ = x; break;
4646                 default: ASSERT(false);
4647                 }
4648         }
4649
4650         void PixelRoutine::TEXM3X3SPEC(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, Vector4i &src1)
4651         {
4652                 TEXM3X3PAD(r, u, v, s, src0, 2, false);
4653
4654                 Float4 E[3];   // Eye vector
4655
4656                 E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE);
4657                 E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE);
4658                 E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE);
4659
4660                 // Reflection
4661                 Float4 u__;
4662                 Float4 v__;
4663                 Float4 w__;
4664
4665                 // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
4666                 u__ = r.u_ * E[0];
4667                 v__ = r.v_ * E[1];
4668                 w__ = r.w_ * E[2];
4669                 u__ += v__ + w__;
4670                 u__ += u__;
4671                 v__ = u__;
4672                 w__ = u__;
4673                 u__ *= r.u_;
4674                 v__ *= r.v_;
4675                 w__ *= r.w_;
4676                 r.u_ *= r.u_;
4677                 r.v_ *= r.v_;
4678                 r.w_ *= r.w_;
4679                 r.u_ += r.v_ + r.w_;
4680                 u__ -= E[0] * r.u_;
4681                 v__ -= E[1] * r.u_;
4682                 w__ -= E[2] * r.u_;
4683
4684                 sampleTexture(r, dst, stage,  u__, v__, w__, w__);
4685         }
4686
4687         void PixelRoutine::TEXM3X3TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, bool signedScaling)
4688         {
4689                 TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
4690
4691                 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4692         }
4693
4694         void PixelRoutine::TEXM3X3VSPEC(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0)
4695         {
4696                 TEXM3X3PAD(r, u, v, s, src0, 2, false);
4697
4698                 Float4 E[3];   // Eye vector
4699
4700                 E[0] = r.vf[2 + stage - 2].w;
4701                 E[1] = r.vf[2 + stage - 1].w;
4702                 E[2] = r.vf[2 + stage - 0].w;
4703
4704                 // Reflection
4705                 Float4 u__;
4706                 Float4 v__;
4707                 Float4 w__;
4708
4709                 // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
4710                 u__ = r.u_ * E[0];
4711                 v__ = r.v_ * E[1];
4712                 w__ = r.w_ * E[2];
4713                 u__ += v__ + w__;
4714                 u__ += u__;
4715                 v__ = u__;
4716                 w__ = u__;
4717                 u__ *= r.u_;
4718                 v__ *= r.v_;
4719                 w__ *= r.w_;
4720                 r.u_ *= r.u_;
4721                 r.v_ *= r.v_;
4722                 r.w_ *= r.w_;
4723                 r.u_ += r.v_ + r.w_;
4724                 u__ -= E[0] * r.u_;
4725                 v__ -= E[1] * r.u_;
4726                 w__ -= E[2] * r.u_;
4727
4728                 sampleTexture(r, dst, stage, u__, v__, w__, w__);
4729         }
4730
4731         void PixelRoutine::TEXDEPTH(Registers &r)
4732         {
4733                 r.u_ = Float4(r.ri[5].x);
4734                 r.v_ = Float4(r.ri[5].y);
4735
4736                 // z / w
4737                 r.u_ *= Rcp_pp(r.v_);   // FIXME: Set result to 1.0 when division by zero
4738
4739                 r.oDepth = r.u_;
4740         }
4741
4742         void PixelRoutine::CND(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2)
4743         {
4744                 {Short4 t0; t0 = src0.x; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.x; t1 = t1 & t0; t0 = ~t0 & src2.x; t0 = t0 | t1; dst.x = t0;};
4745                 {Short4 t0; t0 = src0.y; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.y; t1 = t1 & t0; t0 = ~t0 & src2.y; t0 = t0 | t1; dst.y = t0;};
4746                 {Short4 t0; t0 = src0.z; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.z; t1 = t1 & t0; t0 = ~t0 & src2.z; t0 = t0 | t1; dst.z = t0;};
4747                 {Short4 t0; t0 = src0.w; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.w; t1 = t1 & t0; t0 = ~t0 & src2.w; t0 = t0 | t1; dst.w = t0;};
4748         }
4749
4750         void PixelRoutine::CMP(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2)
4751         {
4752                 {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.x); Short4 t1; t1 = src2.x; t1 &= t0; t0 = ~t0 & src1.x; t0 |= t1; dst.x = t0;};
4753                 {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.y); Short4 t1; t1 = src2.y; t1 &= t0; t0 = ~t0 & src1.y; t0 |= t1; dst.y = t0;};
4754                 {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.z); Short4 t1; t1 = src2.z; t1 &= t0; t0 = ~t0 & src1.z; t0 |= t1; dst.z = t0;};
4755                 {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.w = t0;};
4756         }
4757
4758         void PixelRoutine::BEM(Registers &r, Vector4i &dst, Vector4i &src0, Vector4i &src1, int stage)
4759         {
4760                 Short4 t0;
4761                 Short4 t1;
4762
4763                 // dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
4764                 t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4;   // FIXME: Matrix components range? Overflow hazard.
4765                 t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4;   // FIXME: Matrix components range? Overflow hazard.
4766                 t0 = AddSat(t0, t1);
4767                 t0 = AddSat(t0, src0.x);
4768                 dst.x = t0;
4769
4770                 // dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
4771                 t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4;   // FIXME: Matrix components range? Overflow hazard.
4772                 t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4;   // FIXME: Matrix components range? Overflow hazard.
4773                 t0 = AddSat(t0, t1);
4774                 t0 = AddSat(t0, src0.y);
4775                 dst.y = t0;
4776         }
4777
4778         void PixelRoutine::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4779         {
4780                 Vector4f row0 = reg(r, src1, 0);
4781                 Vector4f row1 = reg(r, src1, 1);
4782
4783                 dst.x = dot3(src0, row0);
4784                 dst.y = dot3(src0, row1);
4785         }
4786
4787         void PixelRoutine::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4788         {
4789                 Vector4f row0 = reg(r, src1, 0);
4790                 Vector4f row1 = reg(r, src1, 1);
4791                 Vector4f row2 = reg(r, src1, 2);
4792
4793                 dst.x = dot3(src0, row0);
4794                 dst.y = dot3(src0, row1);
4795                 dst.z = dot3(src0, row2);
4796         }
4797
4798         void PixelRoutine::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4799         {
4800                 Vector4f row0 = reg(r, src1, 0);
4801                 Vector4f row1 = reg(r, src1, 1);
4802                 Vector4f row2 = reg(r, src1, 2);
4803                 Vector4f row3 = reg(r, src1, 3);
4804
4805                 dst.x = dot3(src0, row0);
4806                 dst.y = dot3(src0, row1);
4807                 dst.z = dot3(src0, row2);
4808                 dst.w = dot3(src0, row3);
4809         }
4810
4811         void PixelRoutine::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4812         {
4813                 Vector4f row0 = reg(r, src1, 0);
4814                 Vector4f row1 = reg(r, src1, 1);
4815                 Vector4f row2 = reg(r, src1, 2);
4816
4817                 dst.x = dot4(src0, row0);
4818                 dst.y = dot4(src0, row1);
4819                 dst.z = dot4(src0, row2);
4820         }
4821
4822         void PixelRoutine::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4823         {
4824                 Vector4f row0 = reg(r, src1, 0);
4825                 Vector4f row1 = reg(r, src1, 1);
4826                 Vector4f row2 = reg(r, src1, 2);
4827                 Vector4f row3 = reg(r, src1, 3);
4828
4829                 dst.x = dot4(src0, row0);
4830                 dst.y = dot4(src0, row1);
4831                 dst.z = dot4(src0, row2);
4832                 dst.w = dot4(src0, row3);
4833         }
4834
4835         void PixelRoutine::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
4836         {
4837                 Vector4f tmp;
4838                 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias); 
4839
4840                 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
4841                 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
4842                 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
4843                 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
4844         }
4845         
4846         void PixelRoutine::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2,  Vector4f &src3, bool project, bool bias)
4847         {
4848                 Vector4f tmp;
4849                 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
4850
4851                 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
4852                 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
4853                 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
4854                 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
4855         }
4856         
4857         void PixelRoutine::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
4858         {
4859                 Vector4f tmp;
4860                 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
4861
4862                 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
4863                 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
4864                 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
4865                 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
4866         }
4867
4868         void PixelRoutine::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
4869         {
4870                 Int kill = -1;
4871                 
4872                 if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
4873                 if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
4874                 if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
4875                 if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
4876
4877                 // FIXME: Dynamic branching affects TEXKILL?
4878         //      if(shader->containsDynamicBranching())
4879         //      {
4880         //              kill = ~SignMask(enableMask(r));
4881         //      }
4882
4883                 for(unsigned int q = 0; q < state.multiSample; q++)
4884                 {
4885                         cMask[q] &= kill;
4886                 }
4887
4888                 // FIXME: Branch to end of shader if all killed?
4889         }
4890
4891         void PixelRoutine::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
4892         {
4893                 Int kill = 0;
4894                 
4895                 if(shader->containsDynamicBranching())
4896                 {
4897                         kill = ~SignMask(enableMask(r, instruction));
4898                 }
4899                 
4900                 for(unsigned int q = 0; q < state.multiSample; q++)
4901                 {
4902                         cMask[q] &= kill;
4903                 }
4904
4905                 // FIXME: Branch to end of shader if all killed?
4906         }
4907
4908         void PixelRoutine::DFDX(Vector4f &dst, Vector4f &src)
4909         {
4910                 dst.x = src.x.yyww - src.x.xxzz;
4911                 dst.y = src.y.yyww - src.y.xxzz;
4912                 dst.z = src.z.yyww - src.z.xxzz;
4913                 dst.w = src.w.yyww - src.w.xxzz;
4914         }
4915
4916         void PixelRoutine::DFDY(Vector4f &dst, Vector4f &src)
4917         {
4918                 dst.x = src.x.zwzw - src.x.xyxy;
4919                 dst.y = src.y.zwzw - src.y.xyxy;
4920                 dst.z = src.z.zwzw - src.z.xyxy;
4921                 dst.w = src.w.zwzw - src.w.xyxy;
4922         }
4923
4924         void PixelRoutine::FWIDTH(Vector4f &dst, Vector4f &src)
4925         {
4926                 // abs(dFdx(src)) + abs(dFdy(src));
4927                 dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
4928                 dst.y = Abs(src.y.yyww - src.x.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
4929                 dst.z = Abs(src.z.yyww - src.x.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
4930                 dst.w = Abs(src.w.yyww - src.x.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
4931         }
4932
4933         void PixelRoutine::BREAK(Registers &r)
4934         {
4935                 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
4936                 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
4937
4938                 if(breakDepth == 0)
4939                 {
4940                         r.enableIndex = r.enableIndex - breakDepth;
4941                         Nucleus::createBr(endBlock);
4942                 }
4943                 else
4944                 {
4945                         r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
4946                         Bool allBreak = SignMask(r.enableBreak) == 0x0;
4947
4948                         r.enableIndex = r.enableIndex - breakDepth;
4949                         branch(allBreak, endBlock, deadBlock);
4950                 }
4951
4952                 Nucleus::setInsertBlock(deadBlock);
4953                 r.enableIndex = r.enableIndex + breakDepth;
4954         }
4955
4956         void PixelRoutine::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
4957         {
4958                 Int4 condition;
4959
4960                 switch(control)
4961                 {
4962                 case Shader::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);   break;
4963                 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);             break;
4964                 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);    break;
4965                 case Shader::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);    break;
4966                 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);    break;
4967                 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);             break;
4968                 default:
4969                         ASSERT(false);
4970                 }
4971
4972                 BREAK(r, condition);
4973         }
4974
4975         void PixelRoutine::BREAKP(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
4976         {
4977                 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
4978
4979                 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
4980                 {
4981                         condition = ~condition;
4982                 }
4983
4984                 BREAK(r, condition);
4985         }
4986
4987         void PixelRoutine::BREAK(Registers &r, Int4 &condition)
4988         {
4989                 condition &= r.enableStack[r.enableIndex];
4990
4991                 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
4992                 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
4993
4994                 r.enableBreak = r.enableBreak & ~condition;
4995                 Bool allBreak = SignMask(r.enableBreak) == 0x0;
4996
4997                 r.enableIndex = r.enableIndex - breakDepth;
4998                 branch(allBreak, endBlock, continueBlock);
4999
5000                 Nucleus::setInsertBlock(continueBlock);
5001                 r.enableIndex = r.enableIndex + breakDepth;
5002         }
5003
5004         void PixelRoutine::CONTINUE(Registers &r)
5005         {
5006                 r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
5007         }
5008
5009         void PixelRoutine::TEST()
5010         {
5011                 whileTest = true;
5012         }
5013
5014         void PixelRoutine::CALL(Registers &r, int labelIndex, int callSiteIndex)
5015         {
5016                 if(!labelBlock[labelIndex])
5017                 {
5018                         labelBlock[labelIndex] = Nucleus::createBasicBlock();
5019                 }
5020
5021                 if(callRetBlock[labelIndex].size() > 1)
5022                 {
5023                         r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5024                 }
5025
5026                 Int4 restoreLeave = r.enableLeave;
5027
5028                 Nucleus::createBr(labelBlock[labelIndex]);
5029                 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5030
5031                 r.enableLeave = restoreLeave;
5032         }
5033
5034         void PixelRoutine::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
5035         {
5036                 if(src.type == Shader::PARAMETER_CONSTBOOL)
5037                 {
5038                         CALLNZb(r, labelIndex, callSiteIndex, src);
5039                 }
5040                 else if(src.type == Shader::PARAMETER_PREDICATE)
5041                 {
5042                         CALLNZp(r, labelIndex, callSiteIndex, src);
5043                 }
5044                 else ASSERT(false);
5045         }
5046
5047         void PixelRoutine::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
5048         {
5049                 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0));   // FIXME
5050                 
5051                 if(boolRegister.modifier == Shader::MODIFIER_NOT)
5052                 {
5053                         condition = !condition; 
5054                 }
5055
5056                 if(!labelBlock[labelIndex])
5057                 {
5058                         labelBlock[labelIndex] = Nucleus::createBasicBlock();
5059                 }
5060
5061                 if(callRetBlock[labelIndex].size() > 1)
5062                 {
5063                         r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5064                 }
5065
5066                 Int4 restoreLeave = r.enableLeave;
5067
5068                 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
5069                 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5070
5071                 r.enableLeave = restoreLeave;
5072         }
5073
5074         void PixelRoutine::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
5075         {
5076                 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5077
5078                 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5079                 {
5080                         condition = ~condition;
5081                 }
5082
5083                 condition &= r.enableStack[r.enableIndex];
5084
5085                 if(!labelBlock[labelIndex])
5086                 {
5087                         labelBlock[labelIndex] = Nucleus::createBasicBlock();
5088                 }
5089
5090                 if(callRetBlock[labelIndex].size() > 1)
5091                 {
5092                         r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5093                 }
5094
5095                 r.enableIndex++;
5096                 r.enableStack[r.enableIndex] = condition;
5097                 Int4 restoreLeave = r.enableLeave;
5098
5099                 Bool notAllFalse = SignMask(condition) != 0;
5100                 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
5101                 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5102
5103                 r.enableIndex--;
5104                 r.enableLeave = restoreLeave;
5105         }
5106
5107         void PixelRoutine::ELSE(Registers &r)
5108         {
5109                 ifDepth--;
5110
5111                 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
5112                 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5113
5114                 if(isConditionalIf[ifDepth])
5115                 {
5116                         Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
5117                         Bool notAllFalse = SignMask(condition) != 0;
5118
5119                         branch(notAllFalse, falseBlock, endBlock);
5120
5121                         r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
5122                 }
5123                 else
5124                 {
5125                         Nucleus::createBr(endBlock);
5126                         Nucleus::setInsertBlock(falseBlock);
5127                 }
5128
5129                 ifFalseBlock[ifDepth] = endBlock;
5130
5131                 ifDepth++;
5132         }
5133
5134         void PixelRoutine::ENDIF(Registers &r)
5135         {
5136                 ifDepth--;
5137
5138                 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
5139
5140                 Nucleus::createBr(endBlock);
5141                 Nucleus::setInsertBlock(endBlock);
5142
5143                 if(isConditionalIf[ifDepth])
5144                 {
5145                         breakDepth--;
5146                         r.enableIndex--;
5147                 }
5148         }
5149
5150         void PixelRoutine::ENDLOOP(Registers &r)
5151         {
5152                 loopRepDepth--;
5153
5154                 r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth];   // FIXME: +=
5155
5156                 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5157                 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5158
5159                 Nucleus::createBr(testBlock);
5160                 Nucleus::setInsertBlock(endBlock);
5161
5162                 r.loopDepth--;
5163                 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5164         }
5165
5166         void PixelRoutine::ENDREP(Registers &r)
5167         {
5168                 loopRepDepth--;
5169
5170                 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5171                 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5172
5173                 Nucleus::createBr(testBlock);
5174                 Nucleus::setInsertBlock(endBlock);
5175
5176                 r.loopDepth--;
5177                 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5178         }
5179
5180         void PixelRoutine::ENDWHILE(Registers &r)
5181         {
5182                 loopRepDepth--;
5183
5184                 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5185                 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5186
5187                 Nucleus::createBr(testBlock);
5188                 Nucleus::setInsertBlock(endBlock);
5189
5190                 r.enableIndex--;
5191                 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5192                 whileTest = false;
5193         }
5194
5195         void PixelRoutine::IF(Registers &r, const Src &src)
5196         {
5197                 if(src.type == Shader::PARAMETER_CONSTBOOL)
5198                 {
5199                         IFb(r, src);
5200                 }
5201                 else if(src.type == Shader::PARAMETER_PREDICATE)
5202                 {
5203                         IFp(r, src);
5204                 }
5205                 else
5206                 {
5207                         Int4 condition = As<Int4>(reg(r, src).x);
5208                         IF(r, condition);
5209                 }
5210         }
5211
5212         void PixelRoutine::IFb(Registers &r, const Src &boolRegister)
5213         {
5214                 ASSERT(ifDepth < 24 + 4);
5215
5216                 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0));   // FIXME
5217
5218                 if(boolRegister.modifier == Shader::MODIFIER_NOT)
5219                 {
5220                         condition = !condition;
5221                 }
5222
5223                 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
5224                 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
5225
5226                 branch(condition, trueBlock, falseBlock);
5227
5228                 isConditionalIf[ifDepth] = false;
5229                 ifFalseBlock[ifDepth] = falseBlock;
5230
5231                 ifDepth++;
5232         }
5233
5234         void PixelRoutine::IFp(Registers &r, const Src &predicateRegister)
5235         {
5236                 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5237
5238                 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5239                 {
5240                         condition = ~condition;
5241                 }
5242
5243                 IF(r, condition);
5244         }
5245
5246         void PixelRoutine::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
5247         {
5248                 Int4 condition;
5249
5250                 switch(control)
5251                 {
5252                 case Shader::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);   break;
5253                 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);             break;
5254                 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);    break;
5255                 case Shader::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);    break;
5256                 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);    break;
5257                 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);             break;
5258                 default:
5259                         ASSERT(false);
5260                 }
5261
5262                 IF(r, condition);
5263         }
5264
5265         void PixelRoutine::IF(Registers &r, Int4 &condition)
5266         {
5267                 condition &= r.enableStack[r.enableIndex];
5268
5269                 r.enableIndex++;
5270                 r.enableStack[r.enableIndex] = condition;
5271
5272                 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
5273                 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
5274
5275                 Bool notAllFalse = SignMask(condition) != 0;
5276
5277                 branch(notAllFalse, trueBlock, falseBlock);
5278
5279                 isConditionalIf[ifDepth] = true;
5280                 ifFalseBlock[ifDepth] = falseBlock;
5281
5282                 ifDepth++;
5283                 breakDepth++;
5284         }
5285
5286         void PixelRoutine::LABEL(int labelIndex)
5287         {
5288                 if(!labelBlock[labelIndex])
5289                 {
5290                         labelBlock[labelIndex] = Nucleus::createBasicBlock();
5291                 }
5292
5293                 Nucleus::setInsertBlock(labelBlock[labelIndex]);
5294                 currentLabel = labelIndex;
5295         }
5296
5297         void PixelRoutine::LOOP(Registers &r, const Src &integerRegister)
5298         {
5299                 r.loopDepth++;
5300
5301                 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
5302                 r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][1]));
5303                 r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][2]));
5304
5305         //      If(r.increment[r.loopDepth] == 0)
5306         //      {
5307         //              r.increment[r.loopDepth] = 1;
5308         //      }
5309
5310                 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5311                 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5312                 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5313
5314                 loopRepTestBlock[loopRepDepth] = testBlock;
5315                 loopRepEndBlock[loopRepDepth] = endBlock;
5316
5317                 // FIXME: jump(testBlock)
5318                 Nucleus::createBr(testBlock);
5319                 Nucleus::setInsertBlock(testBlock);
5320
5321                 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
5322                 Nucleus::setInsertBlock(loopBlock);
5323
5324                 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
5325                 
5326                 loopRepDepth++;
5327                 breakDepth = 0;
5328         }
5329
5330         void PixelRoutine::REP(Registers &r, const Src &integerRegister)
5331         {
5332                 r.loopDepth++;
5333
5334                 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
5335                 r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
5336
5337                 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5338                 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5339                 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5340
5341                 loopRepTestBlock[loopRepDepth] = testBlock;
5342                 loopRepEndBlock[loopRepDepth] = endBlock;
5343
5344                 // FIXME: jump(testBlock)
5345                 Nucleus::createBr(testBlock);
5346                 Nucleus::setInsertBlock(testBlock);
5347
5348                 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
5349                 Nucleus::setInsertBlock(loopBlock);
5350
5351                 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
5352
5353                 loopRepDepth++;
5354                 breakDepth = 0;
5355         }
5356
5357         void PixelRoutine::WHILE(Registers &r, const Src &temporaryRegister)
5358         {
5359                 r.enableIndex++;
5360
5361                 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5362                 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5363                 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5364                 
5365                 loopRepTestBlock[loopRepDepth] = testBlock;
5366                 loopRepEndBlock[loopRepDepth] = endBlock;
5367
5368                 Int4 restoreBreak = r.enableBreak;
5369                 Int4 restoreContinue = r.enableContinue;
5370
5371                 // FIXME: jump(testBlock)
5372                 Nucleus::createBr(testBlock);
5373                 Nucleus::setInsertBlock(testBlock);
5374                 r.enableContinue = restoreContinue;
5375
5376                 const Vector4f &src = reg(r, temporaryRegister);
5377                 Int4 condition = As<Int4>(src.x);
5378                 condition &= r.enableStack[r.enableIndex - 1];
5379                 r.enableStack[r.enableIndex] = condition;
5380
5381                 Bool notAllFalse = SignMask(condition) != 0;
5382                 branch(notAllFalse, loopBlock, endBlock);
5383                 
5384                 Nucleus::setInsertBlock(endBlock);
5385                 r.enableBreak = restoreBreak;
5386                 
5387                 Nucleus::setInsertBlock(loopBlock);
5388
5389                 loopRepDepth++;
5390                 breakDepth = 0;
5391         }
5392
5393         void PixelRoutine::RET(Registers &r)
5394         {
5395                 if(currentLabel == -1)
5396                 {
5397                         returnBlock = Nucleus::createBasicBlock();
5398                         Nucleus::createBr(returnBlock);
5399                 }
5400                 else
5401                 {
5402                         llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
5403
5404                         if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack
5405                         {
5406                                 // FIXME: Encapsulate
5407                                 UInt index = r.callStack[--r.stackIndex];
5408  
5409                                 llvm::Value *value = index.loadValue();
5410                                 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
5411
5412                                 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
5413                                 {
5414                                         Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
5415                                 }
5416                         }
5417                         else if(callRetBlock[currentLabel].size() == 1)   // Jump directly to the unique return destination
5418                         {
5419                                 Nucleus::createBr(callRetBlock[currentLabel][0]);
5420                         }
5421                         else   // Function isn't called
5422                         {
5423                                 Nucleus::createBr(unreachableBlock);
5424                         }
5425
5426                         Nucleus::setInsertBlock(unreachableBlock);
5427                         Nucleus::createUnreachable();
5428                 }
5429         }
5430
5431         void PixelRoutine::LEAVE(Registers &r)
5432         {
5433                 r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
5434
5435                 // FIXME: Return from function if all instances left
5436                 // FIXME: Use enableLeave in other control-flow constructs
5437         }
5438         
5439         void PixelRoutine::writeDestination(Registers &r, Vector4i &d, const Dst &dst)
5440         {
5441                 switch(dst.type)
5442                 {
5443                 case Shader::PARAMETER_TEMP:
5444                         if(dst.mask & 0x1) r.ri[dst.index].x = d.x;
5445                         if(dst.mask & 0x2) r.ri[dst.index].y = d.y;
5446                         if(dst.mask & 0x4) r.ri[dst.index].z = d.z;
5447                         if(dst.mask & 0x8) r.ri[dst.index].w = d.w;
5448                         break;
5449                 case Shader::PARAMETER_INPUT:
5450                         if(dst.mask & 0x1) r.vi[dst.index].x = d.x;
5451                         if(dst.mask & 0x2) r.vi[dst.index].y = d.y;
5452                         if(dst.mask & 0x4) r.vi[dst.index].z = d.z;
5453                         if(dst.mask & 0x8) r.vi[dst.index].w = d.w;
5454                         break;
5455                 case Shader::PARAMETER_CONST:                   ASSERT(false);  break;
5456                 case Shader::PARAMETER_TEXTURE:
5457                         if(dst.mask & 0x1) r.ti[dst.index].x = d.x;
5458                         if(dst.mask & 0x2) r.ti[dst.index].y = d.y;
5459                         if(dst.mask & 0x4) r.ti[dst.index].z = d.z;
5460                         if(dst.mask & 0x8) r.ti[dst.index].w = d.w;
5461                         break;
5462                 case Shader::PARAMETER_COLOROUT:
5463                         if(dst.mask & 0x1) r.vi[dst.index].x = d.x;
5464                         if(dst.mask & 0x2) r.vi[dst.index].y = d.y;
5465                         if(dst.mask & 0x4) r.vi[dst.index].z = d.z;
5466                         if(dst.mask & 0x8) r.vi[dst.index].w = d.w;
5467                         break;
5468                 default:
5469                         ASSERT(false);
5470                 }
5471         }
5472
5473         Vector4i PixelRoutine::regi(Registers &r, const Src &src)
5474         {
5475                 Vector4i *reg;
5476                 int i = src.index;
5477
5478                 Vector4i c;
5479
5480                 if(src.type == Shader::PARAMETER_CONST)
5481                 {
5482                         c.x = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][0]));
5483                         c.y = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][1]));
5484                         c.z = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][2]));
5485                         c.w = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][3]));
5486                 }
5487
5488                 switch(src.type)
5489                 {
5490                 case Shader::PARAMETER_TEMP:          reg = &r.ri[i]; break;
5491                 case Shader::PARAMETER_INPUT:         reg = &r.vi[i]; break;
5492                 case Shader::PARAMETER_CONST:         reg = &c;       break;
5493                 case Shader::PARAMETER_TEXTURE:       reg = &r.ti[i]; break;
5494                 case Shader::PARAMETER_VOID:          return r.ri[0]; // Dummy
5495                 case Shader::PARAMETER_FLOAT4LITERAL: return r.ri[0]; // Dummy
5496                 default:
5497                         ASSERT(false);
5498                 }
5499
5500                 const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
5501                 const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3];
5502                 const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
5503                 const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
5504
5505                 Vector4i mod;
5506
5507                 switch(src.modifier)
5508                 {
5509                 case Shader::MODIFIER_NONE:
5510                         mod.x = x;
5511                         mod.y = y;
5512                         mod.z = z;
5513                         mod.w = w;
5514                         break;
5515                 case Shader::MODIFIER_BIAS:
5516                         mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5517                         mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5518                         mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5519                         mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5520                         break;
5521                 case Shader::MODIFIER_BIAS_NEGATE:
5522                         mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
5523                         mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
5524                         mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
5525                         mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
5526                         break;
5527                 case Shader::MODIFIER_COMPLEMENT:
5528                         mod.x = SubSat(Short4(0x1000), x);
5529                         mod.y = SubSat(Short4(0x1000), y);
5530                         mod.z = SubSat(Short4(0x1000), z);
5531                         mod.w = SubSat(Short4(0x1000), w);
5532                         break;
5533                 case Shader::MODIFIER_NEGATE:
5534                         mod.x = -x;
5535                         mod.y = -y;
5536                         mod.z = -z;
5537                         mod.w = -w;
5538                         break;
5539                 case Shader::MODIFIER_X2:
5540                         mod.x = AddSat(x, x);
5541                         mod.y = AddSat(y, y);
5542                         mod.z = AddSat(z, z);
5543                         mod.w = AddSat(w, w);
5544                         break;
5545                 case Shader::MODIFIER_X2_NEGATE:
5546                         mod.x = -AddSat(x, x);
5547                         mod.y = -AddSat(y, y);
5548                         mod.z = -AddSat(z, z);
5549                         mod.w = -AddSat(w, w);
5550                         break;
5551                 case Shader::MODIFIER_SIGN:
5552                         mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5553                         mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5554                         mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5555                         mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5556                         mod.x = AddSat(mod.x, mod.x);
5557                         mod.y = AddSat(mod.y, mod.y);
5558                         mod.z = AddSat(mod.z, mod.z);
5559                         mod.w = AddSat(mod.w, mod.w);
5560                         break;
5561                 case Shader::MODIFIER_SIGN_NEGATE:
5562                         mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
5563                         mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
5564                         mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
5565                         mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
5566                         mod.x = AddSat(mod.x, mod.x);
5567                         mod.y = AddSat(mod.y, mod.y);
5568                         mod.z = AddSat(mod.z, mod.z);
5569                         mod.w = AddSat(mod.w, mod.w);
5570                         break;
5571                 case Shader::MODIFIER_DZ:
5572                         mod.x = x;
5573                         mod.y = y;
5574                         mod.z = z;
5575                         mod.w = w;
5576                         // Projection performed by texture sampler
5577                         break;
5578                 case Shader::MODIFIER_DW:
5579                         mod.x = x;
5580                         mod.y = y;
5581                         mod.z = z;
5582                         mod.w = w;
5583                         // Projection performed by texture sampler
5584                         break;
5585                 default:
5586                         ASSERT(false);
5587                 }
5588
5589                 if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE))
5590                 {
5591                         mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5592                         mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5593                         mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5594                         mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5595                 }
5596
5597                 return mod;
5598         }
5599
5600         Vector4f PixelRoutine::reg(Registers &r, const Src &src, int offset)
5601         {
5602                 Vector4f reg;
5603                 int i = src.index + offset;
5604
5605                 switch(src.type)
5606                 {
5607                 case Shader::PARAMETER_TEMP:
5608                         if(src.rel.type == Shader::PARAMETER_VOID)
5609                         {
5610                                 reg = r.rf[i];
5611                         }
5612                         else
5613                         {
5614                                 Int a = relativeAddress(r, src);
5615
5616                                 reg = r.rf[i + a];
5617                         }
5618                         break;
5619                 case Shader::PARAMETER_INPUT:
5620                         {
5621                                 if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
5622                                 {
5623                                         reg = r.vf[i];
5624                                 }
5625                                 else if(src.rel.type == Shader::PARAMETER_LOOP)
5626                                 {
5627                                         Int aL = r.aL[r.loopDepth];
5628
5629                                         reg = r.vf[i + aL];
5630                                 }
5631                                 else
5632                                 {
5633                                         Int a = relativeAddress(r, src);
5634                                         
5635                                         reg = r.vf[i + a];
5636                                 }
5637                         }
5638                         break;
5639                 case Shader::PARAMETER_CONST:
5640                         reg = readConstant(r, src, offset);
5641                         break;
5642                 case Shader::PARAMETER_TEXTURE:
5643                         reg = r.vf[2 + i];
5644                         break;
5645                 case Shader::PARAMETER_MISCTYPE:
5646                         if(src.index == 0)                              reg = r.vPos;
5647                         if(src.index == 1)                              reg = r.vFace;
5648                         break;
5649                 case Shader::PARAMETER_SAMPLER:
5650                         if(src.rel.type == Shader::PARAMETER_VOID)
5651                         {
5652                                 reg.x = As<Float4>(Int4(i));
5653                         }
5654                         else if(src.rel.type == Shader::PARAMETER_TEMP)
5655                         {
5656                                 reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x));
5657                         }
5658                         return reg;
5659                 case Shader::PARAMETER_PREDICATE:       return reg;   // Dummy
5660                 case Shader::PARAMETER_VOID:            return reg;   // Dummy
5661                 case Shader::PARAMETER_FLOAT4LITERAL:
5662                         reg.x = Float4(src.value[0]);
5663                         reg.y = Float4(src.value[1]);
5664                         reg.z = Float4(src.value[2]);
5665                         reg.w = Float4(src.value[3]);
5666                         break;
5667                 case Shader::PARAMETER_CONSTINT:        return reg;   // Dummy
5668                 case Shader::PARAMETER_CONSTBOOL:       return reg;   // Dummy
5669                 case Shader::PARAMETER_LOOP:            return reg;   // Dummy
5670                 case Shader::PARAMETER_COLOROUT:
5671                         reg = r.oC[i];
5672                         break;
5673                 case Shader::PARAMETER_DEPTHOUT:
5674                         reg.x = r.oDepth;
5675                         break;
5676                 default:
5677                         ASSERT(false);
5678                 }
5679
5680                 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
5681                 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
5682                 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
5683                 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
5684
5685                 Vector4f mod;
5686
5687                 switch(src.modifier)
5688                 {
5689                 case Shader::MODIFIER_NONE:
5690                         mod.x = x;
5691                         mod.y = y;
5692                         mod.z = z;
5693                         mod.w = w;
5694                         break;
5695                 case Shader::MODIFIER_NEGATE:
5696                         mod.x = -x;
5697                         mod.y = -y;
5698                         mod.z = -z;
5699                         mod.w = -w;
5700                         break;
5701                 case Shader::MODIFIER_ABS:
5702                         mod.x = Abs(x);
5703                         mod.y = Abs(y);
5704                         mod.z = Abs(z);
5705                         mod.w = Abs(w);
5706                         break;
5707                 case Shader::MODIFIER_ABS_NEGATE:
5708                         mod.x = -Abs(x);
5709                         mod.y = -Abs(y);
5710                         mod.z = -Abs(z);
5711                         mod.w = -Abs(w);
5712                         break;
5713                 case Shader::MODIFIER_NOT:
5714                         mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
5715                         mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
5716                         mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
5717                         mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
5718                         break;
5719                 default:
5720                         ASSERT(false);
5721                 }
5722
5723                 return mod;
5724         }
5725
5726         Vector4f PixelRoutine::readConstant(Registers &r, const Src &src, int offset)
5727         {
5728                 Vector4f c;
5729
5730                 int i = src.index + offset;
5731
5732                 if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
5733                 {
5734                         c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]));
5735
5736                         c.x = c.x.xxxx;
5737                         c.y = c.y.yyyy;
5738                         c.z = c.z.zzzz;
5739                         c.w = c.w.wwww;
5740
5741                         if(localShaderConstants)   // Constant may be known at compile time
5742                         {
5743                                 for(int j = 0; j < shader->getLength(); j++)
5744                                 {
5745                                         const Shader::Instruction &instruction = *shader->getInstruction(j);
5746
5747                                         if(instruction.opcode == Shader::OPCODE_DEF)
5748                                         {
5749                                                 if(instruction.dst.index == i)
5750                                                 {
5751                                                         c.x = Float4(instruction.src[0].value[0]);
5752                                                         c.y = Float4(instruction.src[0].value[1]);
5753                                                         c.z = Float4(instruction.src[0].value[2]);
5754                                                         c.w = Float4(instruction.src[0].value[3]);
5755
5756                                                         break;
5757                                                 }
5758                                         }
5759                                 }
5760                         }
5761                 }
5762                 else if(src.rel.type == Shader::PARAMETER_LOOP)
5763                 {
5764                         Int loopCounter = r.aL[r.loopDepth];
5765
5766                         c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + loopCounter * 16);
5767
5768                         c.x = c.x.xxxx;
5769                         c.y = c.y.yyyy;
5770                         c.z = c.z.zzzz;
5771                         c.w = c.w.wwww;
5772                 }
5773                 else
5774                 {
5775                         Int a = relativeAddress(r, src);
5776                         
5777                         c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + a * 16);
5778
5779                         c.x = c.x.xxxx;
5780                         c.y = c.y.yyyy;
5781                         c.z = c.z.zzzz;
5782                         c.w = c.w.wwww;
5783                 }
5784
5785                 return c;
5786         }
5787
5788         Int PixelRoutine::relativeAddress(Registers &r, const Shader::Parameter &var)
5789         {
5790                 ASSERT(var.rel.deterministic);
5791
5792                 if(var.rel.type == Shader::PARAMETER_TEMP)
5793                 {
5794                         return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale;
5795                 }
5796                 else if(var.rel.type == Shader::PARAMETER_INPUT)
5797                 {
5798                         return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale;
5799                 }
5800                 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
5801                 {
5802                         return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
5803                 }
5804                 else if(var.rel.type == Shader::PARAMETER_CONST)
5805                 {
5806                         RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[var.rel.index]));
5807
5808                         return RoundInt(Extract(c, 0)) * var.rel.scale;
5809                 }
5810                 else ASSERT(false);
5811
5812                 return 0;
5813         }
5814
5815         Int4 PixelRoutine::enableMask(Registers &r, const Shader::Instruction *instruction)
5816         {
5817                 Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
5818                 
5819                 if(!whileTest)
5820                 {
5821                         if(shader->containsBreakInstruction() && instruction->analysisBreak)
5822                         {
5823                                 enable &= r.enableBreak;
5824                         }
5825
5826                         if(shader->containsContinueInstruction() && instruction->analysisContinue)
5827                         {
5828                                 enable &= r.enableContinue;
5829                         }
5830
5831                         if(shader->containsLeaveInstruction() && instruction->analysisLeave)
5832                         {
5833                                 enable &= r.enableLeave;
5834                         }
5835                 }
5836
5837                 return enable;
5838         }
5839
5840         bool PixelRoutine::colorUsed()
5841         {
5842                 return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill;
5843         }
5844
5845         unsigned short PixelRoutine::shaderVersion() const
5846         {
5847                 return shader ? shader->getVersion() : 0x0000;
5848         }
5849
5850         bool PixelRoutine::interpolateZ() const
5851         {
5852                 return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister);
5853         }
5854
5855         bool PixelRoutine::interpolateW() const
5856         {
5857                 return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister);
5858         }
5859 }