OSDN Git Service

Implementation of glLogicOp
[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 namespace sw
24 {
25         extern bool complementaryDepthBuffer;
26         extern bool postBlendSRGB;
27         extern bool exactColorRounding;
28         extern bool booleanFaceRegister;
29         extern bool halfIntegerCoordinates;     // Pixel centers are not at integer coordinates
30         extern bool fullPixelPositionRegister;
31
32         PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : Rasterizer(state), shader(shader)
33         {
34                 perturbate = false;
35                 luminance = false;
36                 previousScaling = false;
37
38                 ifDepth = 0;
39                 loopRepDepth = 0;
40                 breakDepth = 0;
41                 currentLabel = -1;
42                 whileTest = false;
43
44                 for(int i = 0; i < 2048; i++)
45                 {
46                         labelBlock[i] = 0;
47                 }
48         }
49
50         PixelRoutine::~PixelRoutine()
51         {
52                 for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
53                 {
54                         delete sampler[i];
55                 }
56         }
57
58         void PixelRoutine::quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
59         {
60                 #if PERF_PROFILE
61                         Long pipeTime = Ticks();
62                 #endif
63
64                 for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
65                 {
66                         sampler[i] = new SamplerCore(r.constants, state.sampler[i]);
67                 }
68
69                 const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive();
70                 const bool integerPipeline = shaderVersion() <= 0x0104;
71
72                 Int zMask[4];   // Depth mask
73                 Int sMask[4];   // Stencil mask
74
75                 for(unsigned int q = 0; q < state.multiSample; q++)
76                 {
77                         zMask[q] = cMask[q];
78                         sMask[q] = cMask[q];
79                 }
80
81                 for(unsigned int q = 0; q < state.multiSample; q++)
82                 {
83                         stencilTest(r, sBuffer, q, x, sMask[q], cMask[q]);
84                 }
85
86                 Float4 f;
87
88                 Float4 (&z)[4] = r.z;
89                 Float4 &w = r.w;
90                 Float4 &rhw = r.rhw;
91                 Float4 rhwCentroid;
92
93                 Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16);
94
95                 if(interpolateZ())
96                 {
97                         for(unsigned int q = 0; q < state.multiSample; q++)
98                         {
99                                 Float4 x = xxxx;
100                         
101                                 if(state.multiSample > 1)
102                                 {
103                                         x -= *Pointer<Float4>(r.constants + OFFSET(Constants,X) + q * sizeof(float4));
104                                 }
105
106                                 z[q] = interpolate(x, r.Dz[q], z[q], r.primitive + OFFSET(Primitive,z), false, false);
107                         }
108                 }
109
110                 Bool depthPass = false;
111
112                 if(earlyDepthTest)
113                 {
114                         for(unsigned int q = 0; q < state.multiSample; q++)
115                         {
116                                 depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
117                         }
118                 }
119
120                 If(depthPass || Bool(!earlyDepthTest))
121                 {
122                         #if PERF_PROFILE
123                                 Long interpTime = Ticks();
124                         #endif
125
126                         Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,yQuad), 16);
127
128                         // Centroid locations
129                         Float4 XXXX = Float4(0.0f);
130                         Float4 YYYY = Float4(0.0f);
131
132                         if(state.centroid)
133                         {
134                                 Float4 WWWW(1.0e-9f);
135
136                                 for(unsigned int q = 0; q < state.multiSample; q++)
137                                 {
138                                         XXXX += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]);
139                                         YYYY += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]);
140                                         WWWW += *Pointer<Float4>(r.constants + OFFSET(Constants,weight) + 16 * cMask[q]);
141                                 }
142
143                                 WWWW = Rcp_pp(WWWW);
144                                 XXXX *= WWWW;
145                                 YYYY *= WWWW;
146
147                                 XXXX += xxxx;
148                                 YYYY += yyyy;
149                         }
150
151                         if(interpolateW())
152                         {
153                                 w = interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false);
154                                 rhw = reciprocal(w);
155
156                                 if(state.centroid)
157                                 {
158                                         rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,w), false, false));
159                                 }
160                         }
161
162                         for(int interpolant = 0; interpolant < 10; interpolant++)
163                         {
164                                 for(int component = 0; component < 4; component++)
165                                 {
166                                         if(state.interpolant[interpolant].component & (1 << component))
167                                         {
168                                                 if(!state.interpolant[interpolant].centroid)
169                                                 {
170                                                         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);
171                                                 }
172                                                 else
173                                                 {
174                                                         r.vf[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
175                                                 }
176                                         }
177                                 }
178
179                                 Float4 rcp;
180
181                                 switch(state.interpolant[interpolant].project)
182                                 {
183                                 case 0:
184                                         break;
185                                 case 1:
186                                         rcp = reciprocal(r.vf[interpolant].y);
187                                         r.vf[interpolant].x = r.vf[interpolant].x * rcp;
188                                         break;
189                                 case 2:
190                                         rcp = reciprocal(r.vf[interpolant].z);
191                                         r.vf[interpolant].x = r.vf[interpolant].x * rcp;
192                                         r.vf[interpolant].y = r.vf[interpolant].y * rcp;
193                                         break;
194                                 case 3:
195                                         rcp = reciprocal(r.vf[interpolant].w);
196                                         r.vf[interpolant].x = r.vf[interpolant].x * rcp;
197                                         r.vf[interpolant].y = r.vf[interpolant].y * rcp;
198                                         r.vf[interpolant].z = r.vf[interpolant].z * rcp;
199                                         break;
200                                 }
201                         }
202
203                         if(state.fog.component)
204                         {
205                                 f = interpolate(xxxx, r.Df, rhw, r.primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
206                         }
207
208                         if(integerPipeline)
209                         {
210                                 if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.vf[0].x); else r.diffuse.x = Short4(0x1000);
211                                 if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.vf[0].y); else r.diffuse.y = Short4(0x1000);
212                                 if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.vf[0].z); else r.diffuse.z = Short4(0x1000);
213                                 if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.vf[0].w); else r.diffuse.w = Short4(0x1000);
214
215                                 if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.vf[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
216                                 if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.vf[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
217                                 if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.vf[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
218                                 if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
219                         }
220                         else if(shaderVersion() >= 0x0300)
221                         {
222                                 if(shader->vPosDeclared)
223                                 {
224                                         if(!halfIntegerCoordinates)
225                                         {
226                                                 r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
227                                                 r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
228                                         }
229                                         else
230                                         {
231                                                 r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
232                                                 r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
233                                         }
234
235                                         if(fullPixelPositionRegister)
236                                         {
237                                                 r.vPos.z = z[0];   // FIXME: Centroid?
238                                                 r.vPos.w = w;      // FIXME: Centroid?
239                                         }
240                                 }
241
242                                 if(shader->vFaceDeclared)
243                                 {
244                                         Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive,area));
245                                         Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
246
247                                         r.vFace.x = face;
248                                         r.vFace.y = face;
249                                         r.vFace.z = face;
250                                         r.vFace.w = face;
251                                 }
252                         }
253
254                         #if PERF_PROFILE
255                                 r.cycles[PERF_INTERP] += Ticks() - interpTime;
256                         #endif
257
258                         Bool alphaPass = true;
259
260                         if(colorUsed())
261                         {
262                                 #if PERF_PROFILE
263                                         Long shaderTime = Ticks();
264                                 #endif
265
266                                 if(shader)
267                                 {
268                                 //      shader->print("PixelShader-%0.8X.txt", state.shaderID);
269
270                                         if(shader->getVersion() <= 0x0104)
271                                         {
272                                                 ps_1_x(r, cMask);
273                                         }
274                                         else
275                                         {
276                                                 ps_2_x(r, cMask);
277                                         }
278                                 }
279                                 else
280                                 {
281                                         r.current = r.diffuse;
282                                         Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
283
284                                         for(int stage = 0; stage < 8; stage++)
285                                         {
286                                                 if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE)
287                                                 {
288                                                         break;
289                                                 }
290
291                                                 Vector4s texture;
292
293                                                 if(state.textureStage[stage].usesTexture)
294                                                 {
295                                                         sampleTexture(r, texture, stage, stage);
296                                                 }
297
298                                                 blendTexture(r, temp, texture, stage);
299                                         }
300
301                                         specularPixel(r.current, r.specular);
302                                 }
303
304                                 #if PERF_PROFILE
305                                         r.cycles[PERF_SHADER] += Ticks() - shaderTime;
306                                 #endif
307
308                                 if(integerPipeline)
309                                 {
310                                         r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
311                                         r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
312                                         r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
313                                         r.current.w = Min(r.current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.w = Max(r.current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
314
315                                         alphaPass = alphaTest(r, cMask, r.current);
316                                 }
317                                 else
318                                 {
319                                         clampColor(r.oC);
320
321                                         alphaPass = alphaTest(r, cMask, r.oC[0]);
322                                 }
323
324                                 if((shader && shader->containsKill()) || state.alphaTestActive())
325                                 {
326                                         for(unsigned int q = 0; q < state.multiSample; q++)
327                                         {
328                                                 zMask[q] &= cMask[q];
329                                                 sMask[q] &= cMask[q];
330                                         }
331                                 }
332                         }
333
334                         If(alphaPass)
335                         {
336                                 if(!earlyDepthTest)
337                                 {
338                                         for(unsigned int q = 0; q < state.multiSample; q++)
339                                         {
340                                                 depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
341                                         }
342                                 }
343
344                                 #if PERF_PROFILE
345                                         Long ropTime = Ticks();
346                                 #endif
347
348                                 If(depthPass || Bool(earlyDepthTest))
349                                 {
350                                         for(unsigned int q = 0; q < state.multiSample; q++)
351                                         {
352                                                 if(state.multiSampleMask & (1 << q))
353                                                 {
354                                                         writeDepth(r, zBuffer, q, x, z[q], zMask[q]);
355
356                                                         if(state.occlusionEnabled)
357                                                         {
358                                                                 r.occlusion += *Pointer<UInt>(r.constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
359                                                         }
360                                                 }
361                                         }
362
363                                         if(colorUsed())
364                                         {
365                                                 #if PERF_PROFILE
366                                                         AddAtomic(Pointer<Long>(&profiler.ropOperations), 4);
367                                                 #endif
368
369                                                 if(integerPipeline)
370                                                 {
371                                                         rasterOperation(r.current, r, f, cBuffer[0], x, sMask, zMask, cMask);
372                                                 }
373                                                 else
374                                                 {
375                                                         rasterOperation(r.oC, r, f, cBuffer, x, sMask, zMask, cMask);
376                                                 }
377                                         }
378                                 }
379
380                                 #if PERF_PROFILE
381                                         r.cycles[PERF_ROP] += Ticks() - ropTime;
382                                 #endif
383                         }
384                 }
385
386                 for(unsigned int q = 0; q < state.multiSample; q++)
387                 {
388                         if(state.multiSampleMask & (1 << q))
389                         {
390                                 writeStencil(r, sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
391                         }
392                 }
393
394                 #if PERF_PROFILE
395                         r.cycles[PERF_PIPE] += Ticks() - pipeTime;
396                 #endif
397         }
398
399         Float4 PixelRoutine::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
400         {
401                 Float4 interpolant = D;
402
403                 if(!flat)
404                 {
405                         interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16);
406
407                         if(perspective)
408                         {
409                                 interpolant *= rhw;
410                         }
411                 }
412
413                 return interpolant;
414         }
415
416         Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
417         {
418                 Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16);
419
420                 if(!flat)
421                 {
422                         interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16) +
423                                        y * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,B), 16);
424
425                         if(perspective)
426                         {
427                                 interpolant *= rhw;
428                         }
429                 }
430
431                 return interpolant;
432         }
433
434         void PixelRoutine::stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
435         {
436                 if(!state.stencilActive)
437                 {
438                         return;
439                 }
440
441                 // (StencilRef & StencilMask) CompFunc (StencilBufferValue & StencilMask)
442
443                 Pointer<Byte> buffer = sBuffer + 2 * x;
444
445                 if(q > 0)
446                 {
447                         buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
448                 }
449
450                 Byte8 value = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
451                 Byte8 valueCCW = value;
452
453                 if(!state.noStencilMask)
454                 {
455                         value &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].testMaskQ));
456                 }
457
458                 stencilTest(r, value, state.stencilCompareMode, false);
459
460                 if(state.twoSidedStencil)
461                 {
462                         if(!state.noStencilMaskCCW)
463                         {
464                                 valueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].testMaskQ));
465                         }
466
467                         stencilTest(r, valueCCW, state.stencilCompareModeCCW, true);
468
469                         value &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
470                         valueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
471                         value |= valueCCW;
472                 }
473
474                 sMask = SignMask(value) & cMask;
475         }
476
477         void PixelRoutine::stencilTest(Registers &r, Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW)
478         {
479                 Byte8 equal;
480
481                 switch(stencilCompareMode)
482                 {
483                 case STENCIL_ALWAYS:
484                         value = Byte8(0xFFFFFFFFFFFFFFFF);
485                         break;
486                 case STENCIL_NEVER:
487                         value = Byte8(0x0000000000000000);
488                         break;
489                 case STENCIL_LESS:                      // a < b ~ b > a
490                         value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
491                         value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
492                         break;
493                 case STENCIL_EQUAL:
494                         value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
495                         break;
496                 case STENCIL_NOTEQUAL:          // a != b ~ !(a == b)
497                         value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
498                         value ^= Byte8(0xFFFFFFFFFFFFFFFF);
499                         break;
500                 case STENCIL_LESSEQUAL: // a <= b ~ (b > a) || (a == b)
501                         equal = value;
502                         equal = CmpEQ(equal, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
503                         value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
504                         value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
505                         value |= equal;
506                         break;
507                 case STENCIL_GREATER:           // a > b
508                         equal = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ));
509                         value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
510                         equal = CmpGT(As<SByte8>(equal), As<SByte8>(value));
511                         value = equal;
512                         break;
513                 case STENCIL_GREATEREQUAL:      // a >= b ~ !(a < b) ~ !(b > a)
514                         value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
515                         value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
516                         value ^= Byte8(0xFFFFFFFFFFFFFFFF);
517                         break;
518                 default:
519                         ASSERT(false);
520                 }
521         }
522
523         Bool PixelRoutine::depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
524         {
525                 if(!state.depthTestActive)
526                 {
527                         return true;
528                 }
529
530                 Float4 Z = z;
531
532                 if(shader && shader->depthOverride())
533                 {
534                         if(complementaryDepthBuffer)
535                         {
536                                 Z = Float4(1.0f) - r.oDepth;
537                         }
538                         else
539                         {
540                                 Z = r.oDepth;
541                         }
542                 }
543
544                 Pointer<Byte> buffer;
545                 Int pitch;
546
547                 if(!state.quadLayoutDepthBuffer)
548                 {
549                         buffer = zBuffer + 4 * x;
550                         pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
551                 }
552                 else
553                 {
554                         buffer = zBuffer + 8 * x;
555                 }
556
557                 if(q > 0)
558                 {
559                         buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
560                 }
561
562                 Float4 zValue;
563
564                 if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable))
565                 {
566                         if(!state.quadLayoutDepthBuffer)
567                         {
568                                 // FIXME: Properly optimizes?
569                                 zValue.xy = *Pointer<Float4>(buffer);
570                                 zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
571                         }
572                         else
573                         {
574                                 zValue = *Pointer<Float4>(buffer, 16);
575                         }
576                 }
577
578                 Int4 zTest;
579
580                 switch(state.depthCompareMode)
581                 {
582                 case DEPTH_ALWAYS:
583                         // Optimized
584                         break;
585                 case DEPTH_NEVER:
586                         // Optimized
587                         break;
588                 case DEPTH_EQUAL:
589                         zTest = CmpEQ(zValue, Z);
590                         break;
591                 case DEPTH_NOTEQUAL:
592                         zTest = CmpNEQ(zValue, Z);
593                         break;
594                 case DEPTH_LESS:
595                         if(complementaryDepthBuffer)
596                         {
597                                 zTest = CmpLT(zValue, Z);
598                         }
599                         else
600                         {
601                                 zTest = CmpNLE(zValue, Z);
602                         }
603                         break;
604                 case DEPTH_GREATEREQUAL:
605                         if(complementaryDepthBuffer)
606                         {
607                                 zTest = CmpNLT(zValue, Z);
608                         }
609                         else
610                         {
611                                 zTest = CmpLE(zValue, Z);
612                         }
613                         break;
614                 case DEPTH_LESSEQUAL:
615                         if(complementaryDepthBuffer)
616                         {
617                                 zTest = CmpLE(zValue, Z);
618                         }
619                         else
620                         {
621                                 zTest = CmpNLT(zValue, Z);
622                         }
623                         break;
624                 case DEPTH_GREATER:
625                         if(complementaryDepthBuffer)
626                         {
627                                 zTest = CmpNLE(zValue, Z);
628                         }
629                         else
630                         {
631                                 zTest = CmpLT(zValue, Z);
632                         }
633                         break;
634                 default:
635                         ASSERT(false);
636                 }
637
638                 switch(state.depthCompareMode)
639                 {
640                 case DEPTH_ALWAYS:
641                         zMask = cMask;
642                         break;
643                 case DEPTH_NEVER:
644                         zMask = 0x0;
645                         break;
646                 default:
647                         zMask = SignMask(zTest) & cMask;
648                         break;
649                 }
650                 
651                 if(state.stencilActive)
652                 {
653                         zMask &= sMask;
654                 }
655
656                 return zMask != 0;
657         }
658
659         void PixelRoutine::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage)
660         {
661                 Vector4s *arg1;
662                 Vector4s *arg2;
663                 Vector4s *arg3;
664                 Vector4s res;
665
666                 Vector4s constant;
667                 Vector4s tfactor;
668
669                 const TextureStage::State &textureStage = state.textureStage[stage];
670
671                 if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT ||
672                    textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
673                    textureStage.secondArgument == TextureStage::SOURCE_CONSTANT ||
674                    textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
675                    textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
676                    textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
677                 {
678                         constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[0]));
679                         constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[1]));
680                         constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[2]));
681                         constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[3]));
682                 }
683
684                 if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
685                    textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
686                    textureStage.secondArgument == TextureStage::SOURCE_TFACTOR ||
687                    textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
688                    textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
689                    textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
690                 {
691                         tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[0]));
692                         tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[1]));
693                         tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[2]));
694                         tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]));
695                 }
696
697                 // Premodulate
698                 if(stage > 0 && textureStage.usesTexture)
699                 {
700                         if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
701                         {
702                                 r.current.x = MulHigh(r.current.x, texture.x) << 4;
703                                 r.current.y = MulHigh(r.current.y, texture.y) << 4;
704                                 r.current.z = MulHigh(r.current.z, texture.z) << 4;
705                         }
706
707                         if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
708                         {
709                                 r.current.w = MulHigh(r.current.w, texture.w) << 4;
710                         }
711                 }
712
713                 if(luminance)
714                 {
715                         texture.x = MulHigh(texture.x, r.L) << 4;
716                         texture.y = MulHigh(texture.y, r.L) << 4;
717                         texture.z = MulHigh(texture.z, r.L) << 4;
718
719                         luminance = false;
720                 }
721
722                 switch(textureStage.firstArgument)
723                 {
724                 case TextureStage::SOURCE_TEXTURE:      arg1 = &texture;                break;
725                 case TextureStage::SOURCE_CONSTANT:     arg1 = &constant;               break;
726                 case TextureStage::SOURCE_CURRENT:      arg1 = &r.current;              break;
727                 case TextureStage::SOURCE_DIFFUSE:      arg1 = &r.diffuse;              break;
728                 case TextureStage::SOURCE_SPECULAR:     arg1 = &r.specular;             break;
729                 case TextureStage::SOURCE_TEMP:         arg1 = &temp;                   break;
730                 case TextureStage::SOURCE_TFACTOR:      arg1 = &tfactor;                break;
731                 default:
732                         ASSERT(false);
733                 }
734
735                 switch(textureStage.secondArgument)
736                 {
737                 case TextureStage::SOURCE_TEXTURE:      arg2 = &texture;                break;
738                 case TextureStage::SOURCE_CONSTANT:     arg2 = &constant;               break;
739                 case TextureStage::SOURCE_CURRENT:      arg2 = &r.current;              break;
740                 case TextureStage::SOURCE_DIFFUSE:      arg2 = &r.diffuse;              break;
741                 case TextureStage::SOURCE_SPECULAR:     arg2 = &r.specular;             break;
742                 case TextureStage::SOURCE_TEMP:         arg2 = &temp;                   break;
743                 case TextureStage::SOURCE_TFACTOR:      arg2 = &tfactor;                break;
744                 default:
745                         ASSERT(false);
746                 }
747
748                 switch(textureStage.thirdArgument)
749                 {
750                 case TextureStage::SOURCE_TEXTURE:      arg3 = &texture;                break;
751                 case TextureStage::SOURCE_CONSTANT:     arg3 = &constant;               break;
752                 case TextureStage::SOURCE_CURRENT:      arg3 = &r.current;              break;
753                 case TextureStage::SOURCE_DIFFUSE:      arg3 = &r.diffuse;              break;
754                 case TextureStage::SOURCE_SPECULAR:     arg3 = &r.specular;             break;
755                 case TextureStage::SOURCE_TEMP:         arg3 = &temp;                   break;
756                 case TextureStage::SOURCE_TFACTOR:      arg3 = &tfactor;                break;
757                 default:
758                         ASSERT(false);
759                 }
760
761                 Vector4s mod1;
762                 Vector4s mod2;
763                 Vector4s mod3;
764
765                 switch(textureStage.firstModifier)
766                 {
767                 case TextureStage::MODIFIER_COLOR:
768                         break;
769                 case TextureStage::MODIFIER_INVCOLOR:
770                         {
771                                 mod1.x = SubSat(Short4(0x1000), arg1->x);
772                                 mod1.y = SubSat(Short4(0x1000), arg1->y);
773                                 mod1.z = SubSat(Short4(0x1000), arg1->z);
774                                 mod1.w = SubSat(Short4(0x1000), arg1->w);
775
776                                 arg1 = &mod1;
777                         }
778                         break;
779                 case TextureStage::MODIFIER_ALPHA:
780                         {
781                                 mod1.x = arg1->w;
782                                 mod1.y = arg1->w;
783                                 mod1.z = arg1->w;
784                                 mod1.w = arg1->w;
785
786                                 arg1 = &mod1;
787                         }
788                         break;
789                 case TextureStage::MODIFIER_INVALPHA:
790                         {
791                                 mod1.x = SubSat(Short4(0x1000), arg1->w);
792                                 mod1.y = SubSat(Short4(0x1000), arg1->w);
793                                 mod1.z = SubSat(Short4(0x1000), arg1->w);
794                                 mod1.w = SubSat(Short4(0x1000), arg1->w);
795
796                                 arg1 = &mod1;
797                         }
798                         break;
799                 default:
800                         ASSERT(false);
801                 }
802
803                 switch(textureStage.secondModifier)
804                 {
805                 case TextureStage::MODIFIER_COLOR:
806                         break;
807                 case TextureStage::MODIFIER_INVCOLOR:
808                         {
809                                 mod2.x = SubSat(Short4(0x1000), arg2->x);
810                                 mod2.y = SubSat(Short4(0x1000), arg2->y);
811                                 mod2.z = SubSat(Short4(0x1000), arg2->z);
812                                 mod2.w = SubSat(Short4(0x1000), arg2->w);
813
814                                 arg2 = &mod2;
815                         }
816                         break;
817                 case TextureStage::MODIFIER_ALPHA:
818                         {
819                                 mod2.x = arg2->w;
820                                 mod2.y = arg2->w;
821                                 mod2.z = arg2->w;
822                                 mod2.w = arg2->w;
823
824                                 arg2 = &mod2;
825                         }
826                         break;
827                 case TextureStage::MODIFIER_INVALPHA:
828                         {
829                                 mod2.x = SubSat(Short4(0x1000), arg2->w);
830                                 mod2.y = SubSat(Short4(0x1000), arg2->w);
831                                 mod2.z = SubSat(Short4(0x1000), arg2->w);
832                                 mod2.w = SubSat(Short4(0x1000), arg2->w);
833
834                                 arg2 = &mod2;
835                         }
836                         break;
837                 default:
838                         ASSERT(false);
839                 }
840
841                 switch(textureStage.thirdModifier)
842                 {
843                 case TextureStage::MODIFIER_COLOR:
844                         break;
845                 case TextureStage::MODIFIER_INVCOLOR:
846                         {
847                                 mod3.x = SubSat(Short4(0x1000), arg3->x);
848                                 mod3.y = SubSat(Short4(0x1000), arg3->y);
849                                 mod3.z = SubSat(Short4(0x1000), arg3->z);
850                                 mod3.w = SubSat(Short4(0x1000), arg3->w);
851
852                                 arg3 = &mod3;
853                         }
854                         break;
855                 case TextureStage::MODIFIER_ALPHA:
856                         {
857                                 mod3.x = arg3->w;
858                                 mod3.y = arg3->w;
859                                 mod3.z = arg3->w;
860                                 mod3.w = arg3->w;
861
862                                 arg3 = &mod3;
863                         }
864                         break;
865                 case TextureStage::MODIFIER_INVALPHA:
866                         {
867                                 mod3.x = SubSat(Short4(0x1000), arg3->w);
868                                 mod3.y = SubSat(Short4(0x1000), arg3->w);
869                                 mod3.z = SubSat(Short4(0x1000), arg3->w);
870                                 mod3.w = SubSat(Short4(0x1000), arg3->w);
871
872                                 arg3 = &mod3;
873                         }
874                         break;
875                 default:
876                         ASSERT(false);
877                 }
878
879                 switch(textureStage.stageOperation)
880                 {
881                 case TextureStage::STAGE_DISABLE:
882                         break;
883                 case TextureStage::STAGE_SELECTARG1:                                    // Arg1
884                         {
885                                 res.x = arg1->x;
886                                 res.y = arg1->y;
887                                 res.z = arg1->z;
888                         }
889                         break;
890                 case TextureStage::STAGE_SELECTARG2:                                    // Arg2
891                         {
892                                 res.x = arg2->x;
893                                 res.y = arg2->y;
894                                 res.z = arg2->z;
895                         }
896                         break;
897                 case TextureStage::STAGE_SELECTARG3:                                    // Arg3
898                         {
899                                 res.x = arg3->x;
900                                 res.y = arg3->y;
901                                 res.z = arg3->z;
902                         }
903                         break;
904                 case TextureStage::STAGE_MODULATE:                                      // Arg1 * Arg2
905                         {
906                                 res.x = MulHigh(arg1->x, arg2->x) << 4;
907                                 res.y = MulHigh(arg1->y, arg2->y) << 4;
908                                 res.z = MulHigh(arg1->z, arg2->z) << 4;
909                         }
910                         break;
911                 case TextureStage::STAGE_MODULATE2X:                                    // Arg1 * Arg2 * 2
912                         {
913                                 res.x = MulHigh(arg1->x, arg2->x) << 5;
914                                 res.y = MulHigh(arg1->y, arg2->y) << 5;
915                                 res.z = MulHigh(arg1->z, arg2->z) << 5;
916                         }
917                         break;
918                 case TextureStage::STAGE_MODULATE4X:                                    // Arg1 * Arg2 * 4
919                         {
920                                 res.x = MulHigh(arg1->x, arg2->x) << 6;
921                                 res.y = MulHigh(arg1->y, arg2->y) << 6;
922                                 res.z = MulHigh(arg1->z, arg2->z) << 6;
923                         }
924                         break;
925                 case TextureStage::STAGE_ADD:                                           // Arg1 + Arg2
926                         {
927                                 res.x = AddSat(arg1->x, arg2->x);
928                                 res.y = AddSat(arg1->y, arg2->y);
929                                 res.z = AddSat(arg1->z, arg2->z);
930                         }
931                         break;
932                 case TextureStage::STAGE_ADDSIGNED:                                     // Arg1 + Arg2 - 0.5
933                         {
934                                 res.x = AddSat(arg1->x, arg2->x);
935                                 res.y = AddSat(arg1->y, arg2->y);
936                                 res.z = AddSat(arg1->z, arg2->z);
937
938                                 res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
939                                 res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
940                                 res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
941                         }
942                         break;
943                 case TextureStage::STAGE_ADDSIGNED2X:                           // (Arg1 + Arg2 - 0.5) << 1
944                         {
945                                 res.x = AddSat(arg1->x, arg2->x);
946                                 res.y = AddSat(arg1->y, arg2->y);
947                                 res.z = AddSat(arg1->z, arg2->z);
948
949                                 res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
950                                 res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
951                                 res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
952
953                                 res.x = AddSat(res.x, res.x);
954                                 res.y = AddSat(res.y, res.y);
955                                 res.z = AddSat(res.z, res.z);
956                         }
957                         break;
958                 case TextureStage::STAGE_SUBTRACT:                                      // Arg1 - Arg2
959                         {
960                                 res.x = SubSat(arg1->x, arg2->x);
961                                 res.y = SubSat(arg1->y, arg2->y);
962                                 res.z = SubSat(arg1->z, arg2->z);
963                         }
964                         break;
965                 case TextureStage::STAGE_ADDSMOOTH:                                     // Arg1 + Arg2 - Arg1 * Arg2
966                         {
967                                 Short4 tmp;
968
969                                 tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp);
970                                 tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp);
971                                 tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp);
972                         }
973                         break;
974                 case TextureStage::STAGE_MULTIPLYADD:                           // Arg3 + Arg1 * Arg2
975                         {
976                                 res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x);
977                                 res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y);
978                                 res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z);
979                         }
980                         break;
981                 case TextureStage::STAGE_LERP:                                          // Arg3 * (Arg1 - Arg2) + Arg2
982                         {
983                                 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x);
984                                 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y);
985                                 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z);
986                         }
987                         break;
988                 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)
989                         {
990                                 Short4 tmp;
991
992                                 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);
993                                 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);
994                                 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);
995
996                                 res.x = res.x << 6;
997                                 res.y = res.y << 6;
998                                 res.z = res.z << 6;
999
1000                                 res.x = AddSat(res.x, res.y);
1001                                 res.x = AddSat(res.x, res.z);
1002
1003                                 // Clamp to [0, 1]
1004                                 res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1005                                 res.x = Min(res.x, Short4(0x1000));
1006
1007                                 res.y = res.x;
1008                                 res.z = res.x;
1009                                 res.w = res.x;
1010                         }
1011                         break;
1012                 case TextureStage::STAGE_BLENDCURRENTALPHA:                     // Alpha * (Arg1 - Arg2) + Arg2
1013                         {
1014                                 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.current.w) << 4; res.x = AddSat(res.x, arg2->x);
1015                                 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.current.w) << 4; res.y = AddSat(res.y, arg2->y);
1016                                 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.current.w) << 4; res.z = AddSat(res.z, arg2->z);
1017                         }
1018                         break;
1019                 case TextureStage::STAGE_BLENDDIFFUSEALPHA:                     // Alpha * (Arg1 - Arg2) + Arg2
1020                         {
1021                                 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
1022                                 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
1023                                 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
1024                         }
1025                         break;
1026                 case TextureStage::STAGE_BLENDFACTORALPHA:                      // Alpha * (Arg1 - Arg2) + Arg2
1027                         {
1028                                 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);
1029                                 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);
1030                                 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);
1031                         }
1032                         break;
1033                 case TextureStage::STAGE_BLENDTEXTUREALPHA:                     // Alpha * (Arg1 - Arg2) + Arg2
1034                         {
1035                                 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
1036                                 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y);
1037                                 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z);
1038                         }
1039                         break;
1040                 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:           // Arg1 + Arg2 * (1 - Alpha)
1041                         {
1042                                 res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
1043                                 res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
1044                                 res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
1045                         }
1046                         break;
1047                 case TextureStage::STAGE_PREMODULATE:
1048                         {
1049                                 res.x = arg1->x;
1050                                 res.y = arg1->y;
1051                                 res.z = arg1->z;
1052                         }
1053                         break;
1054                 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:                // Arg1 + Arg1.w * Arg2
1055                         {
1056                                 res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
1057                                 res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
1058                                 res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
1059                         }
1060                         break;
1061                 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:                // Arg1 * Arg2 + Arg1.w
1062                         {
1063                                 res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w);
1064                                 res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w);
1065                                 res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w);
1066                         }
1067                         break;
1068                 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:     // (1 - Arg1.w) * Arg2 + Arg1
1069                         {
1070                                 Short4 tmp;
1071
1072                                 res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp);
1073                                 res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp);
1074                                 res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp);
1075                         }
1076                         break;
1077                 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:     // (1 - Arg1) * Arg2 + Arg1.w
1078                         {
1079                                 Short4 tmp;
1080
1081                                 res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp);
1082                                 res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp);
1083                                 res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp);
1084                         }
1085                         break;
1086                 case TextureStage::STAGE_BUMPENVMAP:
1087                         {
1088                                 r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
1089                                 r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
1090                         
1091                                 Float4 du2;
1092                                 Float4 dv2;
1093
1094                                 du2 = r.du;
1095                                 dv2 = r.dv;
1096                                 r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
1097                                 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
1098                                 r.du += dv2;
1099                                 r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
1100                                 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
1101                                 r.dv += du2;
1102
1103                                 perturbate = true;
1104
1105                                 res.x = r.current.x;
1106                                 res.y = r.current.y;
1107                                 res.z = r.current.z;
1108                                 res.w = r.current.w;
1109                         }
1110                         break;
1111                 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1112                         {
1113                                 r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
1114                                 r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
1115                         
1116                                 Float4 du2;
1117                                 Float4 dv2;
1118
1119                                 du2 = r.du;
1120                                 dv2 = r.dv;
1121
1122                                 r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
1123                                 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
1124                                 r.du += dv2;
1125                                 r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
1126                                 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
1127                                 r.dv += du2;
1128
1129                                 perturbate = true;
1130
1131                                 r.L = texture.z;
1132                                 r.L = MulHigh(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
1133                                 r.L = r.L << 4;
1134                                 r.L = AddSat(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
1135                                 r.L = Max(r.L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1136                                 r.L = Min(r.L, Short4(0x1000));
1137
1138                                 luminance = true;
1139
1140                                 res.x = r.current.x;
1141                                 res.y = r.current.y;
1142                                 res.z = r.current.z;
1143                                 res.w = r.current.w;
1144                         }
1145                         break;
1146                 default:
1147                         ASSERT(false);
1148                 }
1149
1150                 if(textureStage.stageOperation != TextureStage::STAGE_DOT3)
1151                 {
1152                         switch(textureStage.firstArgumentAlpha)
1153                         {
1154                         case TextureStage::SOURCE_TEXTURE:      arg1 = &texture;                break;
1155                         case TextureStage::SOURCE_CONSTANT:     arg1 = &constant;               break;
1156                         case TextureStage::SOURCE_CURRENT:      arg1 = &r.current;              break;
1157                         case TextureStage::SOURCE_DIFFUSE:      arg1 = &r.diffuse;              break;
1158                         case TextureStage::SOURCE_SPECULAR:     arg1 = &r.specular;             break;
1159                         case TextureStage::SOURCE_TEMP:         arg1 = &temp;                   break;
1160                         case TextureStage::SOURCE_TFACTOR:      arg1 = &tfactor;                break;
1161                         default:
1162                                 ASSERT(false);
1163                         }
1164
1165                         switch(textureStage.secondArgumentAlpha)
1166                         {
1167                         case TextureStage::SOURCE_TEXTURE:      arg2 = &texture;                break;
1168                         case TextureStage::SOURCE_CONSTANT:     arg2 = &constant;               break;
1169                         case TextureStage::SOURCE_CURRENT:      arg2 = &r.current;              break;
1170                         case TextureStage::SOURCE_DIFFUSE:      arg2 = &r.diffuse;              break;
1171                         case TextureStage::SOURCE_SPECULAR:     arg2 = &r.specular;             break;
1172                         case TextureStage::SOURCE_TEMP:         arg2 = &temp;                   break;
1173                         case TextureStage::SOURCE_TFACTOR:      arg2 = &tfactor;                break;
1174                         default:
1175                                 ASSERT(false);
1176                         }
1177
1178                         switch(textureStage.thirdArgumentAlpha)
1179                         {
1180                         case TextureStage::SOURCE_TEXTURE:      arg3 = &texture;                break;
1181                         case TextureStage::SOURCE_CONSTANT:     arg3 = &constant;               break;
1182                         case TextureStage::SOURCE_CURRENT:      arg3 = &r.current;              break;
1183                         case TextureStage::SOURCE_DIFFUSE:      arg3 = &r.diffuse;              break;
1184                         case TextureStage::SOURCE_SPECULAR:     arg3 = &r.specular;             break;
1185                         case TextureStage::SOURCE_TEMP:         arg3 = &temp;                   break;
1186                         case TextureStage::SOURCE_TFACTOR:      arg3 = &tfactor;                break;
1187                         default:
1188                                 ASSERT(false);
1189                         }
1190
1191                         switch(textureStage.firstModifierAlpha)   // FIXME: Check if actually used
1192                         {
1193                         case TextureStage::MODIFIER_COLOR:
1194                                 break;
1195                         case TextureStage::MODIFIER_INVCOLOR:
1196                                 {
1197                                         mod1.w = SubSat(Short4(0x1000), arg1->w);
1198
1199                                         arg1 = &mod1;
1200                                 }
1201                                 break;
1202                         case TextureStage::MODIFIER_ALPHA:
1203                                 {
1204                                         // Redudant
1205                                 }
1206                                 break;
1207                         case TextureStage::MODIFIER_INVALPHA:
1208                                 {
1209                                         mod1.w = SubSat(Short4(0x1000), arg1->w);
1210
1211                                         arg1 = &mod1;
1212                                 }
1213                                 break;
1214                         default:
1215                                 ASSERT(false);
1216                         }
1217
1218                         switch(textureStage.secondModifierAlpha)   // FIXME: Check if actually used
1219                         {
1220                         case TextureStage::MODIFIER_COLOR:
1221                                 break;
1222                         case TextureStage::MODIFIER_INVCOLOR:
1223                                 {
1224                                         mod2.w = SubSat(Short4(0x1000), arg2->w);
1225
1226                                         arg2 = &mod2;
1227                                 }
1228                                 break;
1229                         case TextureStage::MODIFIER_ALPHA:
1230                                 {
1231                                         // Redudant
1232                                 }
1233                                 break;
1234                         case TextureStage::MODIFIER_INVALPHA:
1235                                 {
1236                                         mod2.w = SubSat(Short4(0x1000), arg2->w);
1237
1238                                         arg2 = &mod2;
1239                                 }
1240                                 break;
1241                         default:
1242                                 ASSERT(false);
1243                         }
1244
1245                         switch(textureStage.thirdModifierAlpha)   // FIXME: Check if actually used
1246                         {
1247                         case TextureStage::MODIFIER_COLOR:
1248                                 break;
1249                         case TextureStage::MODIFIER_INVCOLOR:
1250                                 {
1251                                         mod3.w = SubSat(Short4(0x1000), arg3->w);
1252
1253                                         arg3 = &mod3;
1254                                 }
1255                                 break;
1256                         case TextureStage::MODIFIER_ALPHA:
1257                                 {
1258                                         // Redudant
1259                                 }
1260                                 break;
1261                         case TextureStage::MODIFIER_INVALPHA:
1262                                 {
1263                                         mod3.w = SubSat(Short4(0x1000), arg3->w);
1264
1265                                         arg3 = &mod3;
1266                                 }
1267                                 break;
1268                         default:
1269                                 ASSERT(false);
1270                         }
1271                 
1272                         switch(textureStage.stageOperationAlpha)
1273                         {
1274                         case TextureStage::STAGE_DISABLE:
1275                                 break;
1276                         case TextureStage::STAGE_SELECTARG1:                                    // Arg1
1277                                 {
1278                                         res.w = arg1->w;
1279                                 }
1280                                 break;
1281                         case TextureStage::STAGE_SELECTARG2:                                    // Arg2
1282                                 {
1283                                         res.w = arg2->w;
1284                                 }
1285                                 break;
1286                         case TextureStage::STAGE_SELECTARG3:                                    // Arg3
1287                                 {
1288                                         res.w = arg3->w;
1289                                 }
1290                                 break;
1291                         case TextureStage::STAGE_MODULATE:                                      // Arg1 * Arg2
1292                                 {
1293                                         res.w = MulHigh(arg1->w, arg2->w) << 4;
1294                                 }
1295                                 break;
1296                         case TextureStage::STAGE_MODULATE2X:                                    // Arg1 * Arg2 * 2
1297                                 {
1298                                         res.w = MulHigh(arg1->w, arg2->w) << 5;
1299                                 }
1300                                 break;
1301                         case TextureStage::STAGE_MODULATE4X:                                    // Arg1 * Arg2 * 4
1302                                 {
1303                                         res.w = MulHigh(arg1->w, arg2->w) << 6;
1304                                 }
1305                                 break;
1306                         case TextureStage::STAGE_ADD:                                           // Arg1 + Arg2
1307                                 {
1308                                         res.w = AddSat(arg1->w, arg2->w);
1309                                 }
1310                                 break;
1311                         case TextureStage::STAGE_ADDSIGNED:                                     // Arg1 + Arg2 - 0.5
1312                                 {
1313                                         res.w = AddSat(arg1->w, arg2->w);
1314                                         res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
1315                                 }
1316                                 break;
1317                         case TextureStage::STAGE_ADDSIGNED2X:                                   // (Arg1 + Arg2 - 0.5) << 1
1318                                 {
1319                                         res.w = AddSat(arg1->w, arg2->w);
1320                                         res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
1321                                         res.w = AddSat(res.w, res.w);
1322                                 }
1323                                 break;
1324                         case TextureStage::STAGE_SUBTRACT:                                      // Arg1 - Arg2
1325                                 {
1326                                         res.w = SubSat(arg1->w, arg2->w);
1327                                 }
1328                                 break;
1329                         case TextureStage::STAGE_ADDSMOOTH:                                     // Arg1 + Arg2 - Arg1 * Arg2
1330                                 {
1331                                         Short4 tmp;
1332
1333                                         tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp);
1334                                 }
1335                                 break;
1336                         case TextureStage::STAGE_MULTIPLYADD:                           // Arg3 + Arg1 * Arg2
1337                                 {
1338                                         res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w);
1339                                 }
1340                                 break;
1341                         case TextureStage::STAGE_LERP:                                          // Arg3 * (Arg1 - Arg2) + Arg2
1342                                 {
1343                                         res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w);
1344                                 }
1345                                 break;
1346                         case TextureStage::STAGE_DOT3:
1347                                 break;   // Already computed in color channel
1348                         case TextureStage::STAGE_BLENDCURRENTALPHA:                     // Alpha * (Arg1 - Arg2) + Arg2
1349                                 {
1350                                         res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.current.w) << 4; res.w = AddSat(res.w, arg2->w);
1351                                 }
1352                                 break;
1353                         case TextureStage::STAGE_BLENDDIFFUSEALPHA:                     // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
1354                                 {
1355                                         res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
1356                                 }
1357                                 break;
1358                         case TextureStage::STAGE_BLENDFACTORALPHA:
1359                                 {
1360                                         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);
1361                                 }
1362                                 break;
1363                         case TextureStage::STAGE_BLENDTEXTUREALPHA:                     // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
1364                                 {
1365                                         res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
1366                                 }
1367                                 break;
1368                         case TextureStage::STAGE_BLENDTEXTUREALPHAPM:           // Arg1 + Arg2 * (1 - Alpha)
1369                                 {
1370                                         res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w);
1371                                 }
1372                                 break;
1373                         case TextureStage::STAGE_PREMODULATE:
1374                                 {
1375                                         res.w = arg1->w;
1376                                 }
1377                                 break;
1378                         case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1379                         case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1380                         case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1381                         case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1382                         case TextureStage::STAGE_BUMPENVMAP:
1383                         case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1384                                 break;   // Invalid alpha operations
1385                         default:
1386                                 ASSERT(false);
1387                         }
1388                 }
1389
1390                 // Clamp result to [0, 1]
1391
1392                 switch(textureStage.stageOperation)
1393                 {
1394                 case TextureStage::STAGE_DISABLE:
1395                 case TextureStage::STAGE_SELECTARG1:
1396                 case TextureStage::STAGE_SELECTARG2:
1397                 case TextureStage::STAGE_SELECTARG3:
1398                 case TextureStage::STAGE_MODULATE:
1399                 case TextureStage::STAGE_MODULATE2X:
1400                 case TextureStage::STAGE_MODULATE4X:
1401                 case TextureStage::STAGE_ADD:
1402                 case TextureStage::STAGE_MULTIPLYADD:
1403                 case TextureStage::STAGE_LERP:
1404                 case TextureStage::STAGE_BLENDCURRENTALPHA:
1405                 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1406                 case TextureStage::STAGE_BLENDFACTORALPHA:
1407                 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1408                 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1409                 case TextureStage::STAGE_DOT3:   // Already clamped
1410                 case TextureStage::STAGE_PREMODULATE:
1411                 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1412                 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1413                 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1414                 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1415                 case TextureStage::STAGE_BUMPENVMAP:
1416                 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1417                         if(state.textureStage[stage].cantUnderflow)
1418                         {
1419                                 break;   // Can't go below zero
1420                         }
1421                 case TextureStage::STAGE_ADDSIGNED:
1422                 case TextureStage::STAGE_ADDSIGNED2X:
1423                 case TextureStage::STAGE_SUBTRACT:
1424                 case TextureStage::STAGE_ADDSMOOTH:
1425                         res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1426                         res.y = Max(res.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1427                         res.z = Max(res.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1428                         break;
1429                 default:
1430                         ASSERT(false);
1431                 }
1432
1433                 switch(textureStage.stageOperationAlpha)
1434                 {
1435                 case TextureStage::STAGE_DISABLE:
1436                 case TextureStage::STAGE_SELECTARG1:
1437                 case TextureStage::STAGE_SELECTARG2:
1438                 case TextureStage::STAGE_SELECTARG3:
1439                 case TextureStage::STAGE_MODULATE:
1440                 case TextureStage::STAGE_MODULATE2X:
1441                 case TextureStage::STAGE_MODULATE4X:
1442                 case TextureStage::STAGE_ADD:
1443                 case TextureStage::STAGE_MULTIPLYADD:
1444                 case TextureStage::STAGE_LERP:
1445                 case TextureStage::STAGE_BLENDCURRENTALPHA:
1446                 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1447                 case TextureStage::STAGE_BLENDFACTORALPHA:
1448                 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1449                 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1450                 case TextureStage::STAGE_DOT3:   // Already clamped
1451                 case TextureStage::STAGE_PREMODULATE:
1452                 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1453                 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1454                 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1455                 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1456                 case TextureStage::STAGE_BUMPENVMAP:
1457                 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1458                         if(state.textureStage[stage].cantUnderflow)
1459                         {
1460                                 break;   // Can't go below zero
1461                         }
1462                 case TextureStage::STAGE_ADDSIGNED:
1463                 case TextureStage::STAGE_ADDSIGNED2X:
1464                 case TextureStage::STAGE_SUBTRACT:
1465                 case TextureStage::STAGE_ADDSMOOTH:
1466                         res.w = Max(res.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1467                         break;
1468                 default:
1469                         ASSERT(false);
1470                 }
1471
1472                 switch(textureStage.stageOperation)
1473                 {
1474                 case TextureStage::STAGE_DISABLE:
1475                 case TextureStage::STAGE_SELECTARG1:
1476                 case TextureStage::STAGE_SELECTARG2:
1477                 case TextureStage::STAGE_SELECTARG3:
1478                 case TextureStage::STAGE_MODULATE:
1479                 case TextureStage::STAGE_SUBTRACT:
1480                 case TextureStage::STAGE_ADDSMOOTH:
1481                 case TextureStage::STAGE_LERP:
1482                 case TextureStage::STAGE_BLENDCURRENTALPHA:
1483                 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1484                 case TextureStage::STAGE_BLENDFACTORALPHA:
1485                 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1486                 case TextureStage::STAGE_DOT3:   // Already clamped
1487                 case TextureStage::STAGE_PREMODULATE:
1488                 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1489                 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1490                 case TextureStage::STAGE_BUMPENVMAP:
1491                 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1492                         break;   // Can't go above one
1493                 case TextureStage::STAGE_MODULATE2X:
1494                 case TextureStage::STAGE_MODULATE4X:
1495                 case TextureStage::STAGE_ADD:
1496                 case TextureStage::STAGE_ADDSIGNED:
1497                 case TextureStage::STAGE_ADDSIGNED2X:
1498                 case TextureStage::STAGE_MULTIPLYADD:
1499                 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1500                 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1501                 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1502                         res.x = Min(res.x, Short4(0x1000));
1503                         res.y = Min(res.y, Short4(0x1000));
1504                         res.z = Min(res.z, Short4(0x1000));
1505                         break;
1506                 default:
1507                         ASSERT(false);
1508                 }
1509
1510                 switch(textureStage.stageOperationAlpha)
1511                 {
1512                 case TextureStage::STAGE_DISABLE:
1513                 case TextureStage::STAGE_SELECTARG1:
1514                 case TextureStage::STAGE_SELECTARG2:
1515                 case TextureStage::STAGE_SELECTARG3:
1516                 case TextureStage::STAGE_MODULATE:
1517                 case TextureStage::STAGE_SUBTRACT:
1518                 case TextureStage::STAGE_ADDSMOOTH:
1519                 case TextureStage::STAGE_LERP:
1520                 case TextureStage::STAGE_BLENDCURRENTALPHA:
1521                 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1522                 case TextureStage::STAGE_BLENDFACTORALPHA:
1523                 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1524                 case TextureStage::STAGE_DOT3:   // Already clamped
1525                 case TextureStage::STAGE_PREMODULATE:
1526                 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1527                 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1528                 case TextureStage::STAGE_BUMPENVMAP:
1529                 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1530                         break;   // Can't go above one
1531                 case TextureStage::STAGE_MODULATE2X:
1532                 case TextureStage::STAGE_MODULATE4X:
1533                 case TextureStage::STAGE_ADD:
1534                 case TextureStage::STAGE_ADDSIGNED:
1535                 case TextureStage::STAGE_ADDSIGNED2X:
1536                 case TextureStage::STAGE_MULTIPLYADD:
1537                 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1538                 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1539                 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1540                         res.w = Min(res.w, Short4(0x1000));
1541                         break;
1542                 default:
1543                         ASSERT(false);
1544                 }
1545
1546                 switch(textureStage.destinationArgument)
1547                 {
1548                 case TextureStage::DESTINATION_CURRENT:
1549                         r.current.x = res.x;
1550                         r.current.y = res.y;
1551                         r.current.z = res.z;
1552                         r.current.w = res.w;
1553                         break;
1554                 case TextureStage::DESTINATION_TEMP:
1555                         temp.x = res.x;
1556                         temp.y = res.y;
1557                         temp.z = res.z;
1558                         temp.w = res.w;
1559                         break;
1560                 default:
1561                         ASSERT(false);
1562                 }
1563         }
1564
1565         void PixelRoutine::alphaTest(Registers &r, Int &aMask, Short4 &alpha)
1566         {
1567                 Short4 cmp;
1568                 Short4 equal;
1569
1570                 switch(state.alphaCompareMode)
1571                 {
1572                 case ALPHA_ALWAYS:
1573                         aMask = 0xF;
1574                         break;
1575                 case ALPHA_NEVER:
1576                         aMask = 0x0;
1577                         break;
1578                 case ALPHA_EQUAL:
1579                         cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1580                         aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1581                         break;
1582                 case ALPHA_NOTEQUAL:            // a != b ~ !(a == b)
1583                         cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF);   // FIXME
1584                         aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1585                         break;
1586                 case ALPHA_LESS:                        // a < b ~ b > a
1587                         cmp = CmpGT(*Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)), alpha);
1588                         aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1589                         break;
1590                 case ALPHA_GREATEREQUAL:        // a >= b ~ (a > b) || (a == b) ~ !(b > a)   // TODO: Approximate
1591                         equal = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1592                         cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1593                         cmp |= equal;
1594                         aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1595                         break;
1596                 case ALPHA_LESSEQUAL:           // a <= b ~ !(a > b)
1597                         cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF);   // FIXME
1598                         aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1599                         break;
1600                 case ALPHA_GREATER:                     // a > b
1601                         cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1602                         aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1603                         break;
1604                 default:
1605                         ASSERT(false);
1606                 }
1607         }
1608
1609         void PixelRoutine::alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha)
1610         {
1611                 Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c0)));
1612                 Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c1)));
1613                 Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c2)));
1614                 Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c3)));
1615
1616                 Int aMask0 = SignMask(coverage0);
1617                 Int aMask1 = SignMask(coverage1);
1618                 Int aMask2 = SignMask(coverage2);
1619                 Int aMask3 = SignMask(coverage3);
1620
1621                 cMask[0] &= aMask0;
1622                 cMask[1] &= aMask1;
1623                 cMask[2] &= aMask2;
1624                 cMask[3] &= aMask3;
1625         }
1626
1627         Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4s &current)
1628         {
1629                 if(!state.alphaTestActive())
1630                 {
1631                         return true;
1632                 }
1633
1634                 Int aMask;
1635
1636                 if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
1637                 {
1638                         alphaTest(r, aMask, current.w);
1639
1640                         for(unsigned int q = 0; q < state.multiSample; q++)
1641                         {
1642                                 cMask[q] &= aMask;
1643                         }
1644                 }
1645                 else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
1646                 {
1647                         Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
1648
1649                         alphaToCoverage(r, cMask, alpha);
1650                 }
1651                 else ASSERT(false);
1652
1653                 Int pass = cMask[0];
1654
1655                 for(unsigned int q = 1; q < state.multiSample; q++)
1656                 {
1657                         pass = pass | cMask[q];
1658                 }
1659
1660                 return pass != 0x0;
1661         }
1662
1663         Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4f &c0)
1664         {
1665                 if(!state.alphaTestActive())
1666                 {
1667                         return true;
1668                 }
1669
1670                 Int aMask;
1671
1672                 if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
1673                 {
1674                         Short4 alpha = RoundShort4(c0.w * Float4(0x1000));
1675
1676                         alphaTest(r, aMask, alpha);
1677
1678                         for(unsigned int q = 0; q < state.multiSample; q++)
1679                         {
1680                                 cMask[q] &= aMask;
1681                         }
1682                 }
1683                 else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
1684                 {
1685                         alphaToCoverage(r, cMask, c0.w);
1686                 }
1687                 else ASSERT(false);
1688
1689                 Int pass = cMask[0];
1690
1691                 for(unsigned int q = 1; q < state.multiSample; q++)
1692                 {
1693                         pass = pass | cMask[q];
1694                 }
1695
1696                 return pass != 0x0;
1697         }
1698
1699         void PixelRoutine::fogBlend(Registers &r, Vector4s &current, Float4 &f, Float4 &z, Float4 &rhw)
1700         {
1701                 if(!state.fogActive)
1702                 {
1703                         return;
1704                 }
1705
1706                 if(state.pixelFogMode != FOG_NONE)
1707                 {
1708                         pixelFog(r, f, z, rhw);
1709                 }
1710                 
1711                 UShort4 fog = convertFixed16(f, true);
1712
1713                 current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog));
1714                 current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog));
1715                 current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog));
1716
1717                 UShort4 invFog = UShort4(0xFFFFu) - fog;
1718
1719                 current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[0]))));
1720                 current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[1]))));
1721                 current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[2]))));
1722         }
1723
1724         void PixelRoutine::fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw)
1725         {
1726                 if(!state.fogActive)
1727                 {
1728                         return;
1729                 }
1730
1731                 if(state.pixelFogMode != FOG_NONE)
1732                 {
1733                         pixelFog(r, fog, z, rhw);
1734
1735                         fog = Min(fog, Float4(1.0f));
1736                         fog = Max(fog, Float4(0.0f));
1737                 }
1738
1739                 c0.x -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
1740                 c0.y -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
1741                 c0.z -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
1742
1743                 c0.x *= fog;
1744                 c0.y *= fog;
1745                 c0.z *= fog;
1746
1747                 c0.x += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
1748                 c0.y += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
1749                 c0.z += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
1750         }
1751
1752         void PixelRoutine::pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw)
1753         {
1754                 Float4 &zw = visibility;
1755
1756                 if(state.pixelFogMode != FOG_NONE)
1757                 {
1758                         if(state.wBasedFog)
1759                         {
1760                                 zw = rhw;
1761                         }
1762                         else
1763                         {
1764                                 if(complementaryDepthBuffer)
1765                                 {
1766                                         zw = Float4(1.0f) - z;
1767                                 }
1768                                 else
1769                                 {
1770                                         zw = z;
1771                                 }
1772                         }
1773                 }
1774
1775                 switch(state.pixelFogMode)
1776                 {
1777                 case FOG_NONE:
1778                         break;
1779                 case FOG_LINEAR:
1780                         zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.scale));
1781                         zw += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.offset));
1782                         break;
1783                 case FOG_EXP:
1784                         zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE));
1785                         zw = exponential2(zw, true);
1786                         break;
1787                 case FOG_EXP2:
1788                         zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE2));
1789                         zw *= zw;
1790                         zw = exponential2(zw, true);
1791                         zw = Rcp_pp(zw);
1792                         break;
1793                 default:
1794                         ASSERT(false);
1795                 }
1796         }
1797
1798         void PixelRoutine::specularPixel(Vector4s &current, Vector4s &specular)
1799         {
1800                 if(!state.specularAdd)
1801                 {
1802                         return;
1803                 }
1804
1805                 current.x = AddSat(current.x, specular.x);
1806                 current.y = AddSat(current.y, specular.y);
1807                 current.z = AddSat(current.z, specular.z);
1808         }
1809
1810         void PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
1811         {
1812                 if(!state.depthWriteEnable)
1813                 {
1814                         return;
1815                 }
1816
1817                 Float4 Z = z;
1818
1819                 if(shader && shader->depthOverride())
1820                 {
1821                         if(complementaryDepthBuffer)
1822                         {
1823                                 Z = Float4(1.0f) - r.oDepth;
1824                         }
1825                         else
1826                         {
1827                                 Z = r.oDepth;
1828                         }
1829                 }
1830
1831                 Pointer<Byte> buffer;
1832                 Int pitch;
1833
1834                 if(!state.quadLayoutDepthBuffer)
1835                 {       
1836                         buffer = zBuffer + 4 * x;
1837                         pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
1838                 }
1839                 else
1840                 {       
1841                         buffer = zBuffer + 8 * x;
1842                 }
1843
1844                 if(q > 0)
1845                 {
1846                         buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
1847                 }
1848
1849                 Float4 zValue;
1850
1851                 if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable))
1852                 {
1853                         if(!state.quadLayoutDepthBuffer)
1854                         {
1855                                 // FIXME: Properly optimizes?
1856                                 zValue.xy = *Pointer<Float4>(buffer);
1857                                 zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
1858                         }
1859                         else
1860                         {
1861                                 zValue = *Pointer<Float4>(buffer, 16);
1862                         }
1863                 }
1864
1865                 Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + zMask * 16, 16));
1866                 zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16));
1867                 Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue));
1868
1869                 if(!state.quadLayoutDepthBuffer)
1870                 {
1871                         // FIXME: Properly optimizes?
1872                         *Pointer<Float2>(buffer) = Float2(Z.xy);
1873                         *Pointer<Float2>(buffer + pitch) = Float2(Z.zw);
1874                 }
1875                 else
1876                 {
1877                         *Pointer<Float4>(buffer, 16) = Z;
1878                 }
1879         }
1880
1881         void PixelRoutine::writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
1882         {
1883                 if(!state.stencilActive)
1884                 {
1885                         return;
1886                 }
1887
1888                 if(state.stencilPassOperation == OPERATION_KEEP && state.stencilZFailOperation == OPERATION_KEEP && state.stencilFailOperation == OPERATION_KEEP)
1889                 {
1890                         if(!state.twoSidedStencil || (state.stencilPassOperationCCW == OPERATION_KEEP && state.stencilZFailOperationCCW == OPERATION_KEEP && state.stencilFailOperationCCW == OPERATION_KEEP))
1891                         {
1892                                 return;
1893                         }
1894                 }
1895
1896                 if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW))
1897                 {
1898                         return;
1899                 }
1900
1901                 Pointer<Byte> buffer = sBuffer + 2 * x;
1902
1903                 if(q > 0)
1904                 {
1905                         buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
1906                 }
1907
1908                 Byte8 bufferValue = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
1909         
1910                 Byte8 newValue;
1911                 stencilOperation(r, newValue, bufferValue, state.stencilPassOperation, state.stencilZFailOperation, state.stencilFailOperation, false, zMask, sMask);
1912
1913                 if(!state.noStencilWriteMask)
1914                 {
1915                         Byte8 maskedValue = bufferValue;
1916                         newValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].writeMaskQ));
1917                         maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].invWriteMaskQ));
1918                         newValue |= maskedValue;
1919                 }
1920
1921                 if(state.twoSidedStencil)
1922                 {
1923                         Byte8 newValueCCW;
1924
1925                         stencilOperation(r, newValueCCW, bufferValue, state.stencilPassOperationCCW, state.stencilZFailOperationCCW, state.stencilFailOperationCCW, true, zMask, sMask);
1926
1927                         if(!state.noStencilWriteMaskCCW)
1928                         {
1929                                 Byte8 maskedValue = bufferValue;
1930                                 newValueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].writeMaskQ));
1931                                 maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].invWriteMaskQ));
1932                                 newValueCCW |= maskedValue;
1933                         }
1934
1935                         newValue &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
1936                         newValueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
1937                         newValue |= newValueCCW;
1938                 }
1939
1940                 newValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * cMask);
1941                 bufferValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask);
1942                 newValue |= bufferValue;
1943
1944                 *Pointer<UInt>(buffer) = UInt(As<Long>(newValue));
1945         }
1946
1947         void PixelRoutine::stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
1948         {
1949                 Byte8 &pass = newValue;
1950                 Byte8 fail;
1951                 Byte8 zFail;
1952
1953                 stencilOperation(r, pass, bufferValue, stencilPassOperation, CCW);
1954
1955                 if(stencilZFailOperation != stencilPassOperation)
1956                 {
1957                         stencilOperation(r, zFail, bufferValue, stencilZFailOperation, CCW);
1958                 }
1959
1960                 if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
1961                 {
1962                         stencilOperation(r, fail, bufferValue, stencilFailOperation, CCW);
1963                 }
1964
1965                 if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
1966                 {
1967                         if(state.depthTestActive && stencilZFailOperation != stencilPassOperation)   // zMask valid and values not the same
1968                         {
1969                                 pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * zMask);
1970                                 zFail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask);
1971                                 pass |= zFail;
1972                         }
1973
1974                         pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
1975                         fail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
1976                         pass |= fail;
1977                 }
1978         }
1979
1980         void PixelRoutine::stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW)
1981         {
1982                 switch(operation)
1983                 {
1984                 case OPERATION_KEEP:
1985                         output = bufferValue;
1986                         break;
1987                 case OPERATION_ZERO:
1988                         output = Byte8(0x0000000000000000);
1989                         break;
1990                 case OPERATION_REPLACE:
1991                         output = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceQ));
1992                         break;
1993                 case OPERATION_INCRSAT:
1994                         output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
1995                         break;
1996                 case OPERATION_DECRSAT:
1997                         output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
1998                         break;
1999                 case OPERATION_INVERT:
2000                         output = bufferValue ^ Byte8(0xFFFFFFFFFFFFFFFF);
2001                         break;
2002                 case OPERATION_INCR:
2003                         output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1);
2004                         break;
2005                 case OPERATION_DECR:
2006                         output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1);
2007                         break;
2008                 default:
2009                         ASSERT(false);
2010                 }
2011         }
2012
2013         void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project)
2014         {
2015                 Float4 u = r.vf[2 + coordinates].x;
2016                 Float4 v = r.vf[2 + coordinates].y;
2017                 Float4 w = r.vf[2 + coordinates].z;
2018                 Float4 q = r.vf[2 + coordinates].w;
2019
2020                 if(perturbate)
2021                 {
2022                         u += r.du;
2023                         v += r.dv;
2024
2025                         perturbate = false;
2026                 }
2027
2028                 sampleTexture(r, c, stage, u, v, w, q, project);
2029         }
2030
2031         void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
2032         {
2033                 Vector4f dsx;
2034                 Vector4f dsy;
2035
2036                 sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, false);
2037         }
2038
2039         void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
2040         {
2041                 #if PERF_PROFILE
2042                         Long texTime = Ticks();
2043                 #endif
2044
2045                 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
2046
2047                 if(!project)
2048                 {
2049                         sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
2050                 }
2051                 else
2052                 {
2053                         Float4 rq = reciprocal(q);
2054
2055                         Float4 u_q = u * rq;
2056                         Float4 v_q = v * rq;
2057                         Float4 w_q = w * rq;
2058
2059                         sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
2060                 }
2061
2062                 #if PERF_PROFILE
2063                         r.cycles[PERF_TEX] += Ticks() - texTime;
2064                 #endif
2065         }
2066
2067         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)
2068         {
2069                 if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
2070                 {       
2071                         sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);        
2072                 }
2073                 else
2074                 {
2075                         Int index = As<Int>(Float(fetchRegisterF(r, sampler).x.x));
2076
2077                         for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
2078                         {
2079                                 if(shader->usesSampler(i))
2080                                 {
2081                                         If(index == i)
2082                                         {
2083                                                 sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
2084                                                 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
2085                                         }
2086                                 }
2087                         }
2088                 }
2089         }
2090
2091         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)
2092         {
2093                 #if PERF_PROFILE
2094                         Long texTime = Ticks();
2095                 #endif
2096
2097                 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
2098
2099                 if(!project)
2100                 {
2101                         sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
2102                 }
2103                 else
2104                 {
2105                         Float4 rq = reciprocal(q);
2106
2107                         Float4 u_q = u * rq;
2108                         Float4 v_q = v * rq;
2109                         Float4 w_q = w * rq;
2110
2111                         sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
2112                 }
2113
2114                 #if PERF_PROFILE
2115                         r.cycles[PERF_TEX] += Ticks() - texTime;
2116                 #endif
2117         }
2118
2119         void PixelRoutine::clampColor(Vector4f oC[4])
2120         {
2121                 for(int index = 0; index < 4; index++)
2122                 {
2123                         if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
2124                         {
2125                                 continue;
2126                         }
2127
2128                         switch(state.targetFormat[index])
2129                         {
2130                         case FORMAT_NULL:
2131                                 break;
2132                         case FORMAT_R5G6B5:
2133                         case FORMAT_A8R8G8B8:
2134                         case FORMAT_A8B8G8R8:
2135                         case FORMAT_X8R8G8B8:
2136                         case FORMAT_X8B8G8R8:
2137                         case FORMAT_A8:
2138                         case FORMAT_G16R16:
2139                         case FORMAT_A16B16G16R16:
2140                                 oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
2141                                 oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
2142                                 oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
2143                                 oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
2144                                 break;
2145                         case FORMAT_R32F:
2146                         case FORMAT_G32R32F:
2147                         case FORMAT_A32B32G32R32F:
2148                                 break;
2149                         default:
2150                                 ASSERT(false);
2151                         }
2152                 }
2153         }
2154
2155         void PixelRoutine::rasterOperation(Vector4s &current, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
2156         {
2157                 if(!state.colorWriteActive(0))
2158                 {
2159                         return;
2160                 }
2161
2162                 Vector4f oC;
2163
2164                 switch(state.targetFormat[0])
2165                 {
2166                 case FORMAT_R5G6B5:
2167                 case FORMAT_X8R8G8B8:
2168                 case FORMAT_X8B8G8R8:
2169                 case FORMAT_A8R8G8B8:
2170                 case FORMAT_A8B8G8R8:
2171                 case FORMAT_A8:
2172                 case FORMAT_G16R16:
2173                 case FORMAT_A16B16G16R16:
2174                         if(!postBlendSRGB && state.writeSRGB)
2175                         {
2176                                 linearToSRGB12_16(r, current);
2177                         }
2178                         else
2179                         {
2180                                 current.x <<= 4;
2181                                 current.y <<= 4;
2182                                 current.z <<= 4;
2183                                 current.w <<= 4;
2184                         }
2185
2186                         if(state.targetFormat[0] == FORMAT_R5G6B5)
2187                         {
2188                                 current.x &= Short4(0xF800u);
2189                                 current.y &= Short4(0xFC00u);
2190                                 current.z &= Short4(0xF800u);
2191                         }
2192
2193                         fogBlend(r, current, fog, r.z[0], r.rhw);
2194
2195                         for(unsigned int q = 0; q < state.multiSample; q++)
2196                         {
2197                                 Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
2198                                 Vector4s color = current;
2199
2200                                 if(state.multiSampleMask & (1 << q))
2201                                 {
2202                                         alphaBlend(r, 0, buffer, color, x);
2203                                         logicOperation(r, 0, buffer, color, x);
2204                                         writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2205                                 }
2206                         }
2207                         break;
2208                 case FORMAT_R32F:
2209                 case FORMAT_G32R32F:
2210                 case FORMAT_A32B32G32R32F:
2211                         convertSigned12(oC, current);
2212                         fogBlend(r, oC, fog, r.z[0], r.rhw);
2213                         
2214                         for(unsigned int q = 0; q < state.multiSample; q++)
2215                         {
2216                                 Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
2217                                 Vector4f color = oC;
2218
2219                                 if(state.multiSampleMask & (1 << q))
2220                                 {
2221                                         alphaBlend(r, 0, buffer, color, x);
2222                                         writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2223                                 }
2224                         }
2225                         break;
2226                 default:
2227                         ASSERT(false);
2228                 }
2229         }
2230
2231         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])
2232         {
2233                 for(int index = 0; index < 4; index++)
2234                 {
2235                         if(!state.colorWriteActive(index))
2236                         {
2237                                 continue;
2238                         }
2239
2240                         if(!postBlendSRGB && state.writeSRGB)
2241                         {
2242                                 oC[index].x = linearToSRGB(oC[index].x);
2243                                 oC[index].y = linearToSRGB(oC[index].y);
2244                                 oC[index].z = linearToSRGB(oC[index].z);
2245                         }
2246
2247                         if(index == 0)
2248                         {
2249                                 fogBlend(r, oC[index], fog, r.z[0], r.rhw);
2250                         }
2251
2252                         switch(state.targetFormat[index])
2253                         {
2254                         case FORMAT_R5G6B5:
2255                         case FORMAT_X8R8G8B8:
2256                         case FORMAT_X8B8G8R8:
2257                         case FORMAT_A8R8G8B8:
2258                         case FORMAT_A8B8G8R8:
2259                         case FORMAT_A8:
2260                         case FORMAT_G16R16:
2261                         case FORMAT_A16B16G16R16:
2262                                 for(unsigned int q = 0; q < state.multiSample; q++)
2263                                 {
2264                                         Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
2265                                         Vector4s color;
2266
2267                                         color.x = convertFixed16(oC[index].x, false);
2268                                         color.y = convertFixed16(oC[index].y, false);
2269                                         color.z = convertFixed16(oC[index].z, false);
2270                                         color.w = convertFixed16(oC[index].w, false);
2271
2272                                         if(state.multiSampleMask & (1 << q))
2273                                         {
2274                                                 alphaBlend(r, index, buffer, color, x);
2275                                                 logicOperation(r, index, buffer, color, x);
2276                                                 writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2277                                         }
2278                                 }
2279                                 break;
2280                         case FORMAT_R32F:
2281                         case FORMAT_G32R32F:
2282                         case FORMAT_A32B32G32R32F:
2283                                 for(unsigned int q = 0; q < state.multiSample; q++)
2284                                 {
2285                                         Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
2286                                         Vector4f color = oC[index];
2287
2288                                         if(state.multiSampleMask & (1 << q))
2289                                         {
2290                                                 alphaBlend(r, index, buffer, color, x);
2291                                                 writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2292                                         }
2293                                 }
2294                                 break;
2295                         default:
2296                                 ASSERT(false);
2297                         }
2298                 }
2299         }
2300
2301         void PixelRoutine::blendFactor(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorActive)
2302         {
2303                 switch(blendFactorActive)
2304                 {
2305                 case BLEND_ZERO:
2306                         // Optimized
2307                         break;
2308                 case BLEND_ONE:
2309                         // Optimized
2310                         break;
2311                 case BLEND_SOURCE:
2312                         blendFactor.x = current.x;
2313                         blendFactor.y = current.y;
2314                         blendFactor.z = current.z;
2315                         break;
2316                 case BLEND_INVSOURCE:
2317                         blendFactor.x = Short4(0xFFFFu) - current.x;
2318                         blendFactor.y = Short4(0xFFFFu) - current.y;
2319                         blendFactor.z = Short4(0xFFFFu) - current.z;
2320                         break;
2321                 case BLEND_DEST:
2322                         blendFactor.x = pixel.x;
2323                         blendFactor.y = pixel.y;
2324                         blendFactor.z = pixel.z;
2325                         break;
2326                 case BLEND_INVDEST:
2327                         blendFactor.x = Short4(0xFFFFu) - pixel.x;
2328                         blendFactor.y = Short4(0xFFFFu) - pixel.y;
2329                         blendFactor.z = Short4(0xFFFFu) - pixel.z;
2330                         break;
2331                 case BLEND_SOURCEALPHA:
2332                         blendFactor.x = current.w;
2333                         blendFactor.y = current.w;
2334                         blendFactor.z = current.w;
2335                         break;
2336                 case BLEND_INVSOURCEALPHA:
2337                         blendFactor.x = Short4(0xFFFFu) - current.w;
2338                         blendFactor.y = Short4(0xFFFFu) - current.w;
2339                         blendFactor.z = Short4(0xFFFFu) - current.w;
2340                         break;
2341                 case BLEND_DESTALPHA:
2342                         blendFactor.x = pixel.w;
2343                         blendFactor.y = pixel.w;
2344                         blendFactor.z = pixel.w;
2345                         break;
2346                 case BLEND_INVDESTALPHA:
2347                         blendFactor.x = Short4(0xFFFFu) - pixel.w;
2348                         blendFactor.y = Short4(0xFFFFu) - pixel.w;
2349                         blendFactor.z = Short4(0xFFFFu) - pixel.w;
2350                         break;
2351                 case BLEND_SRCALPHASAT:
2352                         blendFactor.x = Short4(0xFFFFu) - pixel.w;
2353                         blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w));
2354                         blendFactor.y = blendFactor.x;
2355                         blendFactor.z = blendFactor.x;
2356                         break;
2357                 case BLEND_CONSTANT:
2358                         blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0]));
2359                         blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1]));
2360                         blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2]));
2361                         break;
2362                 case BLEND_INVCONSTANT:
2363                         blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
2364                         blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
2365                         blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
2366                         break;
2367                 case BLEND_CONSTANTALPHA:
2368                         blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2369                         blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2370                         blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2371                         break;
2372                 case BLEND_INVCONSTANTALPHA:
2373                         blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2374                         blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2375                         blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2376                         break;
2377                 default:
2378                         ASSERT(false);
2379                 }
2380         }
2381         
2382         void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorAlphaActive)
2383         {
2384                 switch(blendFactorAlphaActive)
2385                 {
2386                 case BLEND_ZERO:
2387                         // Optimized
2388                         break;
2389                 case BLEND_ONE:
2390                         // Optimized
2391                         break;
2392                 case BLEND_SOURCE:
2393                         blendFactor.w = current.w;
2394                         break;
2395                 case BLEND_INVSOURCE:
2396                         blendFactor.w = Short4(0xFFFFu) - current.w;
2397                         break;
2398                 case BLEND_DEST:
2399                         blendFactor.w = pixel.w;
2400                         break;
2401                 case BLEND_INVDEST:
2402                         blendFactor.w = Short4(0xFFFFu) - pixel.w;
2403                         break;
2404                 case BLEND_SOURCEALPHA:
2405                         blendFactor.w = current.w;
2406                         break;
2407                 case BLEND_INVSOURCEALPHA:
2408                         blendFactor.w = Short4(0xFFFFu) - current.w;
2409                         break;
2410                 case BLEND_DESTALPHA:
2411                         blendFactor.w = pixel.w;
2412                         break;
2413                 case BLEND_INVDESTALPHA:
2414                         blendFactor.w = Short4(0xFFFFu) - pixel.w;
2415                         break;
2416                 case BLEND_SRCALPHASAT:
2417                         blendFactor.w = Short4(0xFFFFu);
2418                         break;
2419                 case BLEND_CONSTANT:
2420                 case BLEND_CONSTANTALPHA:
2421                         blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2422                         break;
2423                 case BLEND_INVCONSTANT:
2424                 case BLEND_INVCONSTANTALPHA:
2425                         blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2426                         break;
2427                 default:
2428                         ASSERT(false);
2429                 }
2430         }
2431
2432         void PixelRoutine::readPixel(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x, Vector4s &pixel)
2433         {
2434                 Short4 c01;
2435                 Short4 c23;
2436                 Pointer<Byte> buffer;
2437
2438                 switch(state.targetFormat[index])
2439                 {
2440                 case FORMAT_R5G6B5:
2441                         buffer = cBuffer + 2 * x;
2442                         c01 = As<Short4>(Insert(As<Int2>(c01), *Pointer<Int>(buffer), 0));
2443                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2444                         c01 = As<Short4>(Insert(As<Int2>(c01), *Pointer<Int>(buffer), 1));
2445
2446                         pixel.x = c01 & Short4(0xF800u);
2447                         pixel.y = (c01 & Short4(0x07E0u)) << 5;
2448                         pixel.z = (c01 & Short4(0x001Fu)) << 11;
2449                         pixel.w = Short4(0xFFFFu);
2450                         break;
2451                 case FORMAT_A8R8G8B8:
2452                         buffer = cBuffer + 4 * x;
2453                         c01 = *Pointer<Short4>(buffer);
2454                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2455                         c23 = *Pointer<Short4>(buffer);
2456                         pixel.z = c01;
2457                         pixel.y = c01;
2458                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2459                         pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2460                         pixel.x = pixel.z;
2461                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2462                         pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2463                         pixel.y = pixel.z;
2464                         pixel.w = pixel.x;
2465                         pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
2466                         pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2467                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2468                         pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2469                         break;
2470                 case FORMAT_A8B8G8R8:
2471                         buffer = cBuffer + 4 * x;
2472                         c01 = *Pointer<Short4>(buffer);
2473                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2474                         c23 = *Pointer<Short4>(buffer);
2475                         pixel.z = c01;
2476                         pixel.y = c01;
2477                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2478                         pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2479                         pixel.x = pixel.z;
2480                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2481                         pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2482                         pixel.y = pixel.z;
2483                         pixel.w = pixel.x;
2484                         pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2485                         pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2486                         pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2487                         pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2488                         break;
2489                 case FORMAT_A8:
2490                         buffer = cBuffer + 1 * x;
2491                         pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0);
2492                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2493                         pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1);
2494                         pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2495                         pixel.x = Short4(0x0000);
2496                         pixel.y = Short4(0x0000);
2497                         pixel.z = Short4(0x0000);
2498                         break;
2499                 case FORMAT_X8R8G8B8:
2500                         buffer = cBuffer + 4 * x;
2501                         c01 = *Pointer<Short4>(buffer);
2502                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2503                         c23 = *Pointer<Short4>(buffer);
2504                         pixel.z = c01;
2505                         pixel.y = c01;
2506                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2507                         pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2508                         pixel.x = pixel.z;
2509                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2510                         pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2511                         pixel.y = pixel.z;
2512                         pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
2513                         pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2514                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2515                         pixel.w = Short4(0xFFFFu);
2516                         break;
2517                 case FORMAT_X8B8G8R8:
2518                         buffer = cBuffer + 4 * x;
2519                         c01 = *Pointer<Short4>(buffer);
2520                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2521                         c23 = *Pointer<Short4>(buffer);
2522                         pixel.z = c01;
2523                         pixel.y = c01;
2524                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2525                         pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2526                         pixel.x = pixel.z;
2527                         pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2528                         pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2529                         pixel.y = pixel.z;
2530                         pixel.w = pixel.x;
2531                         pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2532                         pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2533                         pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2534                         pixel.w = Short4(0xFFFFu);
2535                         break;
2536                 case FORMAT_A8G8R8B8Q:
2537                         UNIMPLEMENTED();
2538                         //      pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2539                         //      pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2540                         //      pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2541                         //      pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2542                         break;
2543                 case FORMAT_X8G8R8B8Q:
2544                         UNIMPLEMENTED();
2545                         //      pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2546                         //      pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2547                         //      pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2548                         //      pixel.w = Short4(0xFFFFu);
2549                         break;
2550                 case FORMAT_A16B16G16R16:
2551                         buffer = cBuffer;
2552                         pixel.x = *Pointer<Short4>(buffer + 8 * x);
2553                         pixel.y = *Pointer<Short4>(buffer + 8 * x + 8);
2554                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2555                         pixel.z = *Pointer<Short4>(buffer + 8 * x);
2556                         pixel.w = *Pointer<Short4>(buffer + 8 * x + 8);
2557                         transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
2558                         break;
2559                 case FORMAT_G16R16:
2560                         buffer = cBuffer;
2561                         pixel.x = *Pointer<Short4>(buffer + 4 * x);
2562                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2563                         pixel.y = *Pointer<Short4>(buffer + 4 * x);
2564                         pixel.z = pixel.x;
2565                         pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y));
2566                         pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y));
2567                         pixel.y = pixel.z;
2568                         pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z));
2569                         pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z));
2570                         pixel.z = Short4(0xFFFFu);
2571                         pixel.w = Short4(0xFFFFu);
2572                         break;
2573                 default:
2574                         ASSERT(false);
2575                 }
2576
2577                 if(postBlendSRGB && state.writeSRGB)
2578                 {
2579                         sRGBtoLinear16_12_16(r, pixel);
2580                 }
2581         }
2582
2583         void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x)
2584         {
2585                 if(!state.alphaBlendActive)
2586                 {
2587                         return;
2588                 }
2589
2590                 Vector4s pixel;
2591                 Short4 c01;
2592                 Short4 c23;
2593
2594                 readPixel(r, index, cBuffer, current, x, pixel);
2595
2596                 // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
2597                 Vector4s sourceFactor;
2598                 Vector4s destFactor;
2599
2600                 blendFactor(r, sourceFactor, current, pixel, state.sourceBlendFactor);
2601                 blendFactor(r, destFactor, current, pixel, state.destBlendFactor);
2602
2603                 if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
2604                 {
2605                         current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x));
2606                         current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y));
2607                         current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z));
2608                 }
2609         
2610                 if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
2611                 {
2612                         pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x));
2613                         pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y));
2614                         pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z));
2615                 }
2616
2617                 switch(state.blendOperation)
2618                 {
2619                 case BLENDOP_ADD:
2620                         current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
2621                         current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
2622                         current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
2623                         break;
2624                 case BLENDOP_SUB:
2625                         current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
2626                         current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
2627                         current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
2628                         break;
2629                 case BLENDOP_INVSUB:
2630                         current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x));
2631                         current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y));
2632                         current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z));
2633                         break;
2634                 case BLENDOP_MIN:
2635                         current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x));
2636                         current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y));
2637                         current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z));
2638                         break;
2639                 case BLENDOP_MAX:
2640                         current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x));
2641                         current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y));
2642                         current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z));
2643                         break;
2644                 case BLENDOP_SOURCE:
2645                         // No operation
2646                         break;
2647                 case BLENDOP_DEST:
2648                         current.x = pixel.x;
2649                         current.y = pixel.y;
2650                         current.z = pixel.z;
2651                         break;
2652                 case BLENDOP_NULL:
2653                         current.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2654                         current.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2655                         current.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2656                         break;
2657                 default:
2658                         ASSERT(false);
2659                 }
2660
2661                 blendFactorAlpha(r, sourceFactor, current, pixel, state.sourceBlendFactorAlpha);
2662                 blendFactorAlpha(r, destFactor, current, pixel, state.destBlendFactorAlpha);
2663
2664                 if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
2665                 {
2666                         current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w));
2667                 }
2668         
2669                 if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
2670                 {
2671                         pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w));
2672                 }
2673
2674                 switch(state.blendOperationAlpha)
2675                 {
2676                 case BLENDOP_ADD:
2677                         current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
2678                         break;
2679                 case BLENDOP_SUB:
2680                         current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
2681                         break;
2682                 case BLENDOP_INVSUB:
2683                         current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w));
2684                         break;
2685                 case BLENDOP_MIN:
2686                         current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w));
2687                         break;
2688                 case BLENDOP_MAX:
2689                         current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w));
2690                         break;
2691                 case BLENDOP_SOURCE:
2692                         // No operation
2693                         break;
2694                 case BLENDOP_DEST:
2695                         current.w = pixel.w;
2696                         break;
2697                 case BLENDOP_NULL:
2698                         current.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2699                         break;
2700                 default:
2701                         ASSERT(false);
2702                 }
2703         }
2704
2705         void PixelRoutine::logicOperation(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x)
2706         {
2707                 if(state.logicalOperation == LogicalOperation::LOGICALOP_COPY)
2708                 {
2709                         return;
2710                 }
2711
2712                 Vector4s pixel;
2713
2714                 // Read pixel
2715                 readPixel(r, index, cBuffer, current, x, pixel);
2716
2717                 switch(state.logicalOperation)
2718                 {
2719                 case LOGICALOP_CLEAR:
2720                         current.x = 0;
2721                         current.y = 0;
2722                         current.z = 0;
2723                         break;
2724                 case LOGICALOP_SET:
2725                         current.x = 0xFFFF;
2726                         current.y = 0xFFFF;
2727                         current.z = 0xFFFF;
2728                         break;
2729                 case LOGICALOP_COPY:
2730                         ASSERT(false);   // Optimized out
2731                         break;
2732                 case LOGICALOP_COPY_INVERTED:
2733                         current.x = ~current.x;
2734                         current.y = ~current.y;
2735                         current.z = ~current.z;
2736                         break;
2737                 case LOGICALOP_NOOP:
2738                         current.x = pixel.x;
2739                         current.y = pixel.y;
2740                         current.z = pixel.z;
2741                         break;
2742                 case LOGICALOP_INVERT:
2743                         current.x = ~pixel.x;
2744                         current.y = ~pixel.y;
2745                         current.z = ~pixel.z;
2746                         break;
2747                 case LOGICALOP_AND:
2748                         current.x = pixel.x & current.x;
2749                         current.y = pixel.y & current.y;
2750                         current.z = pixel.z & current.z;
2751                         break;
2752                 case LOGICALOP_NAND:
2753                         current.x = ~(pixel.x & current.x);
2754                         current.y = ~(pixel.y & current.y);
2755                         current.z = ~(pixel.z & current.z);
2756                         break;
2757                 case LOGICALOP_OR:
2758                         current.x = pixel.x | current.x;
2759                         current.y = pixel.y | current.y;
2760                         current.z = pixel.z | current.z;
2761                         break;
2762                 case LOGICALOP_NOR:
2763                         current.x = ~(pixel.x | current.x);
2764                         current.y = ~(pixel.y | current.y);
2765                         current.z = ~(pixel.z | current.z);
2766                         break;
2767                 case LOGICALOP_XOR:
2768                         current.x = pixel.x ^ current.x;
2769                         current.y = pixel.y ^ current.y;
2770                         current.z = pixel.z ^ current.z;
2771                         break;
2772                 case LOGICALOP_EQUIV:
2773                         current.x = ~(pixel.x ^ current.x);
2774                         current.y = ~(pixel.y ^ current.y);
2775                         current.z = ~(pixel.z ^ current.z);
2776                         break;
2777                 case LOGICALOP_AND_REVERSE:
2778                         current.x = ~pixel.x & current.x;
2779                         current.y = ~pixel.y & current.y;
2780                         current.z = ~pixel.z & current.z;
2781                         break;
2782                 case LOGICALOP_AND_INVERTED:
2783                         current.x = pixel.x & ~current.x;
2784                         current.y = pixel.y & ~current.y;
2785                         current.z = pixel.z & ~current.z;
2786                         break;
2787                 case LOGICALOP_OR_REVERSE:
2788                         current.x = ~pixel.x | current.x;
2789                         current.y = ~pixel.y | current.y;
2790                         current.z = ~pixel.z | current.z;
2791                         break;
2792                 case LOGICALOP_OR_INVERTED:
2793                         current.x = pixel.x | ~current.x;
2794                         current.y = pixel.y | ~current.y;
2795                         current.z = pixel.z | ~current.z;
2796                         break;
2797                 default:
2798                         ASSERT(false);
2799                 }
2800         }
2801
2802         void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &current, Int &sMask, Int &zMask, Int &cMask)
2803         {
2804                 if(postBlendSRGB && state.writeSRGB)
2805                 {
2806                         linearToSRGB16_12_16(r, current);
2807                 }
2808
2809                 if(exactColorRounding)
2810                 {
2811                         switch(state.targetFormat[index])
2812                         {
2813                         case FORMAT_R5G6B5:
2814                         //      UNIMPLEMENTED();   // FIXME
2815                                 break;
2816                         case FORMAT_X8G8R8B8Q:
2817                         case FORMAT_A8G8R8B8Q:
2818                         case FORMAT_X8R8G8B8:
2819                         case FORMAT_X8B8G8R8:
2820                         case FORMAT_A8R8G8B8:
2821                         case FORMAT_A8B8G8R8:
2822                                 {
2823                                         current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2824                                         current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2825                                         current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2826                                         current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2827                                 }
2828                                 break;
2829                         }
2830                 }
2831
2832                 int rgbaWriteMask = state.colorWriteActive(index);
2833                 int bgraWriteMask = rgbaWriteMask & 0x0000000A | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2;
2834                 int brgaWriteMask = rgbaWriteMask & 0x00000008 | (rgbaWriteMask & 0x00000001) << 1 | (rgbaWriteMask & 0x00000002) << 1 | (rgbaWriteMask & 0x00000004) >> 2;
2835
2836                 switch(state.targetFormat[index])
2837                 {
2838                 case FORMAT_R5G6B5:
2839                         {
2840                                 current.x = current.x & Short4(0xF800u);
2841                                 current.y = As<UShort4>(current.y & Short4(0xFC00u)) >> 5;
2842                                 current.z = As<UShort4>(current.z) >> 11;
2843
2844                                 current.x = current.x | current.y | current.z;
2845                         }
2846                         break;
2847                 case FORMAT_X8G8R8B8Q:
2848                         UNIMPLEMENTED();
2849                 //      current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2850                 //      current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2851                 //      current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2852
2853                 //      current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2854                 //      current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2855                         break;
2856                 case FORMAT_A8G8R8B8Q:
2857                         UNIMPLEMENTED();
2858                 //      current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2859                 //      current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2860                 //      current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2861                 //      current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2862
2863                 //      current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2864                 //      current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2865                         break;
2866                 case FORMAT_X8R8G8B8:
2867                 case FORMAT_A8R8G8B8:
2868                         if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7)
2869                         {
2870                                 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2871                                 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2872                                 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2873
2874                                 current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2875                                 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2876
2877                                 current.x = current.z;
2878                                 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2879                                 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2880                                 current.y = current.z;
2881                                 current.z = As<Short4>(UnpackLow(current.z, current.x));
2882                                 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2883                         }
2884                         else
2885                         {
2886                                 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2887                                 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2888                                 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2889                                 current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2890
2891                                 current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2892                                 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2893
2894                                 current.x = current.z;
2895                                 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2896                                 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2897                                 current.y = current.z;
2898                                 current.z = As<Short4>(UnpackLow(current.z, current.x));
2899                                 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2900                         }
2901                         break;
2902                 case FORMAT_X8B8G8R8:
2903                 case FORMAT_A8B8G8R8:
2904                         if(state.targetFormat[index] == FORMAT_X8B8G8R8 || rgbaWriteMask == 0x7)
2905                         {
2906                                 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2907                                 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2908                                 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2909
2910                                 current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
2911                                 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2912
2913                                 current.x = current.z;
2914                                 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2915                                 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2916                                 current.y = current.z;
2917                                 current.z = As<Short4>(UnpackLow(current.z, current.x));
2918                                 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2919                         }
2920                         else
2921                         {
2922                                 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2923                                 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2924                                 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2925                                 current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2926
2927                                 current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
2928                                 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2929
2930                                 current.x = current.z;
2931                                 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2932                                 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2933                                 current.y = current.z;
2934                                 current.z = As<Short4>(UnpackLow(current.z, current.x));
2935                                 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2936                         }
2937                         break;
2938                 case FORMAT_A8:
2939                         current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2940                         current.w = As<Short4>(Pack(As<UShort4>(current.w), As<UShort4>(current.w)));
2941                         break;
2942                 case FORMAT_G16R16:
2943                         current.z = current.x;
2944                         current.x = As<Short4>(UnpackLow(current.x, current.y));
2945                         current.z = As<Short4>(UnpackHigh(current.z, current.y));
2946                         current.y = current.z;
2947                         break;
2948                 case FORMAT_A16B16G16R16:
2949                         transpose4x4(current.x, current.y, current.z, current.w);
2950                         break;
2951                 default:
2952                         ASSERT(false);
2953                 }
2954
2955                 Short4 c01 = current.z;
2956                 Short4 c23 = current.y;
2957
2958                 Int xMask;   // Combination of all masks
2959
2960                 if(state.depthTestActive)
2961                 {
2962                         xMask = zMask;
2963                 }
2964                 else
2965                 {
2966                         xMask = cMask;
2967                 }
2968
2969                 if(state.stencilActive)
2970                 {
2971                         xMask &= sMask;
2972                 }
2973
2974                 switch(state.targetFormat[index])
2975                 {
2976                 case FORMAT_R5G6B5:
2977                         {
2978                                 Pointer<Byte> buffer = cBuffer + 2 * x;
2979                                 Int value = *Pointer<Int>(buffer);
2980
2981                                 Int c01 = Extract(As<Int2>(current.x), 0);
2982
2983                                 if((bgraWriteMask & 0x00000007) != 0x00000007)
2984                                 {
2985                                         Int masked = value;
2986                                         c01 &= *Pointer<Int>(r.constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
2987                                         masked &= *Pointer<Int>(r.constants + OFFSET(Constants,invMask565Q[bgraWriteMask & 0x7][0]));
2988                                         c01 |= masked;
2989                                 }
2990
2991                                 c01 &= *Pointer<Int>(r.constants + OFFSET(Constants,maskW4Q[0][0]) + xMask * 8);
2992                                 value &= *Pointer<Int>(r.constants + OFFSET(Constants,invMaskW4Q[0][0]) + xMask * 8);
2993                                 c01 |= value;
2994                                 *Pointer<Int>(buffer) = c01;
2995
2996                                 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2997                                 value = *Pointer<Int>(buffer);
2998
2999                                 Int c23 = Extract(As<Int2>(current.x), 1);
3000
3001                                 if((bgraWriteMask & 0x00000007) != 0x00000007)
3002                                 {
3003                                         Int masked = value;
3004                                         c23 &= *Pointer<Int>(r.constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
3005                                         masked &= *Pointer<Int>(r.constants + OFFSET(Constants,invMask565Q[bgraWriteMask & 0x7][0]));
3006                                         c23 |= masked;
3007                                 }
3008
3009                                 c23 &= *Pointer<Int>(r.constants + OFFSET(Constants,maskW4Q[0][2]) + xMask * 8);
3010                                 value &= *Pointer<Int>(r.constants + OFFSET(Constants,invMaskW4Q[0][2]) + xMask * 8);
3011                                 c23 |= value;
3012                                 *Pointer<Int>(buffer) = c23;
3013                         }
3014                         break;
3015                 case FORMAT_A8G8R8B8Q:
3016                 case FORMAT_X8G8R8B8Q:   // FIXME: Don't touch alpha?
3017                         UNIMPLEMENTED();
3018                 //      value = *Pointer<Short4>(cBuffer + 8 * x + 0);
3019
3020                 //      if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
3021                 //         ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
3022                 //          (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
3023                 //      {
3024                 //              Short4 masked = value;
3025                 //              c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
3026                 //              masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
3027                 //              c01 |= masked;
3028                 //      }
3029
3030                 //      c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
3031                 //      value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
3032                 //      c01 |= value;
3033                 //      *Pointer<Short4>(cBuffer + 8 * x + 0) = c01;
3034
3035                 //      value = *Pointer<Short4>(cBuffer + 8 * x + 8);
3036
3037                 //      if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
3038                 //         ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
3039                 //          (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
3040                 //      {
3041                 //              Short4 masked = value;
3042                 //              c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
3043                 //              masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
3044                 //              c23 |= masked;
3045                 //      }
3046
3047                 //      c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
3048                 //      value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
3049                 //      c23 |= value;
3050                 //      *Pointer<Short4>(cBuffer + 8 * x + 8) = c23;
3051                         break;
3052                 case FORMAT_A8R8G8B8:
3053                 case FORMAT_X8R8G8B8:   // FIXME: Don't touch alpha?
3054                         {
3055                                 Pointer<Byte> buffer = cBuffer + x * 4;
3056                                 Short4 value = *Pointer<Short4>(buffer);
3057
3058                                 if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
3059                                    ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
3060                                         (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
3061                                 {
3062                                         Short4 masked = value;
3063                                         c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
3064                                         masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
3065                                         c01 |= masked;
3066                                 }
3067
3068                                 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
3069                                 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
3070                                 c01 |= value;
3071                                 *Pointer<Short4>(buffer) = c01;
3072
3073                                 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3074                                 value = *Pointer<Short4>(buffer);
3075
3076                                 if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
3077                                    ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
3078                                         (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
3079                                 {
3080                                         Short4 masked = value;
3081                                         c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
3082                                         masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
3083                                         c23 |= masked;
3084                                 }
3085
3086                                 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
3087                                 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
3088                                 c23 |= value;
3089                                 *Pointer<Short4>(buffer) = c23;
3090                         }
3091                         break;
3092                 case FORMAT_A8B8G8R8:
3093                 case FORMAT_X8B8G8R8:   // FIXME: Don't touch alpha?
3094                         {
3095                                 Pointer<Byte> buffer = cBuffer + x * 4;
3096                                 Short4 value = *Pointer<Short4>(buffer);
3097
3098                                 if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) ||
3099                                    ((state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x00000007) &&
3100                                         (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F)))   // FIXME: Need for masking when XBGR && Fh?
3101                                 {
3102                                         Short4 masked = value;
3103                                         c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
3104                                         masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
3105                                         c01 |= masked;
3106                                 }
3107
3108                                 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
3109                                 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
3110                                 c01 |= value;
3111                                 *Pointer<Short4>(buffer) = c01;
3112
3113                                 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3114                                 value = *Pointer<Short4>(buffer);
3115
3116                                 if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) ||
3117                                    ((state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x00000007) &&
3118                                         (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F)))   // FIXME: Need for masking when XBGR && Fh?
3119                                 {
3120                                         Short4 masked = value;
3121                                         c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
3122                                         masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
3123                                         c23 |= masked;
3124                                 }
3125
3126                                 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
3127                                 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
3128                                 c23 |= value;
3129                                 *Pointer<Short4>(buffer) = c23;
3130                         }
3131                         break;
3132                 case FORMAT_A8:
3133                         if(rgbaWriteMask & 0x00000008)
3134                         {
3135                                 Pointer<Byte> buffer = cBuffer + 1 * x;
3136                                 Short4 value;
3137                                 Insert(value, *Pointer<Short>(buffer), 0);
3138                                 Int pitch = *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3139                                 Insert(value, *Pointer<Short>(buffer + pitch), 1);
3140                                 value = UnpackLow(As<Byte8>(value), As<Byte8>(value));
3141
3142                                 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q) + 8 * xMask);
3143                                 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask);
3144                                 current.w |= value;
3145
3146                                 *Pointer<Short>(buffer) = Extract(current.w, 0);
3147                                 *Pointer<Short>(buffer + pitch) = Extract(current.w, 1);
3148                         }
3149                         break;
3150                 case FORMAT_G16R16:
3151                         {
3152                                 Pointer<Byte> buffer = cBuffer + 4 * x;
3153
3154                                 Short4 value = *Pointer<Short4>(buffer);
3155
3156                                 if((rgbaWriteMask & 0x00000003) != 0x00000003)
3157                                 {
3158                                         Short4 masked = value;
3159                                         current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
3160                                         masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
3161                                         current.x |= masked;
3162                                 }
3163
3164                                 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
3165                                 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
3166                                 current.x |= value;
3167                                 *Pointer<Short4>(buffer) = current.x;
3168
3169                                 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3170
3171                                 value = *Pointer<Short4>(buffer);
3172
3173                                 if((rgbaWriteMask & 0x00000003) != 0x00000003)
3174                                 {
3175                                         Short4 masked = value;
3176                                         current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
3177                                         masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
3178                                         current.y |= masked;
3179                                 }
3180
3181                                 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
3182                                 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
3183                                 current.y |= value;
3184                                 *Pointer<Short4>(buffer) = current.y;
3185                         }
3186                         break;
3187                 case FORMAT_A16B16G16R16:
3188                         {
3189                                 Pointer<Byte> buffer = cBuffer + 8 * x;
3190
3191                                 {
3192                                         Short4 value = *Pointer<Short4>(buffer);
3193
3194                                         if(rgbaWriteMask != 0x0000000F)
3195                                         {
3196                                                 Short4 masked = value;
3197                                                 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
3198                                                 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
3199                                                 current.x |= masked;
3200                                         }
3201
3202                                         current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
3203                                         value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
3204                                         current.x |= value;
3205                                         *Pointer<Short4>(buffer) = current.x;
3206                                 }
3207
3208                                 {
3209                                         Short4 value = *Pointer<Short4>(buffer + 8);
3210
3211                                         if(rgbaWriteMask != 0x0000000F)
3212                                         {
3213                                                 Short4 masked = value;
3214                                                 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
3215                                                 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
3216                                                 current.y |= masked;
3217                                         }
3218
3219                                         current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
3220                                         value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
3221                                         current.y |= value;
3222                                         *Pointer<Short4>(buffer + 8) = current.y;
3223                                 }
3224
3225                                 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3226
3227                                 {
3228                                         Short4 value = *Pointer<Short4>(buffer);
3229
3230                                         if(rgbaWriteMask != 0x0000000F)
3231                                         {
3232                                                 Short4 masked = value;
3233                                                 current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
3234                                                 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
3235                                                 current.z |= masked;
3236                                         }
3237
3238                                         current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
3239                                         value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
3240                                         current.z |= value;
3241                                         *Pointer<Short4>(buffer) = current.z;
3242                                 }
3243
3244                                 {
3245                                         Short4 value = *Pointer<Short4>(buffer + 8);
3246
3247                                         if(rgbaWriteMask != 0x0000000F)
3248                                         {
3249                                                 Short4 masked = value;
3250                                                 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
3251                                                 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
3252                                                 current.w |= masked;
3253                                         }
3254
3255                                         current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
3256                                         value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
3257                                         current.w |= value;
3258                                         *Pointer<Short4>(buffer + 8) = current.w;
3259                                 }
3260                         }
3261                         break;
3262                 default:
3263                         ASSERT(false);
3264                 }
3265         }
3266
3267         void PixelRoutine::blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive) 
3268         {
3269                 switch(blendFactorActive)
3270                 {
3271                 case BLEND_ZERO:
3272                         // Optimized
3273                         break;
3274                 case BLEND_ONE:
3275                         // Optimized
3276                         break;
3277                 case BLEND_SOURCE:
3278                         blendFactor.x = oC.x;
3279                         blendFactor.y = oC.y;
3280                         blendFactor.z = oC.z;
3281                         break;
3282                 case BLEND_INVSOURCE:
3283                         blendFactor.x = Float4(1.0f) - oC.x;
3284                         blendFactor.y = Float4(1.0f) - oC.y;
3285                         blendFactor.z = Float4(1.0f) - oC.z;
3286                         break;
3287                 case BLEND_DEST:
3288                         blendFactor.x = pixel.x;
3289                         blendFactor.y = pixel.y;
3290                         blendFactor.z = pixel.z;
3291                         break;
3292                 case BLEND_INVDEST:
3293                         blendFactor.x = Float4(1.0f) - pixel.x;
3294                         blendFactor.y = Float4(1.0f) - pixel.y;
3295                         blendFactor.z = Float4(1.0f) - pixel.z;
3296                         break;
3297                 case BLEND_SOURCEALPHA:
3298                         blendFactor.x = oC.w;
3299                         blendFactor.y = oC.w;
3300                         blendFactor.z = oC.w;
3301                         break;
3302                 case BLEND_INVSOURCEALPHA:
3303                         blendFactor.x = Float4(1.0f) - oC.w;
3304                         blendFactor.y = Float4(1.0f) - oC.w;
3305                         blendFactor.z = Float4(1.0f) - oC.w;
3306                         break;
3307                 case BLEND_DESTALPHA:
3308                         blendFactor.x = pixel.w;
3309                         blendFactor.y = pixel.w;
3310                         blendFactor.z = pixel.w;
3311                         break;
3312                 case BLEND_INVDESTALPHA:
3313                         blendFactor.x = Float4(1.0f) - pixel.w;
3314                         blendFactor.y = Float4(1.0f) - pixel.w;
3315                         blendFactor.z = Float4(1.0f) - pixel.w;
3316                         break;
3317                 case BLEND_SRCALPHASAT:
3318                         blendFactor.x = Float4(1.0f) - pixel.w;
3319                         blendFactor.x = Min(blendFactor.x, oC.w);
3320                         blendFactor.y = blendFactor.x;
3321                         blendFactor.z = blendFactor.x;
3322                         break;
3323                 case BLEND_CONSTANT:
3324                         blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0]));
3325                         blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1]));
3326                         blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2]));
3327                         break;
3328                 case BLEND_INVCONSTANT:
3329                         blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
3330                         blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
3331                         blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
3332                         break;
3333                 default:
3334                         ASSERT(false);
3335                 }
3336         }
3337
3338         void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive) 
3339         {
3340                 switch(blendFactorAlphaActive)
3341                 {
3342                 case BLEND_ZERO:
3343                         // Optimized
3344                         break;
3345                 case BLEND_ONE:
3346                         // Optimized
3347                         break;
3348                 case BLEND_SOURCE:
3349                         blendFactor.w = oC.w;
3350                         break;
3351                 case BLEND_INVSOURCE:
3352                         blendFactor.w = Float4(1.0f) - oC.w;
3353                         break;
3354                 case BLEND_DEST:
3355                         blendFactor.w = pixel.w;
3356                         break;
3357                 case BLEND_INVDEST:
3358                         blendFactor.w = Float4(1.0f) - pixel.w;
3359                         break;
3360                 case BLEND_SOURCEALPHA:
3361                         blendFactor.w = oC.w;
3362                         break;
3363                 case BLEND_INVSOURCEALPHA:
3364                         blendFactor.w = Float4(1.0f) - oC.w;
3365                         break;
3366                 case BLEND_DESTALPHA:
3367                         blendFactor.w = pixel.w;
3368                         break;
3369                 case BLEND_INVDESTALPHA:
3370                         blendFactor.w = Float4(1.0f) - pixel.w;
3371                         break;
3372                 case BLEND_SRCALPHASAT:
3373                         blendFactor.w = Float4(1.0f);
3374                         break;
3375                 case BLEND_CONSTANT:
3376                         blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3]));
3377                         break;
3378                 case BLEND_INVCONSTANT:
3379                         blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
3380                         break;
3381                 default:
3382                         ASSERT(false);
3383                 }
3384         }
3385
3386         void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
3387         {
3388                 if(!state.alphaBlendActive)
3389                 {
3390                         return;
3391                 }
3392
3393                 Pointer<Byte> buffer;
3394                 Vector4f pixel;
3395
3396                 Vector4s color;
3397                 Short4 c01;
3398                 Short4 c23;
3399
3400                 switch(state.targetFormat[index])
3401                 {
3402                 case FORMAT_R32F:
3403                         buffer = cBuffer;
3404                         // FIXME: movlps
3405                         pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0);
3406                         pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4);
3407                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3408                         // FIXME: movhps
3409                         pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0);
3410                         pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4);
3411                         pixel.y = Float4(1.0f);
3412                         pixel.z = Float4(1.0f);
3413                         pixel.w = Float4(1.0f);
3414                         break;
3415                 case FORMAT_G32R32F:
3416                         buffer = cBuffer;
3417                         pixel.x = *Pointer<Float4>(buffer + 8 * x, 16);
3418                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3419                         pixel.y = *Pointer<Float4>(buffer + 8 * x, 16);
3420                         pixel.z = pixel.x;
3421                         pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88);
3422                         pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD);
3423                         pixel.y = pixel.z;
3424                         pixel.z = Float4(1.0f);
3425                         pixel.w = Float4(1.0f);
3426                         break;
3427                 case FORMAT_A32B32G32R32F:
3428                         buffer = cBuffer;
3429                         pixel.x = *Pointer<Float4>(buffer + 16 * x, 16);
3430                         pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16);
3431                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3432                         pixel.z = *Pointer<Float4>(buffer + 16 * x, 16);
3433                         pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16);
3434                         transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
3435                         break;
3436                 default:
3437                         ASSERT(false);
3438                 }
3439
3440                 if(postBlendSRGB && state.writeSRGB)
3441                 {
3442                         sRGBtoLinear(pixel.x);
3443                         sRGBtoLinear(pixel.y);
3444                         sRGBtoLinear(pixel.z);
3445                 }
3446
3447                 // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
3448                 Vector4f sourceFactor;
3449                 Vector4f destFactor;
3450
3451                 blendFactor(r, sourceFactor, oC, pixel, state.sourceBlendFactor);
3452                 blendFactor(r, destFactor, oC, pixel, state.destBlendFactor);
3453
3454                 if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
3455                 {
3456                         oC.x *= sourceFactor.x;
3457                         oC.y *= sourceFactor.y;
3458                         oC.z *= sourceFactor.z;
3459                 }
3460         
3461                 if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
3462                 {
3463                         pixel.x *= destFactor.x;
3464                         pixel.y *= destFactor.y;
3465                         pixel.z *= destFactor.z;
3466                 }
3467
3468                 switch(state.blendOperation)
3469                 {
3470                 case BLENDOP_ADD:
3471                         oC.x += pixel.x;
3472                         oC.y += pixel.y;
3473                         oC.z += pixel.z;
3474                         break;
3475                 case BLENDOP_SUB:
3476                         oC.x -= pixel.x;
3477                         oC.y -= pixel.y;
3478                         oC.z -= pixel.z;
3479                         break;
3480                 case BLENDOP_INVSUB:
3481                         oC.x = pixel.x - oC.x;
3482                         oC.y = pixel.y - oC.y;
3483                         oC.z = pixel.z - oC.z;
3484                         break;
3485                 case BLENDOP_MIN:
3486                         oC.x = Min(oC.x, pixel.x);
3487                         oC.y = Min(oC.y, pixel.y);
3488                         oC.z = Min(oC.z, pixel.z);
3489                         break;
3490                 case BLENDOP_MAX:
3491                         oC.x = Max(oC.x, pixel.x);
3492                         oC.y = Max(oC.y, pixel.y);
3493                         oC.z = Max(oC.z, pixel.z);
3494                         break;
3495                 case BLENDOP_SOURCE:
3496                         // No operation
3497                         break;
3498                 case BLENDOP_DEST:
3499                         oC.x = pixel.x;
3500                         oC.y = pixel.y;
3501                         oC.z = pixel.z;
3502                         break;
3503                 case BLENDOP_NULL:
3504                         oC.x = Float4(0.0f);
3505                         oC.y = Float4(0.0f);
3506                         oC.z = Float4(0.0f);
3507                         break;
3508                 default:
3509                         ASSERT(false);
3510                 }
3511
3512                 blendFactorAlpha(r, sourceFactor, oC, pixel, state.sourceBlendFactorAlpha);
3513                 blendFactorAlpha(r, destFactor, oC, pixel, state.destBlendFactorAlpha);
3514
3515                 if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
3516                 {
3517                         oC.w *= sourceFactor.w;
3518                 }
3519         
3520                 if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
3521                 {
3522                         pixel.w *= destFactor.w;
3523                 }
3524
3525                 switch(state.blendOperationAlpha)
3526                 {
3527                 case BLENDOP_ADD:
3528                         oC.w += pixel.w;
3529                         break;
3530                 case BLENDOP_SUB:
3531                         oC.w -= pixel.w;
3532                         break;
3533                 case BLENDOP_INVSUB:
3534                         pixel.w -= oC.w;
3535                         oC.w = pixel.w;
3536                         break;
3537                 case BLENDOP_MIN:       
3538                         oC.w = Min(oC.w, pixel.w);
3539                         break;
3540                 case BLENDOP_MAX:       
3541                         oC.w = Max(oC.w, pixel.w);
3542                         break;
3543                 case BLENDOP_SOURCE:
3544                         // No operation
3545                         break;
3546                 case BLENDOP_DEST:
3547                         oC.w = pixel.w;
3548                         break;
3549                 case BLENDOP_NULL:
3550                         oC.w = Float4(0.0f);
3551                         break;
3552                 default:
3553                         ASSERT(false);
3554                 }
3555         }
3556
3557         void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
3558         {
3559                 switch(state.targetFormat[index])
3560                 {
3561                 case FORMAT_R32F:
3562                         break;
3563                 case FORMAT_G32R32F:
3564                         oC.z = oC.x;
3565                         oC.x = UnpackLow(oC.x, oC.y);
3566                         oC.z = UnpackHigh(oC.z, oC.y);
3567                         oC.y = oC.z;
3568                         break;
3569                 case FORMAT_A32B32G32R32F:
3570                         transpose4x4(oC.x, oC.y, oC.z, oC.w);
3571                         break;
3572                 default:
3573                         ASSERT(false);
3574                 }
3575
3576                 int rgbaWriteMask = state.colorWriteActive(index);
3577
3578                 Int xMask;   // Combination of all masks
3579
3580                 if(state.depthTestActive)
3581                 {
3582                         xMask = zMask;
3583                 }
3584                 else
3585                 {
3586                         xMask = cMask;
3587                 }
3588
3589                 if(state.stencilActive)
3590                 {
3591                         xMask &= sMask;
3592                 }
3593
3594                 Pointer<Byte> buffer;
3595                 Float4 value;
3596
3597                 switch(state.targetFormat[index])
3598                 {
3599                 case FORMAT_R32F:
3600                         if(rgbaWriteMask & 0x00000001)
3601                         {
3602                                 buffer = cBuffer + 4 * x;
3603
3604                                 // FIXME: movlps
3605                                 value.x = *Pointer<Float>(buffer + 0);
3606                                 value.y = *Pointer<Float>(buffer + 4);
3607
3608                                 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3609
3610                                 // FIXME: movhps
3611                                 value.z = *Pointer<Float>(buffer + 0);
3612                                 value.w = *Pointer<Float>(buffer + 4);
3613
3614                                 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
3615                                 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
3616                                 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3617
3618                                 // FIXME: movhps
3619                                 *Pointer<Float>(buffer + 0) = oC.x.z;
3620                                 *Pointer<Float>(buffer + 4) = oC.x.w;
3621
3622                                 buffer -= *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3623
3624                                 // FIXME: movlps
3625                                 *Pointer<Float>(buffer + 0) = oC.x.x;
3626                                 *Pointer<Float>(buffer + 4) = oC.x.y;
3627                         }
3628                         break;
3629                 case FORMAT_G32R32F:
3630                         buffer = cBuffer + 8 * x;
3631
3632                         value = *Pointer<Float4>(buffer);
3633
3634                         if((rgbaWriteMask & 0x00000003) != 0x00000003)
3635                         {
3636                                 Float4 masked = value;
3637                                 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
3638                                 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
3639                                 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
3640                         }
3641
3642                         oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
3643                         value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
3644                         oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3645                         *Pointer<Float4>(buffer) = oC.x;
3646
3647                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3648
3649                         value = *Pointer<Float4>(buffer);
3650
3651                         if((rgbaWriteMask & 0x00000003) != 0x00000003)
3652                         {
3653                                 Float4 masked;
3654
3655                                 masked = value;
3656                                 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
3657                                 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
3658                                 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
3659                         }
3660
3661                         oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
3662                         value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
3663                         oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
3664                         *Pointer<Float4>(buffer) = oC.y;
3665                         break;
3666                 case FORMAT_A32B32G32R32F:
3667                         buffer = cBuffer + 16 * x;
3668
3669                         {
3670                                 value = *Pointer<Float4>(buffer, 16);
3671
3672                                 if(rgbaWriteMask != 0x0000000F)
3673                                 {
3674                                         Float4 masked = value;
3675                                         oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3676                                         masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3677                                         oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
3678                                 }
3679                                 
3680                                 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
3681                                 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
3682                                 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3683                                 *Pointer<Float4>(buffer, 16) = oC.x;
3684                         }
3685
3686                         {
3687                                 value = *Pointer<Float4>(buffer + 16, 16);
3688
3689                                 if(rgbaWriteMask != 0x0000000F)
3690                                 {       
3691                                         Float4 masked = value;
3692                                         oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3693                                         masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3694                                         oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
3695                                 }
3696
3697                                 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
3698                                 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
3699                                 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
3700                                 *Pointer<Float4>(buffer + 16, 16) = oC.y;
3701                         }
3702
3703                         buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3704
3705                         {
3706                                 value = *Pointer<Float4>(buffer, 16);
3707
3708                                 if(rgbaWriteMask != 0x0000000F)
3709                                 {
3710                                         Float4 masked = value;
3711                                         oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3712                                         masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3713                                         oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked));
3714                                 }
3715
3716                                 oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
3717                                 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
3718                                 oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value));
3719                                 *Pointer<Float4>(buffer, 16) = oC.z;
3720                         }
3721
3722                         {
3723                                 value = *Pointer<Float4>(buffer + 16, 16);
3724
3725                                 if(rgbaWriteMask != 0x0000000F)
3726                                 {
3727                                         Float4 masked = value;
3728                                         oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3729                                         masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3730                                         oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked));
3731                                 }
3732
3733                                 oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
3734                                 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
3735                                 oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value));
3736                                 *Pointer<Float4>(buffer + 16, 16) = oC.w;
3737                         }
3738                         break;
3739                 default:
3740                         ASSERT(false);
3741                 }
3742         }
3743
3744         void PixelRoutine::ps_1_x(Registers &r, Int cMask[4])
3745         {
3746                 int pad = 0;        // Count number of texm3x3pad instructions
3747                 Vector4s dPairing;   // Destination for first pairing instruction
3748
3749                 for(size_t i = 0; i < shader->getLength(); i++)
3750                 {
3751                         const Shader::Instruction *instruction = shader->getInstruction(i);
3752                         Shader::Opcode opcode = instruction->opcode;
3753
3754                 //      #ifndef NDEBUG   // FIXME: Centralize debug output control
3755                 //              shader->printInstruction(i, "debug.txt");
3756                 //      #endif
3757
3758                         if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
3759                         {
3760                                 continue;
3761                         }
3762
3763                         const Dst &dst = instruction->dst;
3764                         const Src &src0 = instruction->src[0];
3765                         const Src &src1 = instruction->src[1];
3766                         const Src &src2 = instruction->src[2];
3767
3768                         unsigned short version = shader->getVersion();
3769                         bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue;   // First instruction of pair
3770                         bool coissue = instruction->coissue;                                                              // Second instruction of pair
3771
3772                         Vector4s d;
3773                         Vector4s s0;
3774                         Vector4s s1;
3775                         Vector4s s2;
3776
3777                         if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(r, src0);
3778                         if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(r, src1);
3779                         if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(r, src2);
3780
3781                         Float4 u = version < 0x0104 ? r.vf[2 + dst.index].x : r.vf[2 + src0.index].x;
3782                         Float4 v = version < 0x0104 ? r.vf[2 + dst.index].y : r.vf[2 + src0.index].y;
3783                         Float4 s = version < 0x0104 ? r.vf[2 + dst.index].z : r.vf[2 + src0.index].z;
3784                         Float4 t = version < 0x0104 ? r.vf[2 + dst.index].w : r.vf[2 + src0.index].w;
3785
3786                         switch(opcode)
3787                         {
3788                         case Shader::OPCODE_PS_1_0:                                                                                                                     break;
3789                         case Shader::OPCODE_PS_1_1:                                                                                                                     break;
3790                         case Shader::OPCODE_PS_1_2:                                                                                                                     break;
3791                         case Shader::OPCODE_PS_1_3:                                                                                                                     break;
3792                         case Shader::OPCODE_PS_1_4:                                                                                                                     break;
3793
3794                         case Shader::OPCODE_DEF:                                                                                                                        break;
3795
3796                         case Shader::OPCODE_NOP:                                                                                                                        break;
3797                         case Shader::OPCODE_MOV:                        MOV(d, s0);                                                                             break;
3798                         case Shader::OPCODE_ADD:                        ADD(d, s0, s1);                                                                 break;
3799                         case Shader::OPCODE_SUB:                        SUB(d, s0, s1);                                                                 break;
3800                         case Shader::OPCODE_MAD:                        MAD(d, s0, s1, s2);                                                             break;
3801                         case Shader::OPCODE_MUL:                        MUL(d, s0, s1);                                                                 break;
3802                         case Shader::OPCODE_DP3:                        DP3(d, s0, s1);                                                                 break;
3803                         case Shader::OPCODE_DP4:                        DP4(d, s0, s1);                                                                 break;
3804                         case Shader::OPCODE_LRP:                        LRP(d, s0, s1, s2);                                                             break;
3805                         case Shader::OPCODE_TEXCOORD:
3806                                 if(version < 0x0104)
3807                                 {
3808                                         TEXCOORD(d, u, v, s, dst.index);
3809                                 }
3810                                 else
3811                                 {
3812                                         if((src0.swizzle & 0x30) == 0x20)   // .xyz
3813                                         {
3814                                                 TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3815                                         }
3816                                         else   // .xyw
3817                                         {
3818                                                 TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3819                                         }
3820                                 }
3821                                 break;
3822                         case Shader::OPCODE_TEXKILL:
3823                                 if(version < 0x0104)
3824                                 {
3825                                         TEXKILL(cMask, u, v, s);
3826                                 }
3827                                 else if(version == 0x0104)
3828                                 {
3829                                         if(dst.type == Shader::PARAMETER_TEXTURE)
3830                                         {
3831                                                 TEXKILL(cMask, u, v, s);
3832                                         }
3833                                         else
3834                                         {
3835                                                 TEXKILL(cMask, r.rs[dst.index]);
3836                                         }
3837                                 }
3838                                 else ASSERT(false);
3839                                 break;
3840                         case Shader::OPCODE_TEX:
3841                                 if(version < 0x0104)
3842                                 {
3843                                         TEX(r, d, u, v, s, dst.index, false);
3844                                 }
3845                                 else if(version == 0x0104)
3846                                 {
3847                                         if(src0.type == Shader::PARAMETER_TEXTURE)
3848                                         {
3849                                                 if((src0.swizzle & 0x30) == 0x20)   // .xyz
3850                                                 {
3851                                                         TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3852                                                 }
3853                                                 else   // .xyw
3854                                                 {
3855                                                         TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3856                                                 }
3857                                         }
3858                                         else
3859                                         {
3860                                                 TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3861                                         }
3862                                 }
3863                                 else ASSERT(false);
3864                                 break;
3865                         case Shader::OPCODE_TEXBEM:                     TEXBEM(r, d, s0, u, v, s, dst.index);   break;
3866                         case Shader::OPCODE_TEXBEML:            TEXBEML(r, d, s0, u, v, s, dst.index);  break;
3867                         case Shader::OPCODE_TEXREG2AR:          TEXREG2AR(r, d, s0, dst.index);                                 break;
3868                         case Shader::OPCODE_TEXREG2GB:          TEXREG2GB(r, d, s0, dst.index);                                 break;
3869                         case Shader::OPCODE_TEXM3X2PAD:         TEXM3X2PAD(r, u, v, s, s0, 0, src0.modifier == Shader::MODIFIER_SIGN);  break;
3870                         case Shader::OPCODE_TEXM3X2TEX:         TEXM3X2TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN);       break;
3871                         case Shader::OPCODE_TEXM3X3PAD:         TEXM3X3PAD(r, u, v, s, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN);  break;
3872                         case Shader::OPCODE_TEXM3X3TEX:         TEXM3X3TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN);       break;
3873                         case Shader::OPCODE_TEXM3X3SPEC:        TEXM3X3SPEC(r, d, u, v, s, dst.index, s0, s1);          break;
3874                         case Shader::OPCODE_TEXM3X3VSPEC:       TEXM3X3VSPEC(r, d, u, v, s, dst.index, s0);             break;
3875                         case Shader::OPCODE_CND:                        CND(d, s0, s1, s2);                                                             break;
3876                         case Shader::OPCODE_TEXREG2RGB:         TEXREG2RGB(r, d, s0, dst.index);                                break;
3877                         case Shader::OPCODE_TEXDP3TEX:          TEXDP3TEX(r, d, u, v, s, dst.index, s0);        break;
3878                         case Shader::OPCODE_TEXM3X2DEPTH:       TEXM3X2DEPTH(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN);        break;
3879                         case Shader::OPCODE_TEXDP3:                     TEXDP3(r, d, u, v, s, s0);                              break;
3880                         case Shader::OPCODE_TEXM3X3:            TEXM3X3(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN);     break;
3881                         case Shader::OPCODE_TEXDEPTH:           TEXDEPTH(r);                                                                    break;
3882                         case Shader::OPCODE_CMP0:                       CMP(d, s0, s1, s2);                                                             break;
3883                         case Shader::OPCODE_BEM:                        BEM(r, d, s0, s1, dst.index);                                   break;
3884                         case Shader::OPCODE_PHASE:                                                                                                                      break;
3885                         case Shader::OPCODE_END:                                                                                                                        break;
3886                         default:
3887                                 ASSERT(false);
3888                         }
3889
3890                         if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL)
3891                         {
3892                                 if(dst.shift > 0)
3893                                 {
3894                                         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);}
3895                                         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);}
3896                                         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);}
3897                                         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);}
3898                                 }
3899                                 else if(dst.shift < 0)
3900                                 {
3901                                         if(dst.mask & 0x1) d.x = d.x >> -dst.shift;
3902                                         if(dst.mask & 0x2) d.y = d.y >> -dst.shift;
3903                                         if(dst.mask & 0x4) d.z = d.z >> -dst.shift;
3904                                         if(dst.mask & 0x8) d.w = d.w >> -dst.shift;
3905                                 }
3906
3907                                 if(dst.saturate)
3908                                 {
3909                                         if(dst.mask & 0x1) {d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3910                                         if(dst.mask & 0x2) {d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3911                                         if(dst.mask & 0x4) {d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3912                                         if(dst.mask & 0x8) {d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3913                                 }
3914
3915                                 if(pairing)
3916                                 {
3917                                         if(dst.mask & 0x1) dPairing.x = d.x;
3918                                         if(dst.mask & 0x2) dPairing.y = d.y;
3919                                         if(dst.mask & 0x4) dPairing.z = d.z;
3920                                         if(dst.mask & 0x8) dPairing.w = d.w;
3921                                 }
3922                         
3923                                 if(coissue)
3924                                 {
3925                                         const Dst &dst = shader->getInstruction(i - 1)->dst;
3926
3927                                         writeDestination(r, dPairing, dst);
3928                                 }
3929                         
3930                                 if(!pairing)
3931                                 {
3932                                         writeDestination(r, d, dst);
3933                                 }
3934                         }
3935                 }
3936         }
3937
3938         void PixelRoutine::ps_2_x(Registers &r, Int cMask[4])
3939         {
3940                 r.enableIndex = 0;
3941                 r.stackIndex = 0;
3942
3943                 if(shader->containsLeaveInstruction())
3944                 {
3945                         r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
3946                 }
3947
3948                 bool out[4][4] = {false};
3949
3950                 // Create all call site return blocks up front
3951                 for(size_t i = 0; i < shader->getLength(); i++)
3952                 {
3953                         const Shader::Instruction *instruction = shader->getInstruction(i);
3954                         Shader::Opcode opcode = instruction->opcode;
3955
3956                         if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
3957                         {
3958                                 const Dst &dst = instruction->dst;
3959
3960                                 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
3961                                 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
3962                         }
3963                 }
3964                 
3965                 for(size_t i = 0; i < shader->getLength(); i++)
3966                 {
3967                         const Shader::Instruction *instruction = shader->getInstruction(i);
3968                         Shader::Opcode opcode = instruction->opcode;
3969
3970                         if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
3971                         {
3972                                 continue;
3973                         }
3974
3975                         const Dst &dst = instruction->dst;
3976                         const Src &src0 = instruction->src[0];
3977                         const Src &src1 = instruction->src[1];
3978                         const Src &src2 = instruction->src[2];
3979                         const Src &src3 = instruction->src[3];
3980
3981                         bool predicate = instruction->predicate;
3982                         Control control = instruction->control;
3983                         bool pp = dst.partialPrecision;
3984                         bool project = instruction->project;
3985                         bool bias = instruction->bias;
3986
3987                         Vector4f d;
3988                         Vector4f s0;
3989                         Vector4f s1;
3990                         Vector4f s2;
3991                         Vector4f s3;
3992
3993                         if(opcode == Shader::OPCODE_TEXKILL)   // Takes destination as input
3994                         {
3995                                 if(dst.type == Shader::PARAMETER_TEXTURE)
3996                                 {
3997                                         d.x = r.vf[2 + dst.index].x;
3998                                         d.y = r.vf[2 + dst.index].y;
3999                                         d.z = r.vf[2 + dst.index].z;
4000                                         d.w = r.vf[2 + dst.index].w;
4001                                 }
4002                                 else
4003                                 {
4004                                         d = r.rf[dst.index];
4005                                 }
4006                         }
4007
4008                         if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(r, src0);
4009                         if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1);
4010                         if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(r, src2);
4011                         if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(r, src3);
4012
4013                         switch(opcode)
4014                         {
4015                         case Shader::OPCODE_PS_2_0:                                                                                                             break;
4016                         case Shader::OPCODE_PS_2_x:                                                                                                             break;
4017                         case Shader::OPCODE_PS_3_0:                                                                                                             break;
4018                         case Shader::OPCODE_DEF:                                                                                                                break;
4019                         case Shader::OPCODE_DCL:                                                                                                                break;
4020                         case Shader::OPCODE_NOP:                                                                                                                break;
4021                         case Shader::OPCODE_MOV:                mov(d, s0);                                                                             break;
4022                         case Shader::OPCODE_F2B:                f2b(d, s0);                                                                             break;
4023                         case Shader::OPCODE_B2F:                b2f(d, s0);                                                                             break;
4024                         case Shader::OPCODE_ADD:                add(d, s0, s1);                                                                 break;
4025                         case Shader::OPCODE_SUB:                sub(d, s0, s1);                                                                 break;
4026                         case Shader::OPCODE_MUL:                mul(d, s0, s1);                                                                 break;
4027                         case Shader::OPCODE_MAD:                mad(d, s0, s1, s2);                                                             break;
4028                         case Shader::OPCODE_DP1:                dp1(d, s0, s1);                                                                 break;
4029                         case Shader::OPCODE_DP2:                dp2(d, s0, s1);                                                                 break;
4030                         case Shader::OPCODE_DP2ADD:             dp2add(d, s0, s1, s2);                                                  break;
4031                         case Shader::OPCODE_DP3:                dp3(d, s0, s1);                                                                 break;
4032                         case Shader::OPCODE_DP4:                dp4(d, s0, s1);                                                                 break;
4033                         case Shader::OPCODE_CMP0:               cmp0(d, s0, s1, s2);                                                    break;
4034                         case Shader::OPCODE_ICMP:               icmp(d, s0, s1, control);                                               break;
4035                         case Shader::OPCODE_SELECT:             select(d, s0, s1, s2);                                                  break;
4036                         case Shader::OPCODE_EXTRACT:    extract(d.x, s0, s1.x);                                                 break;
4037                         case Shader::OPCODE_INSERT:             insert(d, s0, s1.x, s2.x);                                              break;
4038                         case Shader::OPCODE_FRC:                frc(d, s0);                                                                             break;
4039                         case Shader::OPCODE_TRUNC:      trunc(d, s0);                                   break;
4040                         case Shader::OPCODE_FLOOR:      floor(d, s0);                                   break;
4041                         case Shader::OPCODE_ROUND:              round(d, s0);                                   break;
4042                         case Shader::OPCODE_ROUNDEVEN:  roundEven(d, s0);                               break;
4043                         case Shader::OPCODE_CEIL:       ceil(d, s0);                                    break;
4044                         case Shader::OPCODE_EXP2X:              exp2x(d, s0, pp);                                                               break;
4045                         case Shader::OPCODE_EXP2:               exp2(d, s0, pp);                                                                break;
4046                         case Shader::OPCODE_LOG2X:              log2x(d, s0, pp);                                                               break;
4047                         case Shader::OPCODE_LOG2:               log2(d, s0, pp);                                                                break;
4048                         case Shader::OPCODE_EXP:                exp(d, s0, pp);                                                                 break;
4049                         case Shader::OPCODE_LOG:                log(d, s0, pp);                                                                 break;
4050                         case Shader::OPCODE_RCPX:               rcpx(d, s0, pp);                                                                break;
4051                         case Shader::OPCODE_DIV:                div(d, s0, s1);                                                                 break;
4052                         case Shader::OPCODE_MOD:                mod(d, s0, s1);                                                                 break;
4053                         case Shader::OPCODE_RSQX:               rsqx(d, s0, pp);                                                                break;
4054                         case Shader::OPCODE_SQRT:               sqrt(d, s0, pp);                                                                break;
4055                         case Shader::OPCODE_RSQ:                rsq(d, s0, pp);                                                                 break;
4056                         case Shader::OPCODE_LEN2:               len2(d.x, s0, pp);                                                              break;
4057                         case Shader::OPCODE_LEN3:               len3(d.x, s0, pp);                                                              break;
4058                         case Shader::OPCODE_LEN4:               len4(d.x, s0, pp);                                                              break;
4059                         case Shader::OPCODE_DIST1:              dist1(d.x, s0, s1, pp);                                                 break;
4060                         case Shader::OPCODE_DIST2:              dist2(d.x, s0, s1, pp);                                                 break;
4061                         case Shader::OPCODE_DIST3:              dist3(d.x, s0, s1, pp);                                                 break;
4062                         case Shader::OPCODE_DIST4:              dist4(d.x, s0, s1, pp);                                                 break;
4063                         case Shader::OPCODE_MIN:                min(d, s0, s1);                                                                 break;
4064                         case Shader::OPCODE_MAX:                max(d, s0, s1);                                                                 break;
4065                         case Shader::OPCODE_LRP:                lrp(d, s0, s1, s2);                                                             break;
4066                         case Shader::OPCODE_STEP:               step(d, s0, s1);                                                                break;
4067                         case Shader::OPCODE_SMOOTH:             smooth(d, s0, s1, s2);                                                  break;
4068                         case Shader::OPCODE_POWX:               powx(d, s0, s1, pp);                                                    break;
4069                         case Shader::OPCODE_POW:                pow(d, s0, s1, pp);                                                             break;
4070                         case Shader::OPCODE_SGN:                sgn(d, s0);                                                                             break;
4071                         case Shader::OPCODE_CRS:                crs(d, s0, s1);                                                                 break;
4072                         case Shader::OPCODE_FORWARD1:   forward1(d, s0, s1, s2);                                                break;
4073                         case Shader::OPCODE_FORWARD2:   forward2(d, s0, s1, s2);                                                break;
4074                         case Shader::OPCODE_FORWARD3:   forward3(d, s0, s1, s2);                                                break;
4075                         case Shader::OPCODE_FORWARD4:   forward4(d, s0, s1, s2);                                                break;
4076                         case Shader::OPCODE_REFLECT1:   reflect1(d, s0, s1);                                                    break;
4077                         case Shader::OPCODE_REFLECT2:   reflect2(d, s0, s1);                                                    break;
4078                         case Shader::OPCODE_REFLECT3:   reflect3(d, s0, s1);                                                    break;
4079                         case Shader::OPCODE_REFLECT4:   reflect4(d, s0, s1);                                                    break;
4080                         case Shader::OPCODE_REFRACT1:   refract1(d, s0, s1, s2.x);                                              break;
4081                         case Shader::OPCODE_REFRACT2:   refract2(d, s0, s1, s2.x);                                              break;
4082                         case Shader::OPCODE_REFRACT3:   refract3(d, s0, s1, s2.x);                                              break;
4083                         case Shader::OPCODE_REFRACT4:   refract4(d, s0, s1, s2.x);                                              break;
4084                         case Shader::OPCODE_NRM2:               nrm2(d, s0, pp);                                                                break;
4085                         case Shader::OPCODE_NRM3:               nrm3(d, s0, pp);                                                                break;
4086                         case Shader::OPCODE_NRM4:               nrm4(d, s0, pp);                                                                break;
4087                         case Shader::OPCODE_ABS:                abs(d, s0);                                                                             break;
4088                         case Shader::OPCODE_SINCOS:             sincos(d, s0, pp);                                                              break;
4089                         case Shader::OPCODE_COS:                cos(d, s0, pp);                                                                 break;
4090                         case Shader::OPCODE_SIN:                sin(d, s0, pp);                                                                 break;
4091                         case Shader::OPCODE_TAN:                tan(d, s0, pp);                                                                 break;
4092                         case Shader::OPCODE_ACOS:               acos(d, s0, pp);                                                                break;
4093                         case Shader::OPCODE_ASIN:               asin(d, s0, pp);                                                                break;
4094                         case Shader::OPCODE_ATAN:               atan(d, s0, pp);                                                                break;
4095                         case Shader::OPCODE_ATAN2:              atan2(d, s0, s1, pp);                                                   break;
4096                         case Shader::OPCODE_COSH:               cosh(d, s0, pp);                                                                break;
4097                         case Shader::OPCODE_SINH:               sinh(d, s0, pp);                                                                break;
4098                         case Shader::OPCODE_TANH:               tanh(d, s0, pp);                                                                break;
4099                         case Shader::OPCODE_ACOSH:              acosh(d, s0, pp);                                                               break;
4100                         case Shader::OPCODE_ASINH:              asinh(d, s0, pp);                                                               break;
4101                         case Shader::OPCODE_ATANH:              atanh(d, s0, pp);                                                               break;
4102                         case Shader::OPCODE_M4X4:               M4X4(r, d, s0, src1);                                                   break;
4103                         case Shader::OPCODE_M4X3:               M4X3(r, d, s0, src1);                                                   break;
4104                         case Shader::OPCODE_M3X4:               M3X4(r, d, s0, src1);                                                   break;
4105                         case Shader::OPCODE_M3X3:               M3X3(r, d, s0, src1);                                                   break;
4106                         case Shader::OPCODE_M3X2:               M3X2(r, d, s0, src1);                                                   break;
4107                         case Shader::OPCODE_TEX:                TEXLD(r, d, s0, src1, project, bias);                   break;
4108                         case Shader::OPCODE_TEXLDD:             TEXLDD(r, d, s0, src1, s2, s3, project, bias);  break;
4109                         case Shader::OPCODE_TEXLDL:             TEXLDL(r, d, s0, src1, project, bias);                  break;
4110                         case Shader::OPCODE_TEXKILL:    TEXKILL(cMask, d, dst.mask);                                    break;
4111                         case Shader::OPCODE_DISCARD:    DISCARD(r, cMask, instruction);                                 break;
4112                         case Shader::OPCODE_DFDX:               DFDX(d, s0);                                                                    break;
4113                         case Shader::OPCODE_DFDY:               DFDY(d, s0);                                                                    break;
4114                         case Shader::OPCODE_FWIDTH:             FWIDTH(d, s0);                                                                  break;
4115                         case Shader::OPCODE_BREAK:              BREAK(r);                                                                               break;
4116                         case Shader::OPCODE_BREAKC:             BREAKC(r, s0, s1, control);                                             break;
4117                         case Shader::OPCODE_BREAKP:             BREAKP(r, src0);                                                                break;
4118                         case Shader::OPCODE_CONTINUE:   CONTINUE(r);                                                                    break;
4119                         case Shader::OPCODE_TEST:               TEST();                                                                                 break;
4120                         case Shader::OPCODE_CALL:               CALL(r, dst.label, dst.callSite);               break;
4121                         case Shader::OPCODE_CALLNZ:             CALLNZ(r, dst.label, dst.callSite, src0);       break;
4122                         case Shader::OPCODE_ELSE:               ELSE(r);                                                                                break;
4123                         case Shader::OPCODE_ENDIF:              ENDIF(r);                                                                               break;
4124                         case Shader::OPCODE_ENDLOOP:    ENDLOOP(r);                                                                             break;
4125                         case Shader::OPCODE_ENDREP:             ENDREP(r);                                                                              break;
4126                         case Shader::OPCODE_ENDWHILE:   ENDWHILE(r);                                                            break;
4127                         case Shader::OPCODE_IF:                 IF(r, src0);                                                                    break;
4128                         case Shader::OPCODE_IFC:                IFC(r, s0, s1, control);                                                break;
4129                         case Shader::OPCODE_LABEL:              LABEL(dst.index);                                                               break;
4130                         case Shader::OPCODE_LOOP:               LOOP(r, src1);                                                                  break;
4131                         case Shader::OPCODE_REP:                REP(r, src0);                                                                   break;
4132                         case Shader::OPCODE_WHILE:              WHILE(r, src0);                                                                 break;
4133                         case Shader::OPCODE_RET:                RET(r);                                                                                 break;
4134                         case Shader::OPCODE_LEAVE:              LEAVE(r);                                                                               break;
4135                         case Shader::OPCODE_CMP:                cmp(d, s0, s1, control);                                                break;
4136                         case Shader::OPCODE_ALL:                all(d.x, s0);                                                                   break;
4137                         case Shader::OPCODE_ANY:                any(d.x, s0);                                                                   break;
4138                         case Shader::OPCODE_NOT:                not(d, s0);                                                                             break;
4139                         case Shader::OPCODE_OR:                 or(d.x, s0.x, s1.x);                                                    break;
4140                         case Shader::OPCODE_XOR:                xor(d.x, s0.x, s1.x);                                                   break;
4141                         case Shader::OPCODE_AND:                and(d.x, s0.x, s1.x);                                                   break;
4142                         case Shader::OPCODE_END:                                                                                                                break;
4143                         default:
4144                                 ASSERT(false);
4145                         }
4146
4147                         if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
4148                         {
4149                                 if(dst.integer)
4150                                 {
4151                                         switch(opcode)
4152                                         {
4153                                         case Shader::OPCODE_DIV:
4154                                                 if(dst.x) d.x = Trunc(d.x);
4155                                                 if(dst.y) d.y = Trunc(d.y);
4156                                                 if(dst.z) d.z = Trunc(d.z);
4157                                                 if(dst.w) d.w = Trunc(d.w);
4158                                                 break;
4159                                         default:
4160                                                 break;   // No truncation to integer required when arguments are integer
4161                                         }
4162                                 }
4163
4164                                 if(dst.saturate)
4165                                 {
4166                                         if(dst.x) d.x = Max(d.x, Float4(0.0f));
4167                                         if(dst.y) d.y = Max(d.y, Float4(0.0f));
4168                                         if(dst.z) d.z = Max(d.z, Float4(0.0f));
4169                                         if(dst.w) d.w = Max(d.w, Float4(0.0f));
4170
4171                                         if(dst.x) d.x = Min(d.x, Float4(1.0f));
4172                                         if(dst.y) d.y = Min(d.y, Float4(1.0f));
4173                                         if(dst.z) d.z = Min(d.z, Float4(1.0f));
4174                                         if(dst.w) d.w = Min(d.w, Float4(1.0f));
4175                                 }
4176
4177                                 if(instruction->isPredicated())
4178                                 {
4179                                         Vector4f pDst;   // FIXME: Rename
4180
4181                                         switch(dst.type)
4182                                         {
4183                                         case Shader::PARAMETER_TEMP:
4184                                                 if(dst.rel.type == Shader::PARAMETER_VOID)
4185                                                 {
4186                                                         if(dst.x) pDst.x = r.rf[dst.index].x;
4187                                                         if(dst.y) pDst.y = r.rf[dst.index].y;
4188                                                         if(dst.z) pDst.z = r.rf[dst.index].z;
4189                                                         if(dst.w) pDst.w = r.rf[dst.index].w;
4190                                                 }
4191                                                 else
4192                                                 {
4193                                                         Int a = relativeAddress(r, dst);
4194
4195                                                         if(dst.x) pDst.x = r.rf[dst.index + a].x;
4196                                                         if(dst.y) pDst.y = r.rf[dst.index + a].y;
4197                                                         if(dst.z) pDst.z = r.rf[dst.index + a].z;
4198                                                         if(dst.w) pDst.w = r.rf[dst.index + a].w;
4199                                                 }
4200                                                 break;
4201                                         case Shader::PARAMETER_COLOROUT:
4202                                                 ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
4203                                                 if(dst.x) pDst.x = r.oC[dst.index].x;
4204                                                 if(dst.y) pDst.y = r.oC[dst.index].y;
4205                                                 if(dst.z) pDst.z = r.oC[dst.index].z;
4206                                                 if(dst.w) pDst.w = r.oC[dst.index].w;
4207                                                 break;
4208                                         case Shader::PARAMETER_PREDICATE:
4209                                                 if(dst.x) pDst.x = r.p0.x;
4210                                                 if(dst.y) pDst.y = r.p0.y;
4211                                                 if(dst.z) pDst.z = r.p0.z;
4212                                                 if(dst.w) pDst.w = r.p0.w;
4213                                                 break;
4214                                         case Shader::PARAMETER_DEPTHOUT:
4215                                                 pDst.x = r.oDepth;
4216                                                 break;
4217                                         default:
4218                                                 ASSERT(false);
4219                                         }
4220                                 
4221                                         Int4 enable = enableMask(r, instruction);
4222
4223                                         Int4 xEnable = enable;
4224                                         Int4 yEnable = enable;
4225                                         Int4 zEnable = enable;
4226                                         Int4 wEnable = enable;
4227
4228                                         if(predicate)
4229                                         {
4230                                                 unsigned char pSwizzle = instruction->predicateSwizzle;
4231
4232                                                 Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
4233                                                 Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
4234                                                 Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
4235                                                 Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
4236
4237                                                 if(!instruction->predicateNot)
4238                                                 {
4239                                                         if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
4240                                                         if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
4241                                                         if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
4242                                                         if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
4243                                                 }
4244                                                 else
4245                                                 {
4246                                                         if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
4247                                                         if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
4248                                                         if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
4249                                                         if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
4250                                                 }
4251                                         }
4252
4253                                         if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
4254                                         if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
4255                                         if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
4256                                         if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
4257
4258                                         if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
4259                                         if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
4260                                         if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
4261                                         if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
4262                                 }
4263
4264                                 switch(dst.type)
4265                                 {
4266                                 case Shader::PARAMETER_TEMP:
4267                                         if(dst.rel.type == Shader::PARAMETER_VOID)
4268                                         {
4269                                                 if(dst.x) r.rf[dst.index].x = d.x;
4270                                                 if(dst.y) r.rf[dst.index].y = d.y;
4271                                                 if(dst.z) r.rf[dst.index].z = d.z;
4272                                                 if(dst.w) r.rf[dst.index].w = d.w;
4273                                         }
4274                                         else
4275                                         {
4276                                                 Int a = relativeAddress(r, dst);
4277
4278                                                 if(dst.x) r.rf[dst.index + a].x = d.x;
4279                                                 if(dst.y) r.rf[dst.index + a].y = d.y;
4280                                                 if(dst.z) r.rf[dst.index + a].z = d.z;
4281                                                 if(dst.w) r.rf[dst.index + a].w = d.w;
4282                                         }
4283                                         break;
4284                                 case Shader::PARAMETER_COLOROUT:
4285                                         ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
4286                                         if(dst.x) {r.oC[dst.index].x = d.x; out[dst.index][0] = true;}
4287                                         if(dst.y) {r.oC[dst.index].y = d.y; out[dst.index][1] = true;}
4288                                         if(dst.z) {r.oC[dst.index].z = d.z; out[dst.index][2] = true;}
4289                                         if(dst.w) {r.oC[dst.index].w = d.w; out[dst.index][3] = true;}
4290                                         break;
4291                                 case Shader::PARAMETER_PREDICATE:
4292                                         if(dst.x) r.p0.x = d.x;
4293                                         if(dst.y) r.p0.y = d.y;
4294                                         if(dst.z) r.p0.z = d.z;
4295                                         if(dst.w) r.p0.w = d.w;
4296                                         break;
4297                                 case Shader::PARAMETER_DEPTHOUT:
4298                                         r.oDepth = d.x;
4299                                         break;
4300                                 default:
4301                                         ASSERT(false);
4302                                 }
4303                         }
4304                 }
4305
4306                 if(currentLabel != -1)
4307                 {
4308                         Nucleus::setInsertBlock(returnBlock);
4309                 }
4310
4311                 for(int i = 0; i < 4; i++)
4312                 {
4313                         if(state.targetFormat[i] != FORMAT_NULL)
4314                         {
4315                                 if(!out[i][0]) r.oC[i].x = Float4(0.0f);
4316                                 if(!out[i][1]) r.oC[i].y = Float4(0.0f);
4317                                 if(!out[i][2]) r.oC[i].z = Float4(0.0f);
4318                                 if(!out[i][3]) r.oC[i].w = Float4(0.0f);
4319                         }
4320                 }
4321         }
4322
4323         Short4 PixelRoutine::convertFixed12(RValue<Float4> cf)
4324         {
4325                 return RoundShort4(cf * Float4(0x1000));
4326         }
4327
4328         void PixelRoutine::convertFixed12(Vector4s &cs, Vector4f &cf)
4329         {
4330                 cs.x = convertFixed12(cf.x);
4331                 cs.y = convertFixed12(cf.y);
4332                 cs.z = convertFixed12(cf.z);
4333                 cs.w = convertFixed12(cf.w);
4334         }
4335
4336         UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
4337         {
4338                 return UShort4(cf * Float4(0xFFFF), saturate);
4339         }
4340
4341         void PixelRoutine::convertFixed16(Vector4s &cs, Vector4f &cf, bool saturate)
4342         {
4343                 cs.x = convertFixed16(cf.x, saturate);
4344                 cs.y = convertFixed16(cf.y, saturate);
4345                 cs.z = convertFixed16(cf.z, saturate);
4346                 cs.w = convertFixed16(cf.w, saturate);
4347         }
4348
4349         Float4 PixelRoutine::convertSigned12(Short4 &cs)
4350         {
4351                 return Float4(cs) * Float4(1.0f / 0x0FFE);
4352         }
4353
4354         void PixelRoutine::convertSigned12(Vector4f &cf, Vector4s &cs)
4355         {
4356                 cf.x = convertSigned12(cs.x);
4357                 cf.y = convertSigned12(cs.y);
4358                 cf.z = convertSigned12(cs.z);
4359                 cf.w = convertSigned12(cs.w);
4360         }
4361
4362         Float4 PixelRoutine::convertUnsigned16(UShort4 cs)
4363         {
4364                 return Float4(cs) * Float4(1.0f / 0xFFFF);
4365         }
4366
4367         void PixelRoutine::sRGBtoLinear16_12_16(Registers &r, Vector4s &c)
4368         {
4369                 c.x = As<UShort4>(c.x) >> 4;
4370                 c.y = As<UShort4>(c.y) >> 4;
4371                 c.z = As<UShort4>(c.z) >> 4;
4372
4373                 sRGBtoLinear12_16(r, c);
4374         }
4375
4376         void PixelRoutine::sRGBtoLinear12_16(Registers &r, Vector4s &c)
4377         {
4378                 Pointer<Byte> LUT = r.constants + OFFSET(Constants,sRGBtoLinear12_16);
4379
4380                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
4381                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
4382                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
4383                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
4384
4385                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
4386                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
4387                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
4388                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
4389
4390                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
4391                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
4392                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
4393                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
4394         }
4395
4396         void PixelRoutine::linearToSRGB16_12_16(Registers &r, Vector4s &c)
4397         {
4398                 c.x = As<UShort4>(c.x) >> 4;
4399                 c.y = As<UShort4>(c.y) >> 4;
4400                 c.z = As<UShort4>(c.z) >> 4;
4401
4402                 linearToSRGB12_16(r, c);
4403         }
4404
4405         void PixelRoutine::linearToSRGB12_16(Registers &r, Vector4s &c)
4406         {
4407                 Pointer<Byte> LUT = r.constants + OFFSET(Constants,linearToSRGB12_16);
4408
4409                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
4410                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
4411                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
4412                 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
4413
4414                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
4415                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
4416                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
4417                 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
4418
4419                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
4420                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
4421                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
4422                 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
4423         }
4424
4425         Float4 PixelRoutine::linearToSRGB(const Float4 &x)   // Approximates x^(1.0/2.2)
4426         {
4427                 Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
4428                 Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
4429
4430                 return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
4431         }
4432
4433         Float4 PixelRoutine::sRGBtoLinear(const Float4 &x)   // Approximates x^2.2
4434         {
4435                 Float4 linear = x * x;
4436                 linear = linear * Float4(0.73f) + linear * x * Float4(0.27f);
4437
4438                 return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
4439         }
4440
4441         void PixelRoutine::MOV(Vector4s &dst, Vector4s &src0)
4442         {
4443                 dst.x = src0.x;
4444                 dst.y = src0.y;
4445                 dst.z = src0.z;
4446                 dst.w = src0.w;
4447         }
4448
4449         void PixelRoutine::ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4450         {
4451                 dst.x = AddSat(src0.x, src1.x);
4452                 dst.y = AddSat(src0.y, src1.y);
4453                 dst.z = AddSat(src0.z, src1.z);
4454                 dst.w = AddSat(src0.w, src1.w);
4455         }
4456
4457         void PixelRoutine::SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4458         {
4459                 dst.x = SubSat(src0.x, src1.x);
4460                 dst.y = SubSat(src0.y, src1.y);
4461                 dst.z = SubSat(src0.z, src1.z);
4462                 dst.w = SubSat(src0.w, src1.w);
4463         }
4464
4465         void PixelRoutine::MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
4466         {
4467                 // FIXME: Long fixed-point multiply fixup
4468                 {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);}
4469                 {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);}
4470                 {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);}
4471                 {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);}
4472         }
4473
4474         void PixelRoutine::MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4475         {
4476                 // FIXME: Long fixed-point multiply fixup
4477                 {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);}
4478                 {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);}
4479                 {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);}
4480                 {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);}
4481         }
4482
4483         void PixelRoutine::DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4484         {
4485                 Short4 t0;
4486                 Short4 t1;
4487
4488                 // FIXME: Long fixed-point multiply fixup
4489                 t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); 
4490                 t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
4491                 t0 = AddSat(t0, t1);
4492                 t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
4493                 t0 = AddSat(t0, t1);
4494
4495                 dst.x = t0;
4496                 dst.y = t0;
4497                 dst.z = t0;
4498                 dst.w = t0;
4499         }
4500
4501         void PixelRoutine::DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4502         {
4503                 Short4 t0;
4504                 Short4 t1;
4505
4506                 // FIXME: Long fixed-point multiply fixup
4507                 t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); 
4508                 t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
4509                 t0 = AddSat(t0, t1);
4510                 t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
4511                 t0 = AddSat(t0, t1);
4512                 t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
4513                 t0 = AddSat(t0, t1);
4514
4515                 dst.x = t0;
4516                 dst.y = t0;
4517                 dst.z = t0;
4518                 dst.w = t0;
4519         }
4520
4521         void PixelRoutine::LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
4522         {
4523                 // FIXME: Long fixed-point multiply fixup
4524                 {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);}
4525                 {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);}
4526                 {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);}
4527                 {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);}
4528         }
4529
4530         void PixelRoutine::TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
4531         {
4532                 Float4 uw;
4533                 Float4 vw;
4534                 Float4 sw;
4535
4536                 if(state.interpolant[2 + coordinate].component & 0x01)
4537                 {
4538                         uw = Max(u, Float4(0.0f));
4539                         uw = Min(uw, Float4(1.0f));
4540                         dst.x = convertFixed12(uw);
4541                 }
4542                 else
4543                 {
4544                         dst.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4545                 }
4546
4547                 if(state.interpolant[2 + coordinate].component & 0x02)
4548                 {
4549                         vw = Max(v, Float4(0.0f));
4550                         vw = Min(vw, Float4(1.0f));
4551                         dst.y = convertFixed12(vw);
4552                 }
4553                 else
4554                 {
4555                         dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4556                 }
4557
4558                 if(state.interpolant[2 + coordinate].component & 0x04)
4559                 {
4560                         sw = Max(s, Float4(0.0f));
4561                         sw = Min(sw, Float4(1.0f));
4562                         dst.z = convertFixed12(sw);
4563                 }
4564                 else
4565                 {
4566                         dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4567                 }
4568
4569                 dst.w = Short4(0x1000);
4570         }
4571
4572         void PixelRoutine::TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
4573         {
4574                 Float4 uw = u;
4575                 Float4 vw = v;
4576                 Float4 sw = s;
4577
4578                 if(project)
4579                 {
4580                         uw *= Rcp_pp(s);
4581                         vw *= Rcp_pp(s);
4582                 }
4583
4584                 if(state.interpolant[2 + coordinate].component & 0x01)
4585                 {
4586                         uw *= Float4(0x1000);
4587                         uw = Max(uw, Float4(-0x8000));
4588                         uw = Min(uw, Float4(0x7FFF));
4589                         dst.x = RoundShort4(uw);
4590                 }
4591                 else
4592                 {
4593                         dst.x = Short4(0x0000);
4594                 }
4595
4596                 if(state.interpolant[2 + coordinate].component & 0x02)
4597                 {
4598                         vw *= Float4(0x1000);
4599                         vw = Max(vw, Float4(-0x8000));
4600                         vw = Min(vw, Float4(0x7FFF));
4601                         dst.y = RoundShort4(vw);
4602                 }
4603                 else
4604                 {
4605                         dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4606                 }
4607                 
4608                 if(state.interpolant[2 + coordinate].component & 0x04)
4609                 {
4610                         sw *= Float4(0x1000);
4611                         sw = Max(sw, Float4(-0x8000));
4612                         sw = Min(sw, Float4(0x7FFF));
4613                         dst.z = RoundShort4(sw);
4614                 }
4615                 else
4616                 {
4617                         dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4618                 }
4619         }
4620
4621         void PixelRoutine::TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
4622         {
4623                 TEXM3X3PAD(r, u, v, s, src, 0, false);
4624
4625                 Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
4626
4627                 dst.x = t0;
4628                 dst.y = t0;
4629                 dst.z = t0;
4630                 dst.w = t0;
4631         }
4632
4633         void PixelRoutine::TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
4634         {
4635                 TEXM3X3PAD(r, u, v, s, src0, 0, false);
4636
4637                 r.v_ = Float4(0.0f);
4638                 r.w_ = Float4(0.0f);
4639
4640                 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4641         }
4642
4643         void PixelRoutine::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
4644         {
4645                 Int kill = SignMask(CmpNLT(u, Float4(0.0f))) &
4646                            SignMask(CmpNLT(v, Float4(0.0f))) &
4647                            SignMask(CmpNLT(s, Float4(0.0f)));
4648
4649                 for(unsigned int q = 0; q < state.multiSample; q++)
4650                 {
4651                         cMask[q] &= kill;
4652                 }
4653         }
4654
4655         void PixelRoutine::TEXKILL(Int cMask[4], Vector4s &src)
4656         {
4657                 Short4 test = src.x | src.y | src.z;
4658                 Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
4659
4660                 for(unsigned int q = 0; q < state.multiSample; q++)
4661                 {
4662                         cMask[q] &= kill;
4663                 }
4664         }
4665
4666         void PixelRoutine::TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
4667         {
4668                 sampleTexture(r, dst, sampler, u, v, s, s, project);
4669         }
4670
4671         void PixelRoutine::TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int sampler, bool project)
4672         {
4673                 Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
4674                 Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
4675                 Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
4676
4677                 sampleTexture(r, dst, sampler, u, v, s, s, project);
4678         }
4679
4680         void PixelRoutine::TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
4681         {
4682                 Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
4683                 Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
4684
4685                 Float4 du2 = du;
4686                 Float4 dv2 = dv;
4687
4688                 du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
4689                 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
4690                 du += dv2;
4691                 dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
4692                 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
4693                 dv += du2;
4694
4695                 Float4 u_ = u + du;
4696                 Float4 v_ = v + dv;
4697
4698                 sampleTexture(r, dst, stage, u_, v_, s, s);
4699         }
4700
4701         void PixelRoutine::TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
4702         {
4703                 Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
4704                 Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
4705
4706                 Float4 du2 = du;
4707                 Float4 dv2 = dv;
4708
4709                 du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
4710                 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
4711                 du += dv2;
4712                 dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
4713                 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
4714                 dv += du2;
4715
4716                 Float4 u_ = u + du;
4717                 Float4 v_ = v + dv;
4718
4719                 sampleTexture(r, dst, stage, u_, v_, s, s);
4720
4721                 Short4 L;
4722
4723                 L = src.z;
4724                 L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
4725                 L = L << 4;
4726                 L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
4727                 L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
4728                 L = Min(L, Short4(0x1000));
4729
4730                 dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4;
4731                 dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4;
4732                 dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
4733         }
4734
4735         void PixelRoutine::TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
4736         {
4737                 Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
4738                 Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
4739                 Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4740
4741                 sampleTexture(r, dst, stage, u, v, s, s);
4742         }
4743
4744         void PixelRoutine::TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
4745         {
4746                 Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
4747                 Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4748                 Float4 s = v;
4749
4750                 sampleTexture(r, dst, stage, u, v, s, s);
4751         }
4752
4753         void PixelRoutine::TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
4754         {
4755                 Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
4756                 Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
4757                 Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4758
4759                 sampleTexture(r, dst, stage, u, v, s, s);
4760         }
4761
4762         void PixelRoutine::TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
4763         {
4764                 TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
4765
4766                 // z / w
4767                 r.u_ *= Rcp_pp(r.v_);   // FIXME: Set result to 1.0 when division by zero
4768
4769                 r.oDepth = r.u_;
4770         }
4771
4772         void PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
4773         {
4774                 TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
4775         }
4776
4777         void PixelRoutine::TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
4778         {
4779                 TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
4780
4781                 r.w_ = Float4(0.0f);
4782
4783                 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4784         }
4785
4786         void PixelRoutine::TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
4787         {
4788                 TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
4789
4790                 dst.x = RoundShort4(r.u_ * Float4(0x1000));
4791                 dst.y = RoundShort4(r.v_ * Float4(0x1000));
4792                 dst.z = RoundShort4(r.w_ * Float4(0x1000));
4793                 dst.w = Short4(0x1000);
4794         }
4795
4796         void PixelRoutine::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
4797         {
4798                 if(component == 0 || previousScaling != signedScaling)   // FIXME: Other source modifiers?
4799                 {
4800                         r.U = Float4(src0.x);
4801                         r.V = Float4(src0.y);
4802                         r.W = Float4(src0.z);
4803
4804                         previousScaling = signedScaling;
4805                 }
4806
4807                 Float4 x = r.U * u + r.V * v + r.W * s;
4808
4809                 x *= Float4(1.0f / 0x1000);
4810
4811                 switch(component)
4812                 {
4813                 case 0: r.u_ = x; break;
4814                 case 1: r.v_ = x; break;
4815                 case 2: r.w_ = x; break;
4816                 default: ASSERT(false);
4817                 }
4818         }
4819
4820         void PixelRoutine::TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
4821         {
4822                 TEXM3X3PAD(r, u, v, s, src0, 2, false);
4823
4824                 Float4 E[3];   // Eye vector
4825
4826                 E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE);
4827                 E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE);
4828                 E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE);
4829
4830                 // Reflection
4831                 Float4 u__;
4832                 Float4 v__;
4833                 Float4 w__;
4834
4835                 // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
4836                 u__ = r.u_ * E[0];
4837                 v__ = r.v_ * E[1];
4838                 w__ = r.w_ * E[2];
4839                 u__ += v__ + w__;
4840                 u__ += u__;
4841                 v__ = u__;
4842                 w__ = u__;
4843                 u__ *= r.u_;
4844                 v__ *= r.v_;
4845                 w__ *= r.w_;
4846                 r.u_ *= r.u_;
4847                 r.v_ *= r.v_;
4848                 r.w_ *= r.w_;
4849                 r.u_ += r.v_ + r.w_;
4850                 u__ -= E[0] * r.u_;
4851                 v__ -= E[1] * r.u_;
4852                 w__ -= E[2] * r.u_;
4853
4854                 sampleTexture(r, dst, stage,  u__, v__, w__, w__);
4855         }
4856
4857         void PixelRoutine::TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
4858         {
4859                 TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
4860
4861                 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4862         }
4863
4864         void PixelRoutine::TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
4865         {
4866                 TEXM3X3PAD(r, u, v, s, src0, 2, false);
4867
4868                 Float4 E[3];   // Eye vector
4869
4870                 E[0] = r.vf[2 + stage - 2].w;
4871                 E[1] = r.vf[2 + stage - 1].w;
4872                 E[2] = r.vf[2 + stage - 0].w;
4873
4874                 // Reflection
4875                 Float4 u__;
4876                 Float4 v__;
4877                 Float4 w__;
4878
4879                 // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
4880                 u__ = r.u_ * E[0];
4881                 v__ = r.v_ * E[1];
4882                 w__ = r.w_ * E[2];
4883                 u__ += v__ + w__;
4884                 u__ += u__;
4885                 v__ = u__;
4886                 w__ = u__;
4887                 u__ *= r.u_;
4888                 v__ *= r.v_;
4889                 w__ *= r.w_;
4890                 r.u_ *= r.u_;
4891                 r.v_ *= r.v_;
4892                 r.w_ *= r.w_;
4893                 r.u_ += r.v_ + r.w_;
4894                 u__ -= E[0] * r.u_;
4895                 v__ -= E[1] * r.u_;
4896                 w__ -= E[2] * r.u_;
4897
4898                 sampleTexture(r, dst, stage, u__, v__, w__, w__);
4899         }
4900
4901         void PixelRoutine::TEXDEPTH(Registers &r)
4902         {
4903                 r.u_ = Float4(r.rs[5].x);
4904                 r.v_ = Float4(r.rs[5].y);
4905
4906                 // z / w
4907                 r.u_ *= Rcp_pp(r.v_);   // FIXME: Set result to 1.0 when division by zero
4908
4909                 r.oDepth = r.u_;
4910         }
4911
4912         void PixelRoutine::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
4913         {
4914                 {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;};
4915                 {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;};
4916                 {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;};
4917                 {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;};
4918         }
4919
4920         void PixelRoutine::CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
4921         {
4922                 {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;};
4923                 {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;};
4924                 {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;};
4925                 {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;};
4926         }
4927
4928         void PixelRoutine::BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
4929         {
4930                 Short4 t0;
4931                 Short4 t1;
4932
4933                 // dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
4934                 t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4;   // FIXME: Matrix components range? Overflow hazard.
4935                 t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4;   // FIXME: Matrix components range? Overflow hazard.
4936                 t0 = AddSat(t0, t1);
4937                 t0 = AddSat(t0, src0.x);
4938                 dst.x = t0;
4939
4940                 // dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
4941                 t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4;   // FIXME: Matrix components range? Overflow hazard.
4942                 t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4;   // FIXME: Matrix components range? Overflow hazard.
4943                 t0 = AddSat(t0, t1);
4944                 t0 = AddSat(t0, src0.y);
4945                 dst.y = t0;
4946         }
4947
4948         void PixelRoutine::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4949         {
4950                 Vector4f row0 = fetchRegisterF(r, src1, 0);
4951                 Vector4f row1 = fetchRegisterF(r, src1, 1);
4952
4953                 dst.x = dot3(src0, row0);
4954                 dst.y = dot3(src0, row1);
4955         }
4956
4957         void PixelRoutine::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4958         {
4959                 Vector4f row0 = fetchRegisterF(r, src1, 0);
4960                 Vector4f row1 = fetchRegisterF(r, src1, 1);
4961                 Vector4f row2 = fetchRegisterF(r, src1, 2);
4962
4963                 dst.x = dot3(src0, row0);
4964                 dst.y = dot3(src0, row1);
4965                 dst.z = dot3(src0, row2);
4966         }
4967
4968         void PixelRoutine::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4969         {
4970                 Vector4f row0 = fetchRegisterF(r, src1, 0);
4971                 Vector4f row1 = fetchRegisterF(r, src1, 1);
4972                 Vector4f row2 = fetchRegisterF(r, src1, 2);
4973                 Vector4f row3 = fetchRegisterF(r, src1, 3);
4974
4975                 dst.x = dot3(src0, row0);
4976                 dst.y = dot3(src0, row1);
4977                 dst.z = dot3(src0, row2);
4978                 dst.w = dot3(src0, row3);
4979         }
4980
4981         void PixelRoutine::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4982         {
4983                 Vector4f row0 = fetchRegisterF(r, src1, 0);
4984                 Vector4f row1 = fetchRegisterF(r, src1, 1);
4985                 Vector4f row2 = fetchRegisterF(r, src1, 2);
4986
4987                 dst.x = dot4(src0, row0);
4988                 dst.y = dot4(src0, row1);
4989                 dst.z = dot4(src0, row2);
4990         }
4991
4992         void PixelRoutine::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4993         {
4994                 Vector4f row0 = fetchRegisterF(r, src1, 0);
4995                 Vector4f row1 = fetchRegisterF(r, src1, 1);
4996                 Vector4f row2 = fetchRegisterF(r, src1, 2);
4997                 Vector4f row3 = fetchRegisterF(r, src1, 3);
4998
4999                 dst.x = dot4(src0, row0);
5000                 dst.y = dot4(src0, row1);
5001                 dst.z = dot4(src0, row2);
5002                 dst.w = dot4(src0, row3);
5003         }
5004
5005         void PixelRoutine::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
5006         {
5007                 Vector4f tmp;
5008                 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias); 
5009
5010                 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
5011                 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
5012                 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
5013                 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
5014         }
5015         
5016         void PixelRoutine::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2,  Vector4f &src3, bool project, bool bias)
5017         {
5018                 Vector4f tmp;
5019                 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
5020
5021                 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
5022                 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
5023                 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
5024                 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
5025         }
5026         
5027         void PixelRoutine::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
5028         {
5029                 Vector4f tmp;
5030                 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
5031
5032                 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
5033                 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
5034                 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
5035                 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
5036         }
5037
5038         void PixelRoutine::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
5039         {
5040                 Int kill = -1;
5041                 
5042                 if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
5043                 if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
5044                 if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
5045                 if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
5046
5047                 // FIXME: Dynamic branching affects TEXKILL?
5048         //      if(shader->containsDynamicBranching())
5049         //      {
5050         //              kill = ~SignMask(enableMask(r));
5051         //      }
5052
5053                 for(unsigned int q = 0; q < state.multiSample; q++)
5054                 {
5055                         cMask[q] &= kill;
5056                 }
5057
5058                 // FIXME: Branch to end of shader if all killed?
5059         }
5060
5061         void PixelRoutine::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
5062         {
5063                 Int kill = 0;
5064                 
5065                 if(shader->containsDynamicBranching())
5066                 {
5067                         kill = ~SignMask(enableMask(r, instruction));
5068                 }
5069                 
5070                 for(unsigned int q = 0; q < state.multiSample; q++)
5071                 {
5072                         cMask[q] &= kill;
5073                 }
5074
5075                 // FIXME: Branch to end of shader if all killed?
5076         }
5077
5078         void PixelRoutine::DFDX(Vector4f &dst, Vector4f &src)
5079         {
5080                 dst.x = src.x.yyww - src.x.xxzz;
5081                 dst.y = src.y.yyww - src.y.xxzz;
5082                 dst.z = src.z.yyww - src.z.xxzz;
5083                 dst.w = src.w.yyww - src.w.xxzz;
5084         }
5085
5086         void PixelRoutine::DFDY(Vector4f &dst, Vector4f &src)
5087         {
5088                 dst.x = src.x.zwzw - src.x.xyxy;
5089                 dst.y = src.y.zwzw - src.y.xyxy;
5090                 dst.z = src.z.zwzw - src.z.xyxy;
5091                 dst.w = src.w.zwzw - src.w.xyxy;
5092         }
5093
5094         void PixelRoutine::FWIDTH(Vector4f &dst, Vector4f &src)
5095         {
5096                 // abs(dFdx(src)) + abs(dFdy(src));
5097                 dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
5098                 dst.y = Abs(src.y.yyww - src.x.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
5099                 dst.z = Abs(src.z.yyww - src.x.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
5100                 dst.w = Abs(src.w.yyww - src.x.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
5101         }
5102
5103         void PixelRoutine::BREAK(Registers &r)
5104         {
5105                 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
5106                 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
5107
5108                 if(breakDepth == 0)
5109                 {
5110                         r.enableIndex = r.enableIndex - breakDepth;
5111                         Nucleus::createBr(endBlock);
5112                 }
5113                 else
5114                 {
5115                         r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
5116                         Bool allBreak = SignMask(r.enableBreak) == 0x0;
5117
5118                         r.enableIndex = r.enableIndex - breakDepth;
5119                         branch(allBreak, endBlock, deadBlock);
5120                 }
5121
5122                 Nucleus::setInsertBlock(deadBlock);
5123                 r.enableIndex = r.enableIndex + breakDepth;
5124         }
5125
5126         void PixelRoutine::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
5127         {
5128                 Int4 condition;
5129
5130                 switch(control)
5131                 {
5132                 case Shader::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);   break;
5133                 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);             break;
5134                 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);    break;
5135                 case Shader::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);    break;
5136                 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);    break;
5137                 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);             break;
5138                 default:
5139                         ASSERT(false);
5140                 }
5141
5142                 BREAK(r, condition);
5143         }
5144
5145         void PixelRoutine::BREAKP(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
5146         {
5147                 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5148
5149                 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5150                 {
5151                         condition = ~condition;
5152                 }
5153
5154                 BREAK(r, condition);
5155         }
5156
5157         void PixelRoutine::BREAK(Registers &r, Int4 &condition)
5158         {
5159                 condition &= r.enableStack[r.enableIndex];
5160
5161                 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
5162                 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
5163
5164                 r.enableBreak = r.enableBreak & ~condition;
5165                 Bool allBreak = SignMask(r.enableBreak) == 0x0;
5166
5167                 r.enableIndex = r.enableIndex - breakDepth;
5168                 branch(allBreak, endBlock, continueBlock);
5169
5170                 Nucleus::setInsertBlock(continueBlock);
5171                 r.enableIndex = r.enableIndex + breakDepth;
5172         }
5173
5174         void PixelRoutine::CONTINUE(Registers &r)
5175         {
5176                 r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
5177         }
5178
5179         void PixelRoutine::TEST()
5180         {
5181                 whileTest = true;
5182         }
5183
5184         void PixelRoutine::CALL(Registers &r, int labelIndex, int callSiteIndex)
5185         {
5186                 if(!labelBlock[labelIndex])
5187                 {
5188                         labelBlock[labelIndex] = Nucleus::createBasicBlock();
5189                 }
5190
5191                 if(callRetBlock[labelIndex].size() > 1)
5192                 {
5193                         r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5194                 }
5195
5196                 Int4 restoreLeave = r.enableLeave;
5197
5198                 Nucleus::createBr(labelBlock[labelIndex]);
5199                 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5200
5201                 r.enableLeave = restoreLeave;
5202         }
5203
5204         void PixelRoutine::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
5205         {
5206                 if(src.type == Shader::PARAMETER_CONSTBOOL)
5207                 {
5208                         CALLNZb(r, labelIndex, callSiteIndex, src);
5209                 }
5210                 else if(src.type == Shader::PARAMETER_PREDICATE)
5211                 {
5212                         CALLNZp(r, labelIndex, callSiteIndex, src);
5213                 }
5214                 else ASSERT(false);
5215         }
5216
5217         void PixelRoutine::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
5218         {
5219                 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0));   // FIXME
5220                 
5221                 if(boolRegister.modifier == Shader::MODIFIER_NOT)
5222                 {
5223                         condition = !condition; 
5224                 }
5225
5226                 if(!labelBlock[labelIndex])
5227                 {
5228                         labelBlock[labelIndex] = Nucleus::createBasicBlock();
5229                 }
5230
5231                 if(callRetBlock[labelIndex].size() > 1)
5232                 {
5233                         r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5234                 }
5235
5236                 Int4 restoreLeave = r.enableLeave;
5237
5238                 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
5239                 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5240
5241                 r.enableLeave = restoreLeave;
5242         }
5243
5244         void PixelRoutine::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
5245         {
5246                 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5247
5248                 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5249                 {
5250                         condition = ~condition;
5251                 }
5252
5253                 condition &= r.enableStack[r.enableIndex];
5254
5255                 if(!labelBlock[labelIndex])
5256                 {
5257                         labelBlock[labelIndex] = Nucleus::createBasicBlock();
5258                 }
5259
5260                 if(callRetBlock[labelIndex].size() > 1)
5261                 {
5262                         r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5263                 }
5264
5265                 r.enableIndex++;
5266                 r.enableStack[r.enableIndex] = condition;
5267                 Int4 restoreLeave = r.enableLeave;
5268
5269                 Bool notAllFalse = SignMask(condition) != 0;
5270                 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
5271                 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5272
5273                 r.enableIndex--;
5274                 r.enableLeave = restoreLeave;
5275         }
5276
5277         void PixelRoutine::ELSE(Registers &r)
5278         {
5279                 ifDepth--;
5280
5281                 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
5282                 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5283
5284                 if(isConditionalIf[ifDepth])
5285                 {
5286                         Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
5287                         Bool notAllFalse = SignMask(condition) != 0;
5288
5289                         branch(notAllFalse, falseBlock, endBlock);
5290
5291                         r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
5292                 }
5293                 else
5294                 {
5295                         Nucleus::createBr(endBlock);
5296                         Nucleus::setInsertBlock(falseBlock);
5297                 }
5298
5299                 ifFalseBlock[ifDepth] = endBlock;
5300
5301                 ifDepth++;
5302         }
5303
5304         void PixelRoutine::ENDIF(Registers &r)
5305         {
5306                 ifDepth--;
5307
5308                 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
5309
5310                 Nucleus::createBr(endBlock);
5311                 Nucleus::setInsertBlock(endBlock);
5312
5313                 if(isConditionalIf[ifDepth])
5314                 {
5315                         breakDepth--;
5316                         r.enableIndex--;
5317                 }
5318         }
5319
5320         void PixelRoutine::ENDLOOP(Registers &r)
5321         {
5322                 loopRepDepth--;
5323
5324                 r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth];   // FIXME: +=
5325
5326                 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5327                 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5328
5329                 Nucleus::createBr(testBlock);
5330                 Nucleus::setInsertBlock(endBlock);
5331
5332                 r.loopDepth--;
5333                 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5334         }
5335
5336         void PixelRoutine::ENDREP(Registers &r)
5337         {
5338                 loopRepDepth--;
5339
5340                 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5341                 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5342
5343                 Nucleus::createBr(testBlock);
5344                 Nucleus::setInsertBlock(endBlock);
5345
5346                 r.loopDepth--;
5347                 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5348         }
5349
5350         void PixelRoutine::ENDWHILE(Registers &r)
5351         {
5352                 loopRepDepth--;
5353
5354                 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5355                 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5356
5357                 Nucleus::createBr(testBlock);
5358                 Nucleus::setInsertBlock(endBlock);
5359
5360                 r.enableIndex--;
5361                 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5362                 whileTest = false;
5363         }
5364
5365         void PixelRoutine::IF(Registers &r, const Src &src)
5366         {
5367                 if(src.type == Shader::PARAMETER_CONSTBOOL)
5368                 {
5369                         IFb(r, src);
5370                 }
5371                 else if(src.type == Shader::PARAMETER_PREDICATE)
5372                 {
5373                         IFp(r, src);
5374                 }
5375                 else
5376                 {
5377                         Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
5378                         IF(r, condition);
5379                 }
5380         }
5381
5382         void PixelRoutine::IFb(Registers &r, const Src &boolRegister)
5383         {
5384                 ASSERT(ifDepth < 24 + 4);
5385
5386                 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0));   // FIXME
5387
5388                 if(boolRegister.modifier == Shader::MODIFIER_NOT)
5389                 {
5390                         condition = !condition;
5391                 }
5392
5393                 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
5394                 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
5395
5396                 branch(condition, trueBlock, falseBlock);
5397
5398                 isConditionalIf[ifDepth] = false;
5399                 ifFalseBlock[ifDepth] = falseBlock;
5400
5401                 ifDepth++;
5402         }
5403
5404         void PixelRoutine::IFp(Registers &r, const Src &predicateRegister)
5405         {
5406                 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5407
5408                 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5409                 {
5410                         condition = ~condition;
5411                 }
5412
5413                 IF(r, condition);
5414         }
5415
5416         void PixelRoutine::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
5417         {
5418                 Int4 condition;
5419
5420                 switch(control)
5421                 {
5422                 case Shader::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);   break;
5423                 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);             break;
5424                 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);    break;
5425                 case Shader::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);    break;
5426                 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);    break;
5427                 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);             break;
5428                 default:
5429                         ASSERT(false);
5430                 }
5431
5432                 IF(r, condition);
5433         }
5434
5435         void PixelRoutine::IF(Registers &r, Int4 &condition)
5436         {
5437                 condition &= r.enableStack[r.enableIndex];
5438
5439                 r.enableIndex++;
5440                 r.enableStack[r.enableIndex] = condition;
5441
5442                 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
5443                 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
5444
5445                 Bool notAllFalse = SignMask(condition) != 0;
5446
5447                 branch(notAllFalse, trueBlock, falseBlock);
5448
5449                 isConditionalIf[ifDepth] = true;
5450                 ifFalseBlock[ifDepth] = falseBlock;
5451
5452                 ifDepth++;
5453                 breakDepth++;
5454         }
5455
5456         void PixelRoutine::LABEL(int labelIndex)
5457         {
5458                 if(!labelBlock[labelIndex])
5459                 {
5460                         labelBlock[labelIndex] = Nucleus::createBasicBlock();
5461                 }
5462
5463                 Nucleus::setInsertBlock(labelBlock[labelIndex]);
5464                 currentLabel = labelIndex;
5465         }
5466
5467         void PixelRoutine::LOOP(Registers &r, const Src &integerRegister)
5468         {
5469                 r.loopDepth++;
5470
5471                 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
5472                 r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][1]));
5473                 r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][2]));
5474
5475         //      If(r.increment[r.loopDepth] == 0)
5476         //      {
5477         //              r.increment[r.loopDepth] = 1;
5478         //      }
5479
5480                 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5481                 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5482                 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5483
5484                 loopRepTestBlock[loopRepDepth] = testBlock;
5485                 loopRepEndBlock[loopRepDepth] = endBlock;
5486
5487                 // FIXME: jump(testBlock)
5488                 Nucleus::createBr(testBlock);
5489                 Nucleus::setInsertBlock(testBlock);
5490
5491                 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
5492                 Nucleus::setInsertBlock(loopBlock);
5493
5494                 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
5495                 
5496                 loopRepDepth++;
5497                 breakDepth = 0;
5498         }
5499
5500         void PixelRoutine::REP(Registers &r, const Src &integerRegister)
5501         {
5502                 r.loopDepth++;
5503
5504                 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
5505                 r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
5506
5507                 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5508                 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5509                 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5510
5511                 loopRepTestBlock[loopRepDepth] = testBlock;
5512                 loopRepEndBlock[loopRepDepth] = endBlock;
5513
5514                 // FIXME: jump(testBlock)
5515                 Nucleus::createBr(testBlock);
5516                 Nucleus::setInsertBlock(testBlock);
5517
5518                 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
5519                 Nucleus::setInsertBlock(loopBlock);
5520
5521                 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
5522
5523                 loopRepDepth++;
5524                 breakDepth = 0;
5525         }
5526
5527         void PixelRoutine::WHILE(Registers &r, const Src &temporaryRegister)
5528         {
5529                 r.enableIndex++;
5530
5531                 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5532                 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5533                 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5534                 
5535                 loopRepTestBlock[loopRepDepth] = testBlock;
5536                 loopRepEndBlock[loopRepDepth] = endBlock;
5537
5538                 Int4 restoreBreak = r.enableBreak;
5539                 Int4 restoreContinue = r.enableContinue;
5540
5541                 // FIXME: jump(testBlock)
5542                 Nucleus::createBr(testBlock);
5543                 Nucleus::setInsertBlock(testBlock);
5544                 r.enableContinue = restoreContinue;
5545
5546                 const Vector4f &src = fetchRegisterF(r, temporaryRegister);
5547                 Int4 condition = As<Int4>(src.x);
5548                 condition &= r.enableStack[r.enableIndex - 1];
5549                 r.enableStack[r.enableIndex] = condition;
5550
5551                 Bool notAllFalse = SignMask(condition) != 0;
5552                 branch(notAllFalse, loopBlock, endBlock);
5553                 
5554                 Nucleus::setInsertBlock(endBlock);
5555                 r.enableBreak = restoreBreak;
5556                 
5557                 Nucleus::setInsertBlock(loopBlock);
5558
5559                 loopRepDepth++;
5560                 breakDepth = 0;
5561         }
5562
5563         void PixelRoutine::RET(Registers &r)
5564         {
5565                 if(currentLabel == -1)
5566                 {
5567                         returnBlock = Nucleus::createBasicBlock();
5568                         Nucleus::createBr(returnBlock);
5569                 }
5570                 else
5571                 {
5572                         llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
5573
5574                         if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack
5575                         {
5576                                 // FIXME: Encapsulate
5577                                 UInt index = r.callStack[--r.stackIndex];
5578  
5579                                 llvm::Value *value = index.loadValue();
5580                                 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
5581
5582                                 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
5583                                 {
5584                                         Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
5585                                 }
5586                         }
5587                         else if(callRetBlock[currentLabel].size() == 1)   // Jump directly to the unique return destination
5588                         {
5589                                 Nucleus::createBr(callRetBlock[currentLabel][0]);
5590                         }
5591                         else   // Function isn't called
5592                         {
5593                                 Nucleus::createBr(unreachableBlock);
5594                         }
5595
5596                         Nucleus::setInsertBlock(unreachableBlock);
5597                         Nucleus::createUnreachable();
5598                 }
5599         }
5600
5601         void PixelRoutine::LEAVE(Registers &r)
5602         {
5603                 r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
5604
5605                 // FIXME: Return from function if all instances left
5606                 // FIXME: Use enableLeave in other control-flow constructs
5607         }
5608         
5609         void PixelRoutine::writeDestination(Registers &r, Vector4s &d, const Dst &dst)
5610         {
5611                 switch(dst.type)
5612                 {
5613                 case Shader::PARAMETER_TEMP:
5614                         if(dst.mask & 0x1) r.rs[dst.index].x = d.x;
5615                         if(dst.mask & 0x2) r.rs[dst.index].y = d.y;
5616                         if(dst.mask & 0x4) r.rs[dst.index].z = d.z;
5617                         if(dst.mask & 0x8) r.rs[dst.index].w = d.w;
5618                         break;
5619                 case Shader::PARAMETER_INPUT:
5620                         if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
5621                         if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
5622                         if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
5623                         if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
5624                         break;
5625                 case Shader::PARAMETER_CONST:                   ASSERT(false);  break;
5626                 case Shader::PARAMETER_TEXTURE:
5627                         if(dst.mask & 0x1) r.ts[dst.index].x = d.x;
5628                         if(dst.mask & 0x2) r.ts[dst.index].y = d.y;
5629                         if(dst.mask & 0x4) r.ts[dst.index].z = d.z;
5630                         if(dst.mask & 0x8) r.ts[dst.index].w = d.w;
5631                         break;
5632                 case Shader::PARAMETER_COLOROUT:
5633                         if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
5634                         if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
5635                         if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
5636                         if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
5637                         break;
5638                 default:
5639                         ASSERT(false);
5640                 }
5641         }
5642
5643         Vector4s PixelRoutine::fetchRegisterS(Registers &r, const Src &src)
5644         {
5645                 Vector4s *reg;
5646                 int i = src.index;
5647
5648                 Vector4s c;
5649
5650                 if(src.type == Shader::PARAMETER_CONST)
5651                 {
5652                         c.x = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][0]));
5653                         c.y = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][1]));
5654                         c.z = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][2]));
5655                         c.w = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][3]));
5656                 }
5657
5658                 switch(src.type)
5659                 {
5660                 case Shader::PARAMETER_TEMP:          reg = &r.rs[i]; break;
5661                 case Shader::PARAMETER_INPUT:         reg = &r.vs[i]; break;
5662                 case Shader::PARAMETER_CONST:         reg = &c;       break;
5663                 case Shader::PARAMETER_TEXTURE:       reg = &r.ts[i]; break;
5664                 case Shader::PARAMETER_VOID:          return r.rs[0]; // Dummy
5665                 case Shader::PARAMETER_FLOAT4LITERAL: return r.rs[0]; // Dummy
5666                 default:
5667                         ASSERT(false);
5668                 }
5669
5670                 const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
5671                 const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3];
5672                 const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
5673                 const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
5674
5675                 Vector4s mod;
5676
5677                 switch(src.modifier)
5678                 {
5679                 case Shader::MODIFIER_NONE:
5680                         mod.x = x;
5681                         mod.y = y;
5682                         mod.z = z;
5683                         mod.w = w;
5684                         break;
5685                 case Shader::MODIFIER_BIAS:
5686                         mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5687                         mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5688                         mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5689                         mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5690                         break;
5691                 case Shader::MODIFIER_BIAS_NEGATE:
5692                         mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
5693                         mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
5694                         mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
5695                         mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
5696                         break;
5697                 case Shader::MODIFIER_COMPLEMENT:
5698                         mod.x = SubSat(Short4(0x1000), x);
5699                         mod.y = SubSat(Short4(0x1000), y);
5700                         mod.z = SubSat(Short4(0x1000), z);
5701                         mod.w = SubSat(Short4(0x1000), w);
5702                         break;
5703                 case Shader::MODIFIER_NEGATE:
5704                         mod.x = -x;
5705                         mod.y = -y;
5706                         mod.z = -z;
5707                         mod.w = -w;
5708                         break;
5709                 case Shader::MODIFIER_X2:
5710                         mod.x = AddSat(x, x);
5711                         mod.y = AddSat(y, y);
5712                         mod.z = AddSat(z, z);
5713                         mod.w = AddSat(w, w);
5714                         break;
5715                 case Shader::MODIFIER_X2_NEGATE:
5716                         mod.x = -AddSat(x, x);
5717                         mod.y = -AddSat(y, y);
5718                         mod.z = -AddSat(z, z);
5719                         mod.w = -AddSat(w, w);
5720                         break;
5721                 case Shader::MODIFIER_SIGN:
5722                         mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5723                         mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5724                         mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5725                         mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5726                         mod.x = AddSat(mod.x, mod.x);
5727                         mod.y = AddSat(mod.y, mod.y);
5728                         mod.z = AddSat(mod.z, mod.z);
5729                         mod.w = AddSat(mod.w, mod.w);
5730                         break;
5731                 case Shader::MODIFIER_SIGN_NEGATE:
5732                         mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
5733                         mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
5734                         mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
5735                         mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
5736                         mod.x = AddSat(mod.x, mod.x);
5737                         mod.y = AddSat(mod.y, mod.y);
5738                         mod.z = AddSat(mod.z, mod.z);
5739                         mod.w = AddSat(mod.w, mod.w);
5740                         break;
5741                 case Shader::MODIFIER_DZ:
5742                         mod.x = x;
5743                         mod.y = y;
5744                         mod.z = z;
5745                         mod.w = w;
5746                         // Projection performed by texture sampler
5747                         break;
5748                 case Shader::MODIFIER_DW:
5749                         mod.x = x;
5750                         mod.y = y;
5751                         mod.z = z;
5752                         mod.w = w;
5753                         // Projection performed by texture sampler
5754                         break;
5755                 default:
5756                         ASSERT(false);
5757                 }
5758
5759                 if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE))
5760                 {
5761                         mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5762                         mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5763                         mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5764                         mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5765                 }
5766
5767                 return mod;
5768         }
5769
5770         Vector4f PixelRoutine::fetchRegisterF(Registers &r, const Src &src, int offset)
5771         {
5772                 Vector4f reg;
5773                 int i = src.index + offset;
5774
5775                 switch(src.type)
5776                 {
5777                 case Shader::PARAMETER_TEMP:
5778                         if(src.rel.type == Shader::PARAMETER_VOID)
5779                         {
5780                                 reg = r.rf[i];
5781                         }
5782                         else
5783                         {
5784                                 Int a = relativeAddress(r, src);
5785
5786                                 reg = r.rf[i + a];
5787                         }
5788                         break;
5789                 case Shader::PARAMETER_INPUT:
5790                         {
5791                                 if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
5792                                 {
5793                                         reg = r.vf[i];
5794                                 }
5795                                 else if(src.rel.type == Shader::PARAMETER_LOOP)
5796                                 {
5797                                         Int aL = r.aL[r.loopDepth];
5798
5799                                         reg = r.vf[i + aL];
5800                                 }
5801                                 else
5802                                 {
5803                                         Int a = relativeAddress(r, src);
5804                                         
5805                                         reg = r.vf[i + a];
5806                                 }
5807                         }
5808                         break;
5809                 case Shader::PARAMETER_CONST:
5810                         reg = readConstant(r, src, offset);
5811                         break;
5812                 case Shader::PARAMETER_TEXTURE:
5813                         reg = r.vf[2 + i];
5814                         break;
5815                 case Shader::PARAMETER_MISCTYPE:
5816                         if(src.index == 0)                              reg = r.vPos;
5817                         if(src.index == 1)                              reg = r.vFace;
5818                         break;
5819                 case Shader::PARAMETER_SAMPLER:
5820                         if(src.rel.type == Shader::PARAMETER_VOID)
5821                         {
5822                                 reg.x = As<Float4>(Int4(i));
5823                         }
5824                         else if(src.rel.type == Shader::PARAMETER_TEMP)
5825                         {
5826                                 reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x));
5827                         }
5828                         return reg;
5829                 case Shader::PARAMETER_PREDICATE:       return reg;   // Dummy
5830                 case Shader::PARAMETER_VOID:            return reg;   // Dummy
5831                 case Shader::PARAMETER_FLOAT4LITERAL:
5832                         reg.x = Float4(src.value[0]);
5833                         reg.y = Float4(src.value[1]);
5834                         reg.z = Float4(src.value[2]);
5835                         reg.w = Float4(src.value[3]);
5836                         break;
5837                 case Shader::PARAMETER_CONSTINT:        return reg;   // Dummy
5838                 case Shader::PARAMETER_CONSTBOOL:       return reg;   // Dummy
5839                 case Shader::PARAMETER_LOOP:            return reg;   // Dummy
5840                 case Shader::PARAMETER_COLOROUT:
5841                         reg = r.oC[i];
5842                         break;
5843                 case Shader::PARAMETER_DEPTHOUT:
5844                         reg.x = r.oDepth;
5845                         break;
5846                 default:
5847                         ASSERT(false);
5848                 }
5849
5850                 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
5851                 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
5852                 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
5853                 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
5854
5855                 Vector4f mod;
5856
5857                 switch(src.modifier)
5858                 {
5859                 case Shader::MODIFIER_NONE:
5860                         mod.x = x;
5861                         mod.y = y;
5862                         mod.z = z;
5863                         mod.w = w;
5864                         break;
5865                 case Shader::MODIFIER_NEGATE:
5866                         mod.x = -x;
5867                         mod.y = -y;
5868                         mod.z = -z;
5869                         mod.w = -w;
5870                         break;
5871                 case Shader::MODIFIER_ABS:
5872                         mod.x = Abs(x);
5873                         mod.y = Abs(y);
5874                         mod.z = Abs(z);
5875                         mod.w = Abs(w);
5876                         break;
5877                 case Shader::MODIFIER_ABS_NEGATE:
5878                         mod.x = -Abs(x);
5879                         mod.y = -Abs(y);
5880                         mod.z = -Abs(z);
5881                         mod.w = -Abs(w);
5882                         break;
5883                 case Shader::MODIFIER_NOT:
5884                         mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
5885                         mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
5886                         mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
5887                         mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
5888                         break;
5889                 default:
5890                         ASSERT(false);
5891                 }
5892
5893                 return mod;
5894         }
5895
5896         Vector4f PixelRoutine::readConstant(Registers &r, const Src &src, int offset)
5897         {
5898                 Vector4f c;
5899
5900                 int i = src.index + offset;
5901
5902                 if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
5903                 {
5904                         c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]));
5905
5906                         c.x = c.x.xxxx;
5907                         c.y = c.y.yyyy;
5908                         c.z = c.z.zzzz;
5909                         c.w = c.w.wwww;
5910
5911                         if(shader->containsDefineInstruction())   // Constant may be known at compile time
5912                         {
5913                                 for(size_t j = 0; j < shader->getLength(); j++)
5914                                 {
5915                                         const Shader::Instruction &instruction = *shader->getInstruction(j);
5916
5917                                         if(instruction.opcode == Shader::OPCODE_DEF)
5918                                         {
5919                                                 if(instruction.dst.index == i)
5920                                                 {
5921                                                         c.x = Float4(instruction.src[0].value[0]);
5922                                                         c.y = Float4(instruction.src[0].value[1]);
5923                                                         c.z = Float4(instruction.src[0].value[2]);
5924                                                         c.w = Float4(instruction.src[0].value[3]);
5925
5926                                                         break;
5927                                                 }
5928                                         }
5929                                 }
5930                         }
5931                 }
5932                 else if(src.rel.type == Shader::PARAMETER_LOOP)
5933                 {
5934                         Int loopCounter = r.aL[r.loopDepth];
5935
5936                         c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + loopCounter * 16);
5937
5938                         c.x = c.x.xxxx;
5939                         c.y = c.y.yyyy;
5940                         c.z = c.z.zzzz;
5941                         c.w = c.w.wwww;
5942                 }
5943                 else
5944                 {
5945                         Int a = relativeAddress(r, src);
5946                         
5947                         c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + a * 16);
5948
5949                         c.x = c.x.xxxx;
5950                         c.y = c.y.yyyy;
5951                         c.z = c.z.zzzz;
5952                         c.w = c.w.wwww;
5953                 }
5954
5955                 return c;
5956         }
5957
5958         Int PixelRoutine::relativeAddress(Registers &r, const Shader::Parameter &var)
5959         {
5960                 ASSERT(var.rel.deterministic);
5961
5962                 if(var.rel.type == Shader::PARAMETER_TEMP)
5963                 {
5964                         return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale;
5965                 }
5966                 else if(var.rel.type == Shader::PARAMETER_INPUT)
5967                 {
5968                         return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale;
5969                 }
5970                 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
5971                 {
5972                         return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
5973                 }
5974                 else if(var.rel.type == Shader::PARAMETER_CONST)
5975                 {
5976                         RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[var.rel.index]));
5977
5978                         return RoundInt(Extract(c, 0)) * var.rel.scale;
5979                 }
5980                 else ASSERT(false);
5981
5982                 return 0;
5983         }
5984
5985         Int4 PixelRoutine::enableMask(Registers &r, const Shader::Instruction *instruction)
5986         {
5987                 Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
5988                 
5989                 if(!whileTest)
5990                 {
5991                         if(shader->containsBreakInstruction() && instruction->analysisBreak)
5992                         {
5993                                 enable &= r.enableBreak;
5994                         }
5995
5996                         if(shader->containsContinueInstruction() && instruction->analysisContinue)
5997                         {
5998                                 enable &= r.enableContinue;
5999                         }
6000
6001                         if(shader->containsLeaveInstruction() && instruction->analysisLeave)
6002                         {
6003                                 enable &= r.enableLeave;
6004                         }
6005                 }
6006
6007                 return enable;
6008         }
6009
6010         bool PixelRoutine::colorUsed()
6011         {
6012                 return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill;
6013         }
6014
6015         unsigned short PixelRoutine::shaderVersion() const
6016         {
6017                 return shader ? shader->getVersion() : 0x0000;
6018         }
6019
6020         bool PixelRoutine::interpolateZ() const
6021         {
6022                 return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister);
6023         }
6024
6025         bool PixelRoutine::interpolateW() const
6026         {
6027                 return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister);
6028         }
6029 }