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Eliminate unnecessary inverse masks.
[android-x86/external-swiftshader.git] / src / Shader / PixelRoutine.cpp
index dda011a..44fafd3 100644 (file)
@@ -1,13 +1,16 @@
-// SwiftShader Software Renderer
+// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
 //
-// Copyright(c) 2005-2013 TransGaming Inc.
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
 //
-// All rights reserved. No part of this software may be copied, distributed, transmitted,
-// transcribed, stored in a retrieval system, translated into any human or computer
-// language by any means, or disclosed to third parties without the explicit written
-// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
-// or implied, including but not limited to any patent rights, are granted to you.
+//    http://www.apache.org/licenses/LICENSE-2.0
 //
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
 
 #include "PixelRoutine.hpp"
 
@@ -15,7 +18,6 @@
 #include "QuadRasterizer.hpp"
 #include "Surface.hpp"
 #include "Primitive.hpp"
-#include "CPUID.hpp"
 #include "SamplerCore.hpp"
 #include "Constants.hpp"
 #include "Debug.hpp"
@@ -25,25 +27,19 @@ namespace sw
        extern bool complementaryDepthBuffer;
        extern bool postBlendSRGB;
        extern bool exactColorRounding;
-       extern bool booleanFaceRegister;
-       extern bool halfIntegerCoordinates;     // Pixel centers are not at integer coordinates
-       extern bool fullPixelPositionRegister;
+       extern bool forceClearRegisters;
 
-       PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : Rasterizer(state), shader(shader)
+       PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : QuadRasterizer(state, shader), v(shader && shader->dynamicallyIndexedInput)
        {
-               perturbate = false;
-               luminance = false;
-               previousScaling = false;
-
-               ifDepth = 0;
-               loopRepDepth = 0;
-               breakDepth = 0;
-               currentLabel = -1;
-               whileTest = false;
-
-               for(int i = 0; i < 2048; i++)
+               if(!shader || shader->getVersion() < 0x0200 || forceClearRegisters)
                {
-                       labelBlock[i] = 0;
+                       for(int i = 0; i < MAX_FRAGMENT_INPUTS; i++)
+                       {
+                               v[i].x = Float4(0.0f);
+                               v[i].y = Float4(0.0f);
+                               v[i].z = Float4(0.0f);
+                               v[i].w = Float4(0.0f);
+                       }
                }
        }
 
@@ -55,7 +51,7 @@ namespace sw
                }
        }
 
-       void PixelRoutine::quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
+       void PixelRoutine::quad(Pointer<Byte> cBuffer[RENDERTARGETS], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
        {
                #if PERF_PROFILE
                        Long pipeTime = Ticks();
@@ -63,11 +59,10 @@ namespace sw
 
                for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
                {
-                       sampler[i] = new SamplerCore(r.constants, state.sampler[i]);
+                       sampler[i] = new SamplerCore(constants, state.sampler[i]);
                }
 
                const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive();
-               const bool integerPipeline = shaderVersion() <= 0x0104;
 
                Int zMask[4];   // Depth mask
                Int sMask[4];   // Stencil mask
@@ -80,30 +75,26 @@ namespace sw
 
                for(unsigned int q = 0; q < state.multiSample; q++)
                {
-                       stencilTest(r, sBuffer, q, x, sMask[q], cMask[q]);
+                       stencilTest(sBuffer, q, x, sMask[q], cMask[q]);
                }
 
                Float4 f;
-
-               Float4 (&z)[4] = r.z;
-               Float4 &w = r.w;
-               Float4 &rhw = r.rhw;
                Float4 rhwCentroid;
 
-               Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16);
+               Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16);
 
                if(interpolateZ())
                {
                        for(unsigned int q = 0; q < state.multiSample; q++)
                        {
                                Float4 x = xxxx;
-                       
+
                                if(state.multiSample > 1)
                                {
-                                       x -= *Pointer<Float4>(r.constants + OFFSET(Constants,X) + q * sizeof(float4));
+                                       x -= *Pointer<Float4>(constants + OFFSET(Constants,X) + q * sizeof(float4));
                                }
 
-                               z[q] = interpolate(x, r.Dz[q], z[q], r.primitive + OFFSET(Primitive,z), false, false);
+                               z[q] = interpolate(x, Dz[q], z[q], primitive + OFFSET(Primitive,z), false, false);
                        }
                }
 
@@ -113,7 +104,7 @@ namespace sw
                {
                        for(unsigned int q = 0; q < state.multiSample; q++)
                        {
-                               depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
+                               depthPass = depthPass || depthTest(zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
                        }
                }
 
@@ -123,7 +114,7 @@ namespace sw
                                Long interpTime = Ticks();
                        #endif
 
-                       Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,yQuad), 16);
+                       Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16);
 
                        // Centroid locations
                        Float4 XXXX = Float4(0.0f);
@@ -135,9 +126,9 @@ namespace sw
 
                                for(unsigned int q = 0; q < state.multiSample; q++)
                                {
-                                       XXXX += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]);
-                                       YYYY += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]);
-                                       WWWW += *Pointer<Float4>(r.constants + OFFSET(Constants,weight) + 16 * cMask[q]);
+                                       XXXX += *Pointer<Float4>(constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]);
+                                       YYYY += *Pointer<Float4>(constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]);
+                                       WWWW += *Pointer<Float4>(constants + OFFSET(Constants,weight) + 16 * cMask[q]);
                                }
 
                                WWWW = Rcp_pp(WWWW);
@@ -150,16 +141,16 @@ namespace sw
 
                        if(interpolateW())
                        {
-                               w = interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false);
-                               rhw = reciprocal(w);
+                               w = interpolate(xxxx, Dw, rhw, primitive + OFFSET(Primitive,w), false, false);
+                               rhw = reciprocal(w, false, false, true);
 
                                if(state.centroid)
                                {
-                                       rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,w), false, false));
+                                       rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, primitive + OFFSET(Primitive,w), false, false));
                                }
                        }
 
-                       for(int interpolant = 0; interpolant < 10; interpolant++)
+                       for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
                        {
                                for(int component = 0; component < 4; component++)
                                {
@@ -167,11 +158,11 @@ namespace sw
                                        {
                                                if(!state.interpolant[interpolant].centroid)
                                                {
-                                                       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);
+                                                       v[interpolant][component] = interpolate(xxxx, Dv[interpolant][component], rhw, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
                                                }
                                                else
                                                {
-                                                       r.vf[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
+                                                       v[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
                                                }
                                        }
                                }
@@ -183,76 +174,32 @@ namespace sw
                                case 0:
                                        break;
                                case 1:
-                                       rcp = reciprocal(r.vf[interpolant].y);
-                                       r.vf[interpolant].x = r.vf[interpolant].x * rcp;
+                                       rcp = reciprocal(v[interpolant].y);
+                                       v[interpolant].x = v[interpolant].x * rcp;
                                        break;
                                case 2:
-                                       rcp = reciprocal(r.vf[interpolant].z);
-                                       r.vf[interpolant].x = r.vf[interpolant].x * rcp;
-                                       r.vf[interpolant].y = r.vf[interpolant].y * rcp;
+                                       rcp = reciprocal(v[interpolant].z);
+                                       v[interpolant].x = v[interpolant].x * rcp;
+                                       v[interpolant].y = v[interpolant].y * rcp;
                                        break;
                                case 3:
-                                       rcp = reciprocal(r.vf[interpolant].w);
-                                       r.vf[interpolant].x = r.vf[interpolant].x * rcp;
-                                       r.vf[interpolant].y = r.vf[interpolant].y * rcp;
-                                       r.vf[interpolant].z = r.vf[interpolant].z * rcp;
+                                       rcp = reciprocal(v[interpolant].w);
+                                       v[interpolant].x = v[interpolant].x * rcp;
+                                       v[interpolant].y = v[interpolant].y * rcp;
+                                       v[interpolant].z = v[interpolant].z * rcp;
                                        break;
                                }
                        }
 
                        if(state.fog.component)
                        {
-                               f = interpolate(xxxx, r.Df, rhw, r.primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
-                       }
-
-                       if(integerPipeline)
-                       {
-                               if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.vf[0].x); else r.diffuse.x = Short4(0x1000);
-                               if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.vf[0].y); else r.diffuse.y = Short4(0x1000);
-                               if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.vf[0].z); else r.diffuse.z = Short4(0x1000);
-                               if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.vf[0].w); else r.diffuse.w = Short4(0x1000);
-
-                               if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.vf[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
-                               if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.vf[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
-                               if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.vf[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
-                               if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+                               f = interpolate(xxxx, Df, rhw, primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
                        }
-                       else if(shaderVersion() >= 0x0300)
-                       {
-                               if(shader->vPosDeclared)
-                               {
-                                       if(!halfIntegerCoordinates)
-                                       {
-                                               r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
-                                               r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
-                                       }
-                                       else
-                                       {
-                                               r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
-                                               r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
-                                       }
-
-                                       if(fullPixelPositionRegister)
-                                       {
-                                               r.vPos.z = z[0];   // FIXME: Centroid?
-                                               r.vPos.w = w;      // FIXME: Centroid?
-                                       }
-                               }
-
-                               if(shader->vFaceDeclared)
-                               {
-                                       Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive,area));
-                                       Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
 
-                                       r.vFace.x = face;
-                                       r.vFace.y = face;
-                                       r.vFace.z = face;
-                                       r.vFace.w = face;
-                               }
-                       }
+                       setBuiltins(x, y, z, w);
 
                        #if PERF_PROFILE
-                               r.cycles[PERF_INTERP] += Ticks() - interpTime;
+                               cycles[PERF_INTERP] += Ticks() - interpTime;
                        #endif
 
                        Bool alphaPass = true;
@@ -263,63 +210,13 @@ namespace sw
                                        Long shaderTime = Ticks();
                                #endif
 
-                               if(shader)
-                               {
-                               //      shader->print("PixelShader-%0.8X.txt", state.shaderID);
-
-                                       if(shader->getVersion() <= 0x0104)
-                                       {
-                                               ps_1_x(r, cMask);
-                                       }
-                                       else
-                                       {
-                                               ps_2_x(r, cMask);
-                                       }
-                               }
-                               else
-                               {
-                                       r.current = r.diffuse;
-                                       Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
-
-                                       for(int stage = 0; stage < 8; stage++)
-                                       {
-                                               if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE)
-                                               {
-                                                       break;
-                                               }
-
-                                               Vector4s texture;
-
-                                               if(state.textureStage[stage].usesTexture)
-                                               {
-                                                       sampleTexture(r, texture, stage, stage);
-                                               }
-
-                                               blendTexture(r, temp, texture, stage);
-                                       }
-
-                                       specularPixel(r.current, r.specular);
-                               }
+                               applyShader(cMask);
 
                                #if PERF_PROFILE
-                                       r.cycles[PERF_SHADER] += Ticks() - shaderTime;
+                                       cycles[PERF_SHADER] += Ticks() - shaderTime;
                                #endif
 
-                               if(integerPipeline)
-                               {
-                                       r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-                                       r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-                                       r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-                                       r.current.w = Min(r.current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.w = Max(r.current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-
-                                       alphaPass = alphaTest(r, cMask, r.current);
-                               }
-                               else
-                               {
-                                       clampColor(r.oC);
-
-                                       alphaPass = alphaTest(r, cMask, r.oC[0]);
-                               }
+                               alphaPass = alphaTest(cMask);
 
                                if((shader && shader->containsKill()) || state.alphaTestActive())
                                {
@@ -337,7 +234,7 @@ namespace sw
                                {
                                        for(unsigned int q = 0; q < state.multiSample; q++)
                                        {
-                                               depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
+                                               depthPass = depthPass || depthTest(zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
                                        }
                                }
 
@@ -351,11 +248,11 @@ namespace sw
                                        {
                                                if(state.multiSampleMask & (1 << q))
                                                {
-                                                       writeDepth(r, zBuffer, q, x, z[q], zMask[q]);
+                                                       writeDepth(zBuffer, q, x, z[q], zMask[q]);
 
                                                        if(state.occlusionEnabled)
                                                        {
-                                                               r.occlusion += *Pointer<UInt>(r.constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
+                                                               occlusion += *Pointer<UInt>(constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
                                                        }
                                                }
                                        }
@@ -366,19 +263,12 @@ namespace sw
                                                        AddAtomic(Pointer<Long>(&profiler.ropOperations), 4);
                                                #endif
 
-                                               if(integerPipeline)
-                                               {
-                                                       rasterOperation(r.current, r, f, cBuffer[0], x, sMask, zMask, cMask);
-                                               }
-                                               else
-                                               {
-                                                       rasterOperation(r.oC, r, f, cBuffer, x, sMask, zMask, cMask);
-                                               }
+                                               rasterOperation(f, cBuffer, x, sMask, zMask, cMask);
                                        }
                                }
 
                                #if PERF_PROFILE
-                                       r.cycles[PERF_ROP] += Ticks() - ropTime;
+                                       cycles[PERF_ROP] += Ticks() - ropTime;
                                #endif
                        }
                }
@@ -387,32 +277,15 @@ namespace sw
                {
                        if(state.multiSampleMask & (1 << q))
                        {
-                               writeStencil(r, sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
+                               writeStencil(sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
                        }
                }
 
                #if PERF_PROFILE
-                       r.cycles[PERF_PIPE] += Ticks() - pipeTime;
+                       cycles[PERF_PIPE] += Ticks() - pipeTime;
                #endif
        }
 
-       Float4 PixelRoutine::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
-       {
-               Float4 interpolant = D;
-
-               if(!flat)
-               {
-                       interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16);
-
-                       if(perspective)
-                       {
-                               interpolant *= rhw;
-                       }
-               }
-
-               return interpolant;
-       }
-
        Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
        {
                Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16);
@@ -431,7 +304,7 @@ namespace sw
                return interpolant;
        }
 
-       void PixelRoutine::stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
+       void PixelRoutine::stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
        {
                if(!state.stencilActive)
                {
@@ -444,83 +317,83 @@ namespace sw
 
                if(q > 0)
                {
-                       buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
+                       buffer += q * *Pointer<Int>(data + OFFSET(DrawData,stencilSliceB));
                }
 
-               Byte8 value = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
+               Byte8 value = *Pointer<Byte8>(buffer);
                Byte8 valueCCW = value;
 
                if(!state.noStencilMask)
                {
-                       value &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].testMaskQ));
+                       value &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].testMaskQ));
                }
 
-               stencilTest(r, value, state.stencilCompareMode, false);
+               stencilTest(value, state.stencilCompareMode, false);
 
                if(state.twoSidedStencil)
                {
                        if(!state.noStencilMaskCCW)
                        {
-                               valueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].testMaskQ));
+                               valueCCW &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].testMaskQ));
                        }
 
-                       stencilTest(r, valueCCW, state.stencilCompareModeCCW, true);
+                       stencilTest(valueCCW, state.stencilCompareModeCCW, true);
 
-                       value &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
-                       valueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
+                       value &= *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask));
+                       valueCCW &= *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask));
                        value |= valueCCW;
                }
 
                sMask = SignMask(value) & cMask;
        }
 
-       void PixelRoutine::stencilTest(Registers &r, Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW)
+       void PixelRoutine::stencilTest(Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW)
        {
                Byte8 equal;
 
                switch(stencilCompareMode)
                {
                case STENCIL_ALWAYS:
-                       value = Byte8(0xFFFFFFFFFFFFFFFF);
+                       value = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
                        break;
                case STENCIL_NEVER:
-                       value = Byte8(0x0000000000000000);
+                       value = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
                        break;
                case STENCIL_LESS:                      // a < b ~ b > a
                        value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
-                       value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
+                       value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
                        break;
                case STENCIL_EQUAL:
-                       value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
+                       value = CmpEQ(value, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
                        break;
                case STENCIL_NOTEQUAL:          // a != b ~ !(a == b)
-                       value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
-                       value ^= Byte8(0xFFFFFFFFFFFFFFFF);
+                       value = CmpEQ(value, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
+                       value ^= Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
                        break;
                case STENCIL_LESSEQUAL: // a <= b ~ (b > a) || (a == b)
                        equal = value;
-                       equal = CmpEQ(equal, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
+                       equal = CmpEQ(equal, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
                        value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
-                       value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
+                       value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
                        value |= equal;
                        break;
                case STENCIL_GREATER:           // a > b
-                       equal = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ));
+                       equal = *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ));
                        value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
                        equal = CmpGT(As<SByte8>(equal), As<SByte8>(value));
                        value = equal;
                        break;
                case STENCIL_GREATEREQUAL:      // a >= b ~ !(a < b) ~ !(b > a)
                        value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
-                       value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
-                       value ^= Byte8(0xFFFFFFFFFFFFFFFF);
+                       value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
+                       value ^= Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
                        break;
                default:
                        ASSERT(false);
                }
        }
 
-       Bool PixelRoutine::depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
+       Bool PixelRoutine::depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
        {
                if(!state.depthTestActive)
                {
@@ -533,11 +406,11 @@ namespace sw
                {
                        if(complementaryDepthBuffer)
                        {
-                               Z = Float4(1.0f) - r.oDepth;
+                               Z = Float4(1.0f) - oDepth;
                        }
                        else
                        {
-                               Z = r.oDepth;
+                               Z = oDepth;
                        }
                }
 
@@ -547,7 +420,7 @@ namespace sw
                if(!state.quadLayoutDepthBuffer)
                {
                        buffer = zBuffer + 4 * x;
-                       pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
+                       pitch = *Pointer<Int>(data + OFFSET(DrawData,depthPitchB));
                }
                else
                {
@@ -556,7 +429,7 @@ namespace sw
 
                if(q > 0)
                {
-                       buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
+                       buffer += q * *Pointer<Int>(data + OFFSET(DrawData,depthSliceB));
                }
 
                Float4 zValue;
@@ -647,7 +520,7 @@ namespace sw
                        zMask = SignMask(zTest) & cMask;
                        break;
                }
-               
+
                if(state.stencilActive)
                {
                        zMask &= sMask;
@@ -656,1655 +529,363 @@ namespace sw
                return zMask != 0;
        }
 
-       void PixelRoutine::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage)
+       void PixelRoutine::alphaTest(Int &aMask, Short4 &alpha)
        {
-               Vector4s *arg1;
-               Vector4s *arg2;
-               Vector4s *arg3;
-               Vector4s res;
-
-               Vector4s constant;
-               Vector4s tfactor;
-
-               const TextureStage::State &textureStage = state.textureStage[stage];
-
-               if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT ||
-                  textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
-                  textureStage.secondArgument == TextureStage::SOURCE_CONSTANT ||
-                  textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
-                  textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
-                  textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
-               {
-                       constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[0]));
-                       constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[1]));
-                       constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[2]));
-                       constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[3]));
-               }
+               Short4 cmp;
+               Short4 equal;
 
-               if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
-                  textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
-                  textureStage.secondArgument == TextureStage::SOURCE_TFACTOR ||
-                  textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
-                  textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
-                  textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
+               switch(state.alphaCompareMode)
                {
-                       tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[0]));
-                       tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[1]));
-                       tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[2]));
-                       tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]));
+               case ALPHA_ALWAYS:
+                       aMask = 0xF;
+                       break;
+               case ALPHA_NEVER:
+                       aMask = 0x0;
+                       break;
+               case ALPHA_EQUAL:
+                       cmp = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
+                       aMask = SignMask(Pack(cmp, Short4(0x0000)));
+                       break;
+               case ALPHA_NOTEQUAL:       // a != b ~ !(a == b)
+                       cmp = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4(0xFFFFu);   // FIXME
+                       aMask = SignMask(Pack(cmp, Short4(0x0000)));
+                       break;
+               case ALPHA_LESS:           // a < b ~ b > a
+                       cmp = CmpGT(*Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)), alpha);
+                       aMask = SignMask(Pack(cmp, Short4(0x0000)));
+                       break;
+               case ALPHA_GREATEREQUAL:   // a >= b ~ (a > b) || (a == b) ~ !(b > a)   // TODO: Approximate
+                       equal = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
+                       cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
+                       cmp |= equal;
+                       aMask = SignMask(Pack(cmp, Short4(0x0000)));
+                       break;
+               case ALPHA_LESSEQUAL:      // a <= b ~ !(a > b)
+                       cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4(0xFFFFu);   // FIXME
+                       aMask = SignMask(Pack(cmp, Short4(0x0000)));
+                       break;
+               case ALPHA_GREATER:        // a > b
+                       cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
+                       aMask = SignMask(Pack(cmp, Short4(0x0000)));
+                       break;
+               default:
+                       ASSERT(false);
                }
+       }
 
-               // Premodulate
-               if(stage > 0 && textureStage.usesTexture)
-               {
-                       if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
-                       {
-                               r.current.x = MulHigh(r.current.x, texture.x) << 4;
-                               r.current.y = MulHigh(r.current.y, texture.y) << 4;
-                               r.current.z = MulHigh(r.current.z, texture.z) << 4;
-                       }
-
-                       if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
-                       {
-                               r.current.w = MulHigh(r.current.w, texture.w) << 4;
-                       }
-               }
+       void PixelRoutine::alphaToCoverage(Int cMask[4], Float4 &alpha)
+       {
+               Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c0)));
+               Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c1)));
+               Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c2)));
+               Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c3)));
 
-               if(luminance)
-               {
-                       texture.x = MulHigh(texture.x, r.L) << 4;
-                       texture.y = MulHigh(texture.y, r.L) << 4;
-                       texture.z = MulHigh(texture.z, r.L) << 4;
+               Int aMask0 = SignMask(coverage0);
+               Int aMask1 = SignMask(coverage1);
+               Int aMask2 = SignMask(coverage2);
+               Int aMask3 = SignMask(coverage3);
 
-                       luminance = false;
-               }
+               cMask[0] &= aMask0;
+               cMask[1] &= aMask1;
+               cMask[2] &= aMask2;
+               cMask[3] &= aMask3;
+       }
 
-               switch(textureStage.firstArgument)
+       void PixelRoutine::fogBlend(Vector4f &c0, Float4 &fog)
+       {
+               if(!state.fogActive)
                {
-               case TextureStage::SOURCE_TEXTURE:      arg1 = &texture;                break;
-               case TextureStage::SOURCE_CONSTANT:     arg1 = &constant;               break;
-               case TextureStage::SOURCE_CURRENT:      arg1 = &r.current;              break;
-               case TextureStage::SOURCE_DIFFUSE:      arg1 = &r.diffuse;              break;
-               case TextureStage::SOURCE_SPECULAR:     arg1 = &r.specular;             break;
-               case TextureStage::SOURCE_TEMP:         arg1 = &temp;                   break;
-               case TextureStage::SOURCE_TFACTOR:      arg1 = &tfactor;                break;
-               default:
-                       ASSERT(false);
+                       return;
                }
 
-               switch(textureStage.secondArgument)
+               if(state.pixelFogMode != FOG_NONE)
                {
-               case TextureStage::SOURCE_TEXTURE:      arg2 = &texture;                break;
-               case TextureStage::SOURCE_CONSTANT:     arg2 = &constant;               break;
-               case TextureStage::SOURCE_CURRENT:      arg2 = &r.current;              break;
-               case TextureStage::SOURCE_DIFFUSE:      arg2 = &r.diffuse;              break;
-               case TextureStage::SOURCE_SPECULAR:     arg2 = &r.specular;             break;
-               case TextureStage::SOURCE_TEMP:         arg2 = &temp;                   break;
-               case TextureStage::SOURCE_TFACTOR:      arg2 = &tfactor;                break;
-               default:
-                       ASSERT(false);
-               }
+                       pixelFog(fog);
 
-               switch(textureStage.thirdArgument)
-               {
-               case TextureStage::SOURCE_TEXTURE:      arg3 = &texture;                break;
-               case TextureStage::SOURCE_CONSTANT:     arg3 = &constant;               break;
-               case TextureStage::SOURCE_CURRENT:      arg3 = &r.current;              break;
-               case TextureStage::SOURCE_DIFFUSE:      arg3 = &r.diffuse;              break;
-               case TextureStage::SOURCE_SPECULAR:     arg3 = &r.specular;             break;
-               case TextureStage::SOURCE_TEMP:         arg3 = &temp;                   break;
-               case TextureStage::SOURCE_TFACTOR:      arg3 = &tfactor;                break;
-               default:
-                       ASSERT(false);
+                       fog = Min(fog, Float4(1.0f));
+                       fog = Max(fog, Float4(0.0f));
                }
 
-               Vector4s mod1;
-               Vector4s mod2;
-               Vector4s mod3;
-
-               switch(textureStage.firstModifier)
-               {
-               case TextureStage::MODIFIER_COLOR:
-                       break;
-               case TextureStage::MODIFIER_INVCOLOR:
-                       {
-                               mod1.x = SubSat(Short4(0x1000), arg1->x);
-                               mod1.y = SubSat(Short4(0x1000), arg1->y);
-                               mod1.z = SubSat(Short4(0x1000), arg1->z);
-                               mod1.w = SubSat(Short4(0x1000), arg1->w);
+               c0.x -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[0]));
+               c0.y -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[1]));
+               c0.z -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[2]));
 
-                               arg1 = &mod1;
-                       }
-                       break;
-               case TextureStage::MODIFIER_ALPHA:
-                       {
-                               mod1.x = arg1->w;
-                               mod1.y = arg1->w;
-                               mod1.z = arg1->w;
-                               mod1.w = arg1->w;
+               c0.x *= fog;
+               c0.y *= fog;
+               c0.z *= fog;
 
-                               arg1 = &mod1;
-                       }
-                       break;
-               case TextureStage::MODIFIER_INVALPHA:
-                       {
-                               mod1.x = SubSat(Short4(0x1000), arg1->w);
-                               mod1.y = SubSat(Short4(0x1000), arg1->w);
-                               mod1.z = SubSat(Short4(0x1000), arg1->w);
-                               mod1.w = SubSat(Short4(0x1000), arg1->w);
+               c0.x += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[0]));
+               c0.y += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[1]));
+               c0.z += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[2]));
+       }
 
-                               arg1 = &mod1;
-                       }
-                       break;
-               default:
-                       ASSERT(false);
-               }
+       void PixelRoutine::pixelFog(Float4 &visibility)
+       {
+               Float4 &zw = visibility;
 
-               switch(textureStage.secondModifier)
+               if(state.pixelFogMode != FOG_NONE)
                {
-               case TextureStage::MODIFIER_COLOR:
-                       break;
-               case TextureStage::MODIFIER_INVCOLOR:
-                       {
-                               mod2.x = SubSat(Short4(0x1000), arg2->x);
-                               mod2.y = SubSat(Short4(0x1000), arg2->y);
-                               mod2.z = SubSat(Short4(0x1000), arg2->z);
-                               mod2.w = SubSat(Short4(0x1000), arg2->w);
-
-                               arg2 = &mod2;
-                       }
-                       break;
-               case TextureStage::MODIFIER_ALPHA:
+                       if(state.wBasedFog)
                        {
-                               mod2.x = arg2->w;
-                               mod2.y = arg2->w;
-                               mod2.z = arg2->w;
-                               mod2.w = arg2->w;
-
-                               arg2 = &mod2;
+                               zw = rhw;
                        }
-                       break;
-               case TextureStage::MODIFIER_INVALPHA:
+                       else
                        {
-                               mod2.x = SubSat(Short4(0x1000), arg2->w);
-                               mod2.y = SubSat(Short4(0x1000), arg2->w);
-                               mod2.z = SubSat(Short4(0x1000), arg2->w);
-                               mod2.w = SubSat(Short4(0x1000), arg2->w);
-
-                               arg2 = &mod2;
+                               if(complementaryDepthBuffer)
+                               {
+                                       zw = Float4(1.0f) - z[0];
+                               }
+                               else
+                               {
+                                       zw = z[0];
+                               }
                        }
-                       break;
-               default:
-                       ASSERT(false);
                }
 
-               switch(textureStage.thirdModifier)
+               switch(state.pixelFogMode)
                {
-               case TextureStage::MODIFIER_COLOR:
+               case FOG_NONE:
                        break;
-               case TextureStage::MODIFIER_INVCOLOR:
-                       {
-                               mod3.x = SubSat(Short4(0x1000), arg3->x);
-                               mod3.y = SubSat(Short4(0x1000), arg3->y);
-                               mod3.z = SubSat(Short4(0x1000), arg3->z);
-                               mod3.w = SubSat(Short4(0x1000), arg3->w);
-
-                               arg3 = &mod3;
-                       }
+               case FOG_LINEAR:
+                       zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.scale));
+                       zw += *Pointer<Float4>(data + OFFSET(DrawData,fog.offset));
                        break;
-               case TextureStage::MODIFIER_ALPHA:
-                       {
-                               mod3.x = arg3->w;
-                               mod3.y = arg3->w;
-                               mod3.z = arg3->w;
-                               mod3.w = arg3->w;
-
-                               arg3 = &mod3;
-                       }
+               case FOG_EXP:
+                       zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.densityE));
+                       zw = exponential2(zw, true);
                        break;
-               case TextureStage::MODIFIER_INVALPHA:
-                       {
-                               mod3.x = SubSat(Short4(0x1000), arg3->w);
-                               mod3.y = SubSat(Short4(0x1000), arg3->w);
-                               mod3.z = SubSat(Short4(0x1000), arg3->w);
-                               mod3.w = SubSat(Short4(0x1000), arg3->w);
-
-                               arg3 = &mod3;
-                       }
+               case FOG_EXP2:
+                       zw *= zw;
+                       zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.density2E));
+                       zw = exponential2(zw, true);
                        break;
                default:
                        ASSERT(false);
                }
+       }
 
-               switch(textureStage.stageOperation)
+       void PixelRoutine::writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
+       {
+               if(!state.depthWriteEnable)
                {
-               case TextureStage::STAGE_DISABLE:
-                       break;
-               case TextureStage::STAGE_SELECTARG1:                                    // Arg1
-                       {
-                               res.x = arg1->x;
-                               res.y = arg1->y;
-                               res.z = arg1->z;
-                       }
-                       break;
-               case TextureStage::STAGE_SELECTARG2:                                    // Arg2
-                       {
-                               res.x = arg2->x;
-                               res.y = arg2->y;
-                               res.z = arg2->z;
-                       }
-                       break;
-               case TextureStage::STAGE_SELECTARG3:                                    // Arg3
-                       {
-                               res.x = arg3->x;
-                               res.y = arg3->y;
-                               res.z = arg3->z;
-                       }
-                       break;
-               case TextureStage::STAGE_MODULATE:                                      // Arg1 * Arg2
-                       {
-                               res.x = MulHigh(arg1->x, arg2->x) << 4;
-                               res.y = MulHigh(arg1->y, arg2->y) << 4;
-                               res.z = MulHigh(arg1->z, arg2->z) << 4;
-                       }
-                       break;
-               case TextureStage::STAGE_MODULATE2X:                                    // Arg1 * Arg2 * 2
-                       {
-                               res.x = MulHigh(arg1->x, arg2->x) << 5;
-                               res.y = MulHigh(arg1->y, arg2->y) << 5;
-                               res.z = MulHigh(arg1->z, arg2->z) << 5;
-                       }
-                       break;
-               case TextureStage::STAGE_MODULATE4X:                                    // Arg1 * Arg2 * 4
+                       return;
+               }
+
+               Float4 Z = z;
+
+               if(shader && shader->depthOverride())
+               {
+                       if(complementaryDepthBuffer)
                        {
-                               res.x = MulHigh(arg1->x, arg2->x) << 6;
-                               res.y = MulHigh(arg1->y, arg2->y) << 6;
-                               res.z = MulHigh(arg1->z, arg2->z) << 6;
+                               Z = Float4(1.0f) - oDepth;
                        }
-                       break;
-               case TextureStage::STAGE_ADD:                                           // Arg1 + Arg2
+                       else
                        {
-                               res.x = AddSat(arg1->x, arg2->x);
-                               res.y = AddSat(arg1->y, arg2->y);
-                               res.z = AddSat(arg1->z, arg2->z);
+                               Z = oDepth;
                        }
-                       break;
-               case TextureStage::STAGE_ADDSIGNED:                                     // Arg1 + Arg2 - 0.5
-                       {
-                               res.x = AddSat(arg1->x, arg2->x);
-                               res.y = AddSat(arg1->y, arg2->y);
-                               res.z = AddSat(arg1->z, arg2->z);
+               }
 
-                               res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                               res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                               res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                       }
-                       break;
-               case TextureStage::STAGE_ADDSIGNED2X:                           // (Arg1 + Arg2 - 0.5) << 1
-                       {
-                               res.x = AddSat(arg1->x, arg2->x);
-                               res.y = AddSat(arg1->y, arg2->y);
-                               res.z = AddSat(arg1->z, arg2->z);
+               Pointer<Byte> buffer;
+               Int pitch;
+
+               if(!state.quadLayoutDepthBuffer)
+               {
+                       buffer = zBuffer + 4 * x;
+                       pitch = *Pointer<Int>(data + OFFSET(DrawData,depthPitchB));
+               }
+               else
+               {
+                       buffer = zBuffer + 8 * x;
+               }
 
-                               res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                               res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                               res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+               if(q > 0)
+               {
+                       buffer += q * *Pointer<Int>(data + OFFSET(DrawData,depthSliceB));
+               }
 
-                               res.x = AddSat(res.x, res.x);
-                               res.y = AddSat(res.y, res.y);
-                               res.z = AddSat(res.z, res.z);
-                       }
-                       break;
-               case TextureStage::STAGE_SUBTRACT:                                      // Arg1 - Arg2
-                       {
-                               res.x = SubSat(arg1->x, arg2->x);
-                               res.y = SubSat(arg1->y, arg2->y);
-                               res.z = SubSat(arg1->z, arg2->z);
-                       }
-                       break;
-               case TextureStage::STAGE_ADDSMOOTH:                                     // Arg1 + Arg2 - Arg1 * Arg2
-                       {
-                               Short4 tmp;
+               Float4 zValue;
 
-                               tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp);
-                               tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp);
-                               tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp);
-                       }
-                       break;
-               case TextureStage::STAGE_MULTIPLYADD:                           // Arg3 + Arg1 * Arg2
+               if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable))
+               {
+                       if(!state.quadLayoutDepthBuffer)
                        {
-                               res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x);
-                               res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y);
-                               res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z);
+                               // FIXME: Properly optimizes?
+                               zValue.xy = *Pointer<Float4>(buffer);
+                               zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
                        }
-                       break;
-               case TextureStage::STAGE_LERP:                                          // Arg3 * (Arg1 - Arg2) + Arg2
+                       else
                        {
-                               res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x);
-                               res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y);
-                               res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z);
+                               zValue = *Pointer<Float4>(buffer, 16);
                        }
-                       break;
-               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)
-                       {
-                               Short4 tmp;
+               }
 
-                               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);
-                               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);
-                               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);
+               Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + zMask * 16, 16));
+               zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16));
+               Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue));
 
-                               res.x = res.x << 6;
-                               res.y = res.y << 6;
-                               res.z = res.z << 6;
-
-                               res.x = AddSat(res.x, res.y);
-                               res.x = AddSat(res.x, res.z);
-
-                               // Clamp to [0, 1]
-                               res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-                               res.x = Min(res.x, Short4(0x1000));
-
-                               res.y = res.x;
-                               res.z = res.x;
-                               res.w = res.x;
-                       }
-                       break;
-               case TextureStage::STAGE_BLENDCURRENTALPHA:                     // Alpha * (Arg1 - Arg2) + Arg2
-                       {
-                               res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.current.w) << 4; res.x = AddSat(res.x, arg2->x);
-                               res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.current.w) << 4; res.y = AddSat(res.y, arg2->y);
-                               res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.current.w) << 4; res.z = AddSat(res.z, arg2->z);
-                       }
-                       break;
-               case TextureStage::STAGE_BLENDDIFFUSEALPHA:                     // Alpha * (Arg1 - Arg2) + Arg2
-                       {
-                               res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
-                               res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
-                               res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
-                       }
-                       break;
-               case TextureStage::STAGE_BLENDFACTORALPHA:                      // Alpha * (Arg1 - Arg2) + Arg2
-                       {
-                               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);
-                               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);
-                               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);
-                       }
-                       break;
-               case TextureStage::STAGE_BLENDTEXTUREALPHA:                     // Alpha * (Arg1 - Arg2) + Arg2
-                       {
-                               res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
-                               res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y);
-                               res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z);
-                       }
-                       break;
-               case TextureStage::STAGE_BLENDTEXTUREALPHAPM:           // Arg1 + Arg2 * (1 - Alpha)
-                       {
-                               res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
-                               res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
-                               res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
-                       }
-                       break;
-               case TextureStage::STAGE_PREMODULATE:
-                       {
-                               res.x = arg1->x;
-                               res.y = arg1->y;
-                               res.z = arg1->z;
-                       }
-                       break;
-               case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:                // Arg1 + Arg1.w * Arg2
-                       {
-                               res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
-                               res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
-                               res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
-                       }
-                       break;
-               case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:                // Arg1 * Arg2 + Arg1.w
-                       {
-                               res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w);
-                               res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w);
-                               res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w);
-                       }
-                       break;
-               case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:     // (1 - Arg1.w) * Arg2 + Arg1
-                       {
-                               Short4 tmp;
-
-                               res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp);
-                               res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp);
-                               res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp);
-                       }
-                       break;
-               case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:     // (1 - Arg1) * Arg2 + Arg1.w
-                       {
-                               Short4 tmp;
+               if(!state.quadLayoutDepthBuffer)
+               {
+                       // FIXME: Properly optimizes?
+                       *Pointer<Float2>(buffer) = Float2(Z.xy);
+                       *Pointer<Float2>(buffer + pitch) = Float2(Z.zw);
+               }
+               else
+               {
+                       *Pointer<Float4>(buffer, 16) = Z;
+               }
+       }
 
-                               res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp);
-                               res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp);
-                               res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp);
-                       }
-                       break;
-               case TextureStage::STAGE_BUMPENVMAP:
-                       {
-                               r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
-                               r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
-                       
-                               Float4 du2;
-                               Float4 dv2;
-
-                               du2 = r.du;
-                               dv2 = r.dv;
-                               r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
-                               dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
-                               r.du += dv2;
-                               r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
-                               du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
-                               r.dv += du2;
-
-                               perturbate = true;
-
-                               res.x = r.current.x;
-                               res.y = r.current.y;
-                               res.z = r.current.z;
-                               res.w = r.current.w;
-                       }
-                       break;
-               case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
-                       {
-                               r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
-                               r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
-                       
-                               Float4 du2;
-                               Float4 dv2;
-
-                               du2 = r.du;
-                               dv2 = r.dv;
-
-                               r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
-                               dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
-                               r.du += dv2;
-                               r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
-                               du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
-                               r.dv += du2;
-
-                               perturbate = true;
-
-                               r.L = texture.z;
-                               r.L = MulHigh(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
-                               r.L = r.L << 4;
-                               r.L = AddSat(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
-                               r.L = Max(r.L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-                               r.L = Min(r.L, Short4(0x1000));
-
-                               luminance = true;
-
-                               res.x = r.current.x;
-                               res.y = r.current.y;
-                               res.z = r.current.z;
-                               res.w = r.current.w;
-                       }
-                       break;
-               default:
-                       ASSERT(false);
+       void PixelRoutine::writeStencil(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
+       {
+               if(!state.stencilActive)
+               {
+                       return;
                }
 
-               if(textureStage.stageOperation != TextureStage::STAGE_DOT3)
+               if(state.stencilPassOperation == OPERATION_KEEP && state.stencilZFailOperation == OPERATION_KEEP && state.stencilFailOperation == OPERATION_KEEP)
                {
-                       switch(textureStage.firstArgumentAlpha)
+                       if(!state.twoSidedStencil || (state.stencilPassOperationCCW == OPERATION_KEEP && state.stencilZFailOperationCCW == OPERATION_KEEP && state.stencilFailOperationCCW == OPERATION_KEEP))
                        {
-                       case TextureStage::SOURCE_TEXTURE:      arg1 = &texture;                break;
-                       case TextureStage::SOURCE_CONSTANT:     arg1 = &constant;               break;
-                       case TextureStage::SOURCE_CURRENT:      arg1 = &r.current;              break;
-                       case TextureStage::SOURCE_DIFFUSE:      arg1 = &r.diffuse;              break;
-                       case TextureStage::SOURCE_SPECULAR:     arg1 = &r.specular;             break;
-                       case TextureStage::SOURCE_TEMP:         arg1 = &temp;                   break;
-                       case TextureStage::SOURCE_TFACTOR:      arg1 = &tfactor;                break;
-                       default:
-                               ASSERT(false);
+                               return;
                        }
+               }
 
-                       switch(textureStage.secondArgumentAlpha)
-                       {
-                       case TextureStage::SOURCE_TEXTURE:      arg2 = &texture;                break;
-                       case TextureStage::SOURCE_CONSTANT:     arg2 = &constant;               break;
-                       case TextureStage::SOURCE_CURRENT:      arg2 = &r.current;              break;
-                       case TextureStage::SOURCE_DIFFUSE:      arg2 = &r.diffuse;              break;
-                       case TextureStage::SOURCE_SPECULAR:     arg2 = &r.specular;             break;
-                       case TextureStage::SOURCE_TEMP:         arg2 = &temp;                   break;
-                       case TextureStage::SOURCE_TFACTOR:      arg2 = &tfactor;                break;
-                       default:
-                               ASSERT(false);
-                       }
+               if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW))
+               {
+                       return;
+               }
 
-                       switch(textureStage.thirdArgumentAlpha)
-                       {
-                       case TextureStage::SOURCE_TEXTURE:      arg3 = &texture;                break;
-                       case TextureStage::SOURCE_CONSTANT:     arg3 = &constant;               break;
-                       case TextureStage::SOURCE_CURRENT:      arg3 = &r.current;              break;
-                       case TextureStage::SOURCE_DIFFUSE:      arg3 = &r.diffuse;              break;
-                       case TextureStage::SOURCE_SPECULAR:     arg3 = &r.specular;             break;
-                       case TextureStage::SOURCE_TEMP:         arg3 = &temp;                   break;
-                       case TextureStage::SOURCE_TFACTOR:      arg3 = &tfactor;                break;
-                       default:
-                               ASSERT(false);
-                       }
+               Pointer<Byte> buffer = sBuffer + 2 * x;
 
-                       switch(textureStage.firstModifierAlpha)   // FIXME: Check if actually used
-                       {
-                       case TextureStage::MODIFIER_COLOR:
-                               break;
-                       case TextureStage::MODIFIER_INVCOLOR:
-                               {
-                                       mod1.w = SubSat(Short4(0x1000), arg1->w);
+               if(q > 0)
+               {
+                       buffer += q * *Pointer<Int>(data + OFFSET(DrawData,stencilSliceB));
+               }
 
-                                       arg1 = &mod1;
-                               }
-                               break;
-                       case TextureStage::MODIFIER_ALPHA:
-                               {
-                                       // Redudant
-                               }
-                               break;
-                       case TextureStage::MODIFIER_INVALPHA:
-                               {
-                                       mod1.w = SubSat(Short4(0x1000), arg1->w);
+               Byte8 bufferValue = *Pointer<Byte8>(buffer);
 
-                                       arg1 = &mod1;
-                               }
-                               break;
-                       default:
-                               ASSERT(false);
-                       }
+               Byte8 newValue;
+               stencilOperation(newValue, bufferValue, state.stencilPassOperation, state.stencilZFailOperation, state.stencilFailOperation, false, zMask, sMask);
 
-                       switch(textureStage.secondModifierAlpha)   // FIXME: Check if actually used
-                       {
-                       case TextureStage::MODIFIER_COLOR:
-                               break;
-                       case TextureStage::MODIFIER_INVCOLOR:
-                               {
-                                       mod2.w = SubSat(Short4(0x1000), arg2->w);
+               if(!state.noStencilWriteMask)
+               {
+                       Byte8 maskedValue = bufferValue;
+                       newValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].writeMaskQ));
+                       maskedValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].invWriteMaskQ));
+                       newValue |= maskedValue;
+               }
 
-                                       arg2 = &mod2;
-                               }
-                               break;
-                       case TextureStage::MODIFIER_ALPHA:
-                               {
-                                       // Redudant
-                               }
-                               break;
-                       case TextureStage::MODIFIER_INVALPHA:
-                               {
-                                       mod2.w = SubSat(Short4(0x1000), arg2->w);
+               if(state.twoSidedStencil)
+               {
+                       Byte8 newValueCCW;
 
-                                       arg2 = &mod2;
-                               }
-                               break;
-                       default:
-                               ASSERT(false);
-                       }
+                       stencilOperation(newValueCCW, bufferValue, state.stencilPassOperationCCW, state.stencilZFailOperationCCW, state.stencilFailOperationCCW, true, zMask, sMask);
 
-                       switch(textureStage.thirdModifierAlpha)   // FIXME: Check if actually used
+                       if(!state.noStencilWriteMaskCCW)
                        {
-                       case TextureStage::MODIFIER_COLOR:
-                               break;
-                       case TextureStage::MODIFIER_INVCOLOR:
-                               {
-                                       mod3.w = SubSat(Short4(0x1000), arg3->w);
-
-                                       arg3 = &mod3;
-                               }
-                               break;
-                       case TextureStage::MODIFIER_ALPHA:
-                               {
-                                       // Redudant
-                               }
-                               break;
-                       case TextureStage::MODIFIER_INVALPHA:
-                               {
-                                       mod3.w = SubSat(Short4(0x1000), arg3->w);
-
-                                       arg3 = &mod3;
-                               }
-                               break;
-                       default:
-                               ASSERT(false);
+                               Byte8 maskedValue = bufferValue;
+                               newValueCCW &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].writeMaskQ));
+                               maskedValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].invWriteMaskQ));
+                               newValueCCW |= maskedValue;
                        }
-               
-                       switch(textureStage.stageOperationAlpha)
-                       {
-                       case TextureStage::STAGE_DISABLE:
-                               break;
-                       case TextureStage::STAGE_SELECTARG1:                                    // Arg1
-                               {
-                                       res.w = arg1->w;
-                               }
-                               break;
-                       case TextureStage::STAGE_SELECTARG2:                                    // Arg2
-                               {
-                                       res.w = arg2->w;
-                               }
-                               break;
-                       case TextureStage::STAGE_SELECTARG3:                                    // Arg3
-                               {
-                                       res.w = arg3->w;
-                               }
-                               break;
-                       case TextureStage::STAGE_MODULATE:                                      // Arg1 * Arg2
-                               {
-                                       res.w = MulHigh(arg1->w, arg2->w) << 4;
-                               }
-                               break;
-                       case TextureStage::STAGE_MODULATE2X:                                    // Arg1 * Arg2 * 2
-                               {
-                                       res.w = MulHigh(arg1->w, arg2->w) << 5;
-                               }
-                               break;
-                       case TextureStage::STAGE_MODULATE4X:                                    // Arg1 * Arg2 * 4
-                               {
-                                       res.w = MulHigh(arg1->w, arg2->w) << 6;
-                               }
-                               break;
-                       case TextureStage::STAGE_ADD:                                           // Arg1 + Arg2
-                               {
-                                       res.w = AddSat(arg1->w, arg2->w);
-                               }
-                               break;
-                       case TextureStage::STAGE_ADDSIGNED:                                     // Arg1 + Arg2 - 0.5
-                               {
-                                       res.w = AddSat(arg1->w, arg2->w);
-                                       res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                               }
-                               break;
-                       case TextureStage::STAGE_ADDSIGNED2X:                                   // (Arg1 + Arg2 - 0.5) << 1
-                               {
-                                       res.w = AddSat(arg1->w, arg2->w);
-                                       res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                                       res.w = AddSat(res.w, res.w);
-                               }
-                               break;
-                       case TextureStage::STAGE_SUBTRACT:                                      // Arg1 - Arg2
-                               {
-                                       res.w = SubSat(arg1->w, arg2->w);
-                               }
-                               break;
-                       case TextureStage::STAGE_ADDSMOOTH:                                     // Arg1 + Arg2 - Arg1 * Arg2
-                               {
-                                       Short4 tmp;
 
-                                       tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp);
-                               }
-                               break;
-                       case TextureStage::STAGE_MULTIPLYADD:                           // Arg3 + Arg1 * Arg2
-                               {
-                                       res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w);
-                               }
-                               break;
-                       case TextureStage::STAGE_LERP:                                          // Arg3 * (Arg1 - Arg2) + Arg2
-                               {
-                                       res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w);
-                               }
-                               break;
-                       case TextureStage::STAGE_DOT3:
-                               break;   // Already computed in color channel
-                       case TextureStage::STAGE_BLENDCURRENTALPHA:                     // Alpha * (Arg1 - Arg2) + Arg2
-                               {
-                                       res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.current.w) << 4; res.w = AddSat(res.w, arg2->w);
-                               }
-                               break;
-                       case TextureStage::STAGE_BLENDDIFFUSEALPHA:                     // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
-                               {
-                                       res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
-                               }
-                               break;
-                       case TextureStage::STAGE_BLENDFACTORALPHA:
-                               {
-                                       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);
-                               }
-                               break;
-                       case TextureStage::STAGE_BLENDTEXTUREALPHA:                     // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
-                               {
-                                       res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
-                               }
-                               break;
-                       case TextureStage::STAGE_BLENDTEXTUREALPHAPM:           // Arg1 + Arg2 * (1 - Alpha)
-                               {
-                                       res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w);
-                               }
-                               break;
-                       case TextureStage::STAGE_PREMODULATE:
-                               {
-                                       res.w = arg1->w;
-                               }
-                               break;
-                       case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
-                       case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
-                       case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
-                       case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
-                       case TextureStage::STAGE_BUMPENVMAP:
-                       case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
-                               break;   // Invalid alpha operations
-                       default:
-                               ASSERT(false);
-                       }
+                       newValue &= *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask));
+                       newValueCCW &= *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask));
+                       newValue |= newValueCCW;
                }
 
-               // Clamp result to [0, 1]
+               newValue &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * cMask);
+               bufferValue &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask);
+               newValue |= bufferValue;
+
+               *Pointer<Byte4>(buffer) = Byte4(newValue);
+       }
 
-               switch(textureStage.stageOperation)
-               {
-               case TextureStage::STAGE_DISABLE:
-               case TextureStage::STAGE_SELECTARG1:
-               case TextureStage::STAGE_SELECTARG2:
-               case TextureStage::STAGE_SELECTARG3:
-               case TextureStage::STAGE_MODULATE:
-               case TextureStage::STAGE_MODULATE2X:
-               case TextureStage::STAGE_MODULATE4X:
-               case TextureStage::STAGE_ADD:
-               case TextureStage::STAGE_MULTIPLYADD:
-               case TextureStage::STAGE_LERP:
-               case TextureStage::STAGE_BLENDCURRENTALPHA:
-               case TextureStage::STAGE_BLENDDIFFUSEALPHA:
-               case TextureStage::STAGE_BLENDFACTORALPHA:
-               case TextureStage::STAGE_BLENDTEXTUREALPHA:
-               case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
-               case TextureStage::STAGE_DOT3:   // Already clamped
-               case TextureStage::STAGE_PREMODULATE:
-               case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
-               case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
-               case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
-               case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
-               case TextureStage::STAGE_BUMPENVMAP:
-               case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
-                       if(state.textureStage[stage].cantUnderflow)
-                       {
-                               break;   // Can't go below zero
-                       }
-               case TextureStage::STAGE_ADDSIGNED:
-               case TextureStage::STAGE_ADDSIGNED2X:
-               case TextureStage::STAGE_SUBTRACT:
-               case TextureStage::STAGE_ADDSMOOTH:
-                       res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-                       res.y = Max(res.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-                       res.z = Max(res.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-                       break;
-               default:
-                       ASSERT(false);
-               }
+       void PixelRoutine::stencilOperation(Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
+       {
+               Byte8 &pass = newValue;
+               Byte8 fail;
+               Byte8 zFail;
 
-               switch(textureStage.stageOperationAlpha)
-               {
-               case TextureStage::STAGE_DISABLE:
-               case TextureStage::STAGE_SELECTARG1:
-               case TextureStage::STAGE_SELECTARG2:
-               case TextureStage::STAGE_SELECTARG3:
-               case TextureStage::STAGE_MODULATE:
-               case TextureStage::STAGE_MODULATE2X:
-               case TextureStage::STAGE_MODULATE4X:
-               case TextureStage::STAGE_ADD:
-               case TextureStage::STAGE_MULTIPLYADD:
-               case TextureStage::STAGE_LERP:
-               case TextureStage::STAGE_BLENDCURRENTALPHA:
-               case TextureStage::STAGE_BLENDDIFFUSEALPHA:
-               case TextureStage::STAGE_BLENDFACTORALPHA:
-               case TextureStage::STAGE_BLENDTEXTUREALPHA:
-               case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
-               case TextureStage::STAGE_DOT3:   // Already clamped
-               case TextureStage::STAGE_PREMODULATE:
-               case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
-               case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
-               case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
-               case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
-               case TextureStage::STAGE_BUMPENVMAP:
-               case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
-                       if(state.textureStage[stage].cantUnderflow)
-                       {
-                               break;   // Can't go below zero
-                       }
-               case TextureStage::STAGE_ADDSIGNED:
-               case TextureStage::STAGE_ADDSIGNED2X:
-               case TextureStage::STAGE_SUBTRACT:
-               case TextureStage::STAGE_ADDSMOOTH:
-                       res.w = Max(res.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-                       break;
-               default:
-                       ASSERT(false);
-               }
+               stencilOperation(pass, bufferValue, stencilPassOperation, CCW);
 
-               switch(textureStage.stageOperation)
+               if(stencilZFailOperation != stencilPassOperation)
                {
-               case TextureStage::STAGE_DISABLE:
-               case TextureStage::STAGE_SELECTARG1:
-               case TextureStage::STAGE_SELECTARG2:
-               case TextureStage::STAGE_SELECTARG3:
-               case TextureStage::STAGE_MODULATE:
-               case TextureStage::STAGE_SUBTRACT:
-               case TextureStage::STAGE_ADDSMOOTH:
-               case TextureStage::STAGE_LERP:
-               case TextureStage::STAGE_BLENDCURRENTALPHA:
-               case TextureStage::STAGE_BLENDDIFFUSEALPHA:
-               case TextureStage::STAGE_BLENDFACTORALPHA:
-               case TextureStage::STAGE_BLENDTEXTUREALPHA:
-               case TextureStage::STAGE_DOT3:   // Already clamped
-               case TextureStage::STAGE_PREMODULATE:
-               case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
-               case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
-               case TextureStage::STAGE_BUMPENVMAP:
-               case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
-                       break;   // Can't go above one
-               case TextureStage::STAGE_MODULATE2X:
-               case TextureStage::STAGE_MODULATE4X:
-               case TextureStage::STAGE_ADD:
-               case TextureStage::STAGE_ADDSIGNED:
-               case TextureStage::STAGE_ADDSIGNED2X:
-               case TextureStage::STAGE_MULTIPLYADD:
-               case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
-               case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
-               case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
-                       res.x = Min(res.x, Short4(0x1000));
-                       res.y = Min(res.y, Short4(0x1000));
-                       res.z = Min(res.z, Short4(0x1000));
-                       break;
-               default:
-                       ASSERT(false);
+                       stencilOperation(zFail, bufferValue, stencilZFailOperation, CCW);
                }
 
-               switch(textureStage.stageOperationAlpha)
+               if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
                {
-               case TextureStage::STAGE_DISABLE:
-               case TextureStage::STAGE_SELECTARG1:
-               case TextureStage::STAGE_SELECTARG2:
-               case TextureStage::STAGE_SELECTARG3:
-               case TextureStage::STAGE_MODULATE:
-               case TextureStage::STAGE_SUBTRACT:
-               case TextureStage::STAGE_ADDSMOOTH:
-               case TextureStage::STAGE_LERP:
-               case TextureStage::STAGE_BLENDCURRENTALPHA:
-               case TextureStage::STAGE_BLENDDIFFUSEALPHA:
-               case TextureStage::STAGE_BLENDFACTORALPHA:
-               case TextureStage::STAGE_BLENDTEXTUREALPHA:
-               case TextureStage::STAGE_DOT3:   // Already clamped
-               case TextureStage::STAGE_PREMODULATE:
-               case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
-               case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
-               case TextureStage::STAGE_BUMPENVMAP:
-               case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
-                       break;   // Can't go above one
-               case TextureStage::STAGE_MODULATE2X:
-               case TextureStage::STAGE_MODULATE4X:
-               case TextureStage::STAGE_ADD:
-               case TextureStage::STAGE_ADDSIGNED:
-               case TextureStage::STAGE_ADDSIGNED2X:
-               case TextureStage::STAGE_MULTIPLYADD:
-               case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
-               case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
-               case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
-                       res.w = Min(res.w, Short4(0x1000));
-                       break;
-               default:
-                       ASSERT(false);
+                       stencilOperation(fail, bufferValue, stencilFailOperation, CCW);
                }
 
-               switch(textureStage.destinationArgument)
+               if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
                {
-               case TextureStage::DESTINATION_CURRENT:
-                       r.current.x = res.x;
-                       r.current.y = res.y;
-                       r.current.z = res.z;
-                       r.current.w = res.w;
-                       break;
-               case TextureStage::DESTINATION_TEMP:
-                       temp.x = res.x;
-                       temp.y = res.y;
-                       temp.z = res.z;
-                       temp.w = res.w;
-                       break;
-               default:
-                       ASSERT(false);
+                       if(state.depthTestActive && stencilZFailOperation != stencilPassOperation)   // zMask valid and values not the same
+                       {
+                               pass &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * zMask);
+                               zFail &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask);
+                               pass |= zFail;
+                       }
+
+                       pass &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
+                       fail &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
+                       pass |= fail;
                }
        }
 
-       void PixelRoutine::alphaTest(Registers &r, Int &aMask, Short4 &alpha)
+       void PixelRoutine::stencilOperation(Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW)
        {
-               Short4 cmp;
-               Short4 equal;
-
-               switch(state.alphaCompareMode)
+               switch(operation)
                {
-               case ALPHA_ALWAYS:
-                       aMask = 0xF;
+               case OPERATION_KEEP:
+                       output = bufferValue;
                        break;
-               case ALPHA_NEVER:
-                       aMask = 0x0;
+               case OPERATION_ZERO:
+                       output = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
                        break;
-               case ALPHA_EQUAL:
-                       cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
-                       aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+               case OPERATION_REPLACE:
+                       output = *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceQ));
                        break;
-               case ALPHA_NOTEQUAL:            // a != b ~ !(a == b)
-                       cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF);   // FIXME
-                       aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+               case OPERATION_INCRSAT:
+                       output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
                        break;
-               case ALPHA_LESS:                        // a < b ~ b > a
-                       cmp = CmpGT(*Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)), alpha);
-                       aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+               case OPERATION_DECRSAT:
+                       output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
                        break;
-               case ALPHA_GREATEREQUAL:        // a >= b ~ (a > b) || (a == b) ~ !(b > a)   // TODO: Approximate
-                       equal = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
-                       cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
-                       cmp |= equal;
-                       aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+               case OPERATION_INVERT:
+                       output = bufferValue ^ Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
                        break;
-               case ALPHA_LESSEQUAL:           // a <= b ~ !(a > b)
-                       cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF);   // FIXME
-                       aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+               case OPERATION_INCR:
+                       output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1);
                        break;
-               case ALPHA_GREATER:                     // a > b
-                       cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
-                       aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+               case OPERATION_DECR:
+                       output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1);
                        break;
                default:
                        ASSERT(false);
                }
        }
 
-       void PixelRoutine::alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha)
+       void PixelRoutine::blendFactor(Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorActive)
        {
-               Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c0)));
-               Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c1)));
-               Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c2)));
-               Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c3)));
-
-               Int aMask0 = SignMask(coverage0);
-               Int aMask1 = SignMask(coverage1);
-               Int aMask2 = SignMask(coverage2);
-               Int aMask3 = SignMask(coverage3);
-
-               cMask[0] &= aMask0;
-               cMask[1] &= aMask1;
-               cMask[2] &= aMask2;
-               cMask[3] &= aMask3;
-       }
-
-       Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4s &current)
-       {
-               if(!state.alphaTestActive())
-               {
-                       return true;
-               }
-
-               Int aMask;
-
-               if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
-               {
-                       alphaTest(r, aMask, current.w);
-
-                       for(unsigned int q = 0; q < state.multiSample; q++)
-                       {
-                               cMask[q] &= aMask;
-                       }
-               }
-               else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
-               {
-                       Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
-
-                       alphaToCoverage(r, cMask, alpha);
-               }
-               else ASSERT(false);
-
-               Int pass = cMask[0];
-
-               for(unsigned int q = 1; q < state.multiSample; q++)
-               {
-                       pass = pass | cMask[q];
-               }
-
-               return pass != 0x0;
-       }
-
-       Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4f &c0)
-       {
-               if(!state.alphaTestActive())
-               {
-                       return true;
-               }
-
-               Int aMask;
-
-               if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
-               {
-                       Short4 alpha = RoundShort4(c0.w * Float4(0x1000));
-
-                       alphaTest(r, aMask, alpha);
-
-                       for(unsigned int q = 0; q < state.multiSample; q++)
-                       {
-                               cMask[q] &= aMask;
-                       }
-               }
-               else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
-               {
-                       alphaToCoverage(r, cMask, c0.w);
-               }
-               else ASSERT(false);
-
-               Int pass = cMask[0];
-
-               for(unsigned int q = 1; q < state.multiSample; q++)
-               {
-                       pass = pass | cMask[q];
-               }
-
-               return pass != 0x0;
-       }
-
-       void PixelRoutine::fogBlend(Registers &r, Vector4s &current, Float4 &f, Float4 &z, Float4 &rhw)
-       {
-               if(!state.fogActive)
-               {
-                       return;
-               }
-
-               if(state.pixelFogMode != FOG_NONE)
-               {
-                       pixelFog(r, f, z, rhw);
-               }
-               
-               UShort4 fog = convertFixed16(f, true);
-
-               current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog));
-               current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog));
-               current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog));
-
-               UShort4 invFog = UShort4(0xFFFFu) - fog;
-
-               current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[0]))));
-               current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[1]))));
-               current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[2]))));
-       }
-
-       void PixelRoutine::fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw)
-       {
-               if(!state.fogActive)
-               {
-                       return;
-               }
-
-               if(state.pixelFogMode != FOG_NONE)
-               {
-                       pixelFog(r, fog, z, rhw);
-
-                       fog = Min(fog, Float4(1.0f));
-                       fog = Max(fog, Float4(0.0f));
-               }
-
-               c0.x -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
-               c0.y -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
-               c0.z -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
-
-               c0.x *= fog;
-               c0.y *= fog;
-               c0.z *= fog;
-
-               c0.x += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
-               c0.y += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
-               c0.z += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
-       }
-
-       void PixelRoutine::pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw)
-       {
-               Float4 &zw = visibility;
-
-               if(state.pixelFogMode != FOG_NONE)
-               {
-                       if(state.wBasedFog)
-                       {
-                               zw = rhw;
-                       }
-                       else
-                       {
-                               if(complementaryDepthBuffer)
-                               {
-                                       zw = Float4(1.0f) - z;
-                               }
-                               else
-                               {
-                                       zw = z;
-                               }
-                       }
-               }
-
-               switch(state.pixelFogMode)
+               switch(blendFactorActive)
                {
-               case FOG_NONE:
+               case BLEND_ZERO:
+                       // Optimized
                        break;
-               case FOG_LINEAR:
-                       zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.scale));
-                       zw += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.offset));
+               case BLEND_ONE:
+                       // Optimized
                        break;
-               case FOG_EXP:
-                       zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE));
-                       zw = exponential2(zw, true);
+               case BLEND_SOURCE:
+                       blendFactor.x = current.x;
+                       blendFactor.y = current.y;
+                       blendFactor.z = current.z;
                        break;
-               case FOG_EXP2:
-                       zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE2));
-                       zw *= zw;
-                       zw = exponential2(zw, true);
-                       zw = Rcp_pp(zw);
-                       break;
-               default:
-                       ASSERT(false);
-               }
-       }
-
-       void PixelRoutine::specularPixel(Vector4s &current, Vector4s &specular)
-       {
-               if(!state.specularAdd)
-               {
-                       return;
-               }
-
-               current.x = AddSat(current.x, specular.x);
-               current.y = AddSat(current.y, specular.y);
-               current.z = AddSat(current.z, specular.z);
-       }
-
-       void PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
-       {
-               if(!state.depthWriteEnable)
-               {
-                       return;
-               }
-
-               Float4 Z = z;
-
-               if(shader && shader->depthOverride())
-               {
-                       if(complementaryDepthBuffer)
-                       {
-                               Z = Float4(1.0f) - r.oDepth;
-                       }
-                       else
-                       {
-                               Z = r.oDepth;
-                       }
-               }
-
-               Pointer<Byte> buffer;
-               Int pitch;
-
-               if(!state.quadLayoutDepthBuffer)
-               {       
-                       buffer = zBuffer + 4 * x;
-                       pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
-               }
-               else
-               {       
-                       buffer = zBuffer + 8 * x;
-               }
-
-               if(q > 0)
-               {
-                       buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
-               }
-
-               Float4 zValue;
-
-               if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable))
-               {
-                       if(!state.quadLayoutDepthBuffer)
-                       {
-                               // FIXME: Properly optimizes?
-                               zValue.xy = *Pointer<Float4>(buffer);
-                               zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
-                       }
-                       else
-                       {
-                               zValue = *Pointer<Float4>(buffer, 16);
-                       }
-               }
-
-               Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + zMask * 16, 16));
-               zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16));
-               Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue));
-
-               if(!state.quadLayoutDepthBuffer)
-               {
-                       // FIXME: Properly optimizes?
-                       *Pointer<Float2>(buffer) = Float2(Z.xy);
-                       *Pointer<Float2>(buffer + pitch) = Float2(Z.zw);
-               }
-               else
-               {
-                       *Pointer<Float4>(buffer, 16) = Z;
-               }
-       }
-
-       void PixelRoutine::writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
-       {
-               if(!state.stencilActive)
-               {
-                       return;
-               }
-
-               if(state.stencilPassOperation == OPERATION_KEEP && state.stencilZFailOperation == OPERATION_KEEP && state.stencilFailOperation == OPERATION_KEEP)
-               {
-                       if(!state.twoSidedStencil || (state.stencilPassOperationCCW == OPERATION_KEEP && state.stencilZFailOperationCCW == OPERATION_KEEP && state.stencilFailOperationCCW == OPERATION_KEEP))
-                       {
-                               return;
-                       }
-               }
-
-               if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW))
-               {
-                       return;
-               }
-
-               Pointer<Byte> buffer = sBuffer + 2 * x;
-
-               if(q > 0)
-               {
-                       buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
-               }
-
-               Byte8 bufferValue = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
-       
-               Byte8 newValue;
-               stencilOperation(r, newValue, bufferValue, state.stencilPassOperation, state.stencilZFailOperation, state.stencilFailOperation, false, zMask, sMask);
-
-               if(!state.noStencilWriteMask)
-               {
-                       Byte8 maskedValue = bufferValue;
-                       newValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].writeMaskQ));
-                       maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].invWriteMaskQ));
-                       newValue |= maskedValue;
-               }
-
-               if(state.twoSidedStencil)
-               {
-                       Byte8 newValueCCW;
-
-                       stencilOperation(r, newValueCCW, bufferValue, state.stencilPassOperationCCW, state.stencilZFailOperationCCW, state.stencilFailOperationCCW, true, zMask, sMask);
-
-                       if(!state.noStencilWriteMaskCCW)
-                       {
-                               Byte8 maskedValue = bufferValue;
-                               newValueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].writeMaskQ));
-                               maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].invWriteMaskQ));
-                               newValueCCW |= maskedValue;
-                       }
-
-                       newValue &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
-                       newValueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
-                       newValue |= newValueCCW;
-               }
-
-               newValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * cMask);
-               bufferValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask);
-               newValue |= bufferValue;
-
-               *Pointer<UInt>(buffer) = UInt(As<Long>(newValue));
-       }
-
-       void PixelRoutine::stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
-       {
-               Byte8 &pass = newValue;
-               Byte8 fail;
-               Byte8 zFail;
-
-               stencilOperation(r, pass, bufferValue, stencilPassOperation, CCW);
-
-               if(stencilZFailOperation != stencilPassOperation)
-               {
-                       stencilOperation(r, zFail, bufferValue, stencilZFailOperation, CCW);
-               }
-
-               if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
-               {
-                       stencilOperation(r, fail, bufferValue, stencilFailOperation, CCW);
-               }
-
-               if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
-               {
-                       if(state.depthTestActive && stencilZFailOperation != stencilPassOperation)   // zMask valid and values not the same
-                       {
-                               pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * zMask);
-                               zFail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask);
-                               pass |= zFail;
-                       }
-
-                       pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
-                       fail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
-                       pass |= fail;
-               }
-       }
-
-       void PixelRoutine::stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW)
-       {
-               switch(operation)
-               {
-               case OPERATION_KEEP:
-                       output = bufferValue;
-                       break;
-               case OPERATION_ZERO:
-                       output = Byte8(0x0000000000000000);
-                       break;
-               case OPERATION_REPLACE:
-                       output = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceQ));
-                       break;
-               case OPERATION_INCRSAT:
-                       output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
-                       break;
-               case OPERATION_DECRSAT:
-                       output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
-                       break;
-               case OPERATION_INVERT:
-                       output = bufferValue ^ Byte8(0xFFFFFFFFFFFFFFFF);
-                       break;
-               case OPERATION_INCR:
-                       output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1);
-                       break;
-               case OPERATION_DECR:
-                       output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1);
-                       break;
-               default:
-                       ASSERT(false);
-               }
-       }
-
-       void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project)
-       {
-               Float4 u = r.vf[2 + coordinates].x;
-               Float4 v = r.vf[2 + coordinates].y;
-               Float4 w = r.vf[2 + coordinates].z;
-               Float4 q = r.vf[2 + coordinates].w;
-
-               if(perturbate)
-               {
-                       u += r.du;
-                       v += r.dv;
-
-                       perturbate = false;
-               }
-
-               sampleTexture(r, c, stage, u, v, w, q, project);
-       }
-
-       void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
-       {
-               Vector4f dsx;
-               Vector4f dsy;
-
-               sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, false);
-       }
-
-       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)
-       {
-               #if PERF_PROFILE
-                       Long texTime = Ticks();
-               #endif
-
-               Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
-
-               if(!project)
-               {
-                       sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
-               }
-               else
-               {
-                       Float4 rq = reciprocal(q);
-
-                       Float4 u_q = u * rq;
-                       Float4 v_q = v * rq;
-                       Float4 w_q = w * rq;
-
-                       sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
-               }
-
-               #if PERF_PROFILE
-                       r.cycles[PERF_TEX] += Ticks() - texTime;
-               #endif
-       }
-
-       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)
-       {
-               if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
-               {       
-                       sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);        
-               }
-               else
-               {
-                       Int index = As<Int>(Float(fetchRegisterF(r, sampler).x.x));
-
-                       for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
-                       {
-                               if(shader->usesSampler(i))
-                               {
-                                       If(index == i)
-                                       {
-                                               sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
-                                               // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
-                                       }
-                               }
-                       }
-               }
-       }
-
-       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)
-       {
-               #if PERF_PROFILE
-                       Long texTime = Ticks();
-               #endif
-
-               Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
-
-               if(!project)
-               {
-                       sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
-               }
-               else
-               {
-                       Float4 rq = reciprocal(q);
-
-                       Float4 u_q = u * rq;
-                       Float4 v_q = v * rq;
-                       Float4 w_q = w * rq;
-
-                       sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
-               }
-
-               #if PERF_PROFILE
-                       r.cycles[PERF_TEX] += Ticks() - texTime;
-               #endif
-       }
-
-       void PixelRoutine::clampColor(Vector4f oC[4])
-       {
-               for(int index = 0; index < 4; index++)
-               {
-                       if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
-                       {
-                               continue;
-                       }
-
-                       switch(state.targetFormat[index])
-                       {
-                       case FORMAT_NULL:
-                               break;
-                       case FORMAT_A16B16G16R16:
-                       case FORMAT_A8R8G8B8:
-                       case FORMAT_A8B8G8R8:
-                       case FORMAT_X8R8G8B8:
-                       case FORMAT_X8B8G8R8:
-                       case FORMAT_A8:
-                       case FORMAT_G16R16:
-                               oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
-                               oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
-                               oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
-                               oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
-                               break;
-                       case FORMAT_R32F:
-                       case FORMAT_G32R32F:
-                       case FORMAT_A32B32G32R32F:
-                               break;
-                       default:
-                               ASSERT(false);
-                       }
-               }
-       }
-
-       void PixelRoutine::rasterOperation(Vector4s &current, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
-       {
-               if(!state.colorWriteActive(0))
-               {
-                       return;
-               }
-
-               Vector4f oC;
-
-               switch(state.targetFormat[0])
-               {
-               case FORMAT_X8R8G8B8:
-               case FORMAT_X8B8G8R8:
-               case FORMAT_A8R8G8B8:
-               case FORMAT_A8B8G8R8:
-               case FORMAT_A8:
-               case FORMAT_G16R16:
-               case FORMAT_A16B16G16R16:
-                       if(!postBlendSRGB && state.writeSRGB)
-                       {
-                               linearToSRGB12_16(r, current);
-                       }
-                       else
-                       {
-                               current.x <<= 4;
-                               current.y <<= 4;
-                               current.z <<= 4;
-                               current.w <<= 4;
-                       }
-
-                       fogBlend(r, current, fog, r.z[0], r.rhw);
-
-                       for(unsigned int q = 0; q < state.multiSample; q++)
-                       {
-                               Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
-                               Vector4s color = current;
-
-                               if(state.multiSampleMask & (1 << q))
-                               {
-                                       alphaBlend(r, 0, buffer, color, x);
-                                       writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
-                               }
-                       }
-                       break;
-               case FORMAT_R32F:
-               case FORMAT_G32R32F:
-               case FORMAT_A32B32G32R32F:
-                       convertSigned12(oC, current);
-                       fogBlend(r, oC, fog, r.z[0], r.rhw);
-                       
-                       for(unsigned int q = 0; q < state.multiSample; q++)
-                       {
-                               Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
-                               Vector4f color = oC;
-
-                               if(state.multiSampleMask & (1 << q))
-                               {
-                                       alphaBlend(r, 0, buffer, color, x);
-                                       writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
-                               }
-                       }
-                       break;
-               default:
-                       ASSERT(false);
-               }
-       }
-
-       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])
-       {
-               for(int index = 0; index < 4; index++)
-               {
-                       if(!state.colorWriteActive(index))
-                       {
-                               continue;
-                       }
-
-                       if(!postBlendSRGB && state.writeSRGB)
-                       {
-                               oC[index].x = linearToSRGB(oC[index].x);
-                               oC[index].y = linearToSRGB(oC[index].y);
-                               oC[index].z = linearToSRGB(oC[index].z);
-                       }
-
-                       if(index == 0)
-                       {
-                               fogBlend(r, oC[index], fog, r.z[0], r.rhw);
-                       }
-
-                       switch(state.targetFormat[index])
-                       {
-                       case FORMAT_X8R8G8B8:
-                       case FORMAT_X8B8G8R8:
-                       case FORMAT_A8R8G8B8:
-                       case FORMAT_A8B8G8R8:
-                       case FORMAT_A8:
-                       case FORMAT_G16R16:
-                       case FORMAT_A16B16G16R16:
-                               for(unsigned int q = 0; q < state.multiSample; q++)
-                               {
-                                       Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
-                                       Vector4s color;
-
-                                       color.x = convertFixed16(oC[index].x, false);
-                                       color.y = convertFixed16(oC[index].y, false);
-                                       color.z = convertFixed16(oC[index].z, false);
-                                       color.w = convertFixed16(oC[index].w, false);
-
-                                       if(state.multiSampleMask & (1 << q))
-                                       {
-                                               alphaBlend(r, index, buffer, color, x);
-                                               writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
-                                       }
-                               }
-                               break;
-                       case FORMAT_R32F:
-                       case FORMAT_G32R32F:
-                       case FORMAT_A32B32G32R32F:
-                               for(unsigned int q = 0; q < state.multiSample; q++)
-                               {
-                                       Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
-                                       Vector4f color = oC[index];
-
-                                       if(state.multiSampleMask & (1 << q))
-                                       {
-                                               alphaBlend(r, index, buffer, color, x);
-                                               writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
-                                       }
-                               }
-                               break;
-                       default:
-                               ASSERT(false);
-                       }
-               }
-       }
-
-       void PixelRoutine::blendFactor(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorActive)
-       {
-               switch(blendFactorActive)
-               {
-               case BLEND_ZERO:
-                       // Optimized
-                       break;
-               case BLEND_ONE:
-                       // Optimized
-                       break;
-               case BLEND_SOURCE:
-                       blendFactor.x = current.x;
-                       blendFactor.y = current.y;
-                       blendFactor.z = current.z;
-                       break;
-               case BLEND_INVSOURCE:
-                       blendFactor.x = Short4(0xFFFFu) - current.x;
-                       blendFactor.y = Short4(0xFFFFu) - current.y;
-                       blendFactor.z = Short4(0xFFFFu) - current.z;
+               case BLEND_INVSOURCE:
+                       blendFactor.x = Short4(0xFFFFu) - current.x;
+                       blendFactor.y = Short4(0xFFFFu) - current.y;
+                       blendFactor.z = Short4(0xFFFFu) - current.z;
                        break;
                case BLEND_DEST:
                        blendFactor.x = pixel.x;
@@ -2343,3688 +924,1792 @@ namespace sw
                        blendFactor.z = blendFactor.x;
                        break;
                case BLEND_CONSTANT:
-                       blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0]));
-                       blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1]));
-                       blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2]));
+                       blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[0]));
+                       blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[1]));
+                       blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[2]));
                        break;
                case BLEND_INVCONSTANT:
-                       blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
-                       blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
-                       blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
-                       break;
-               case BLEND_CONSTANTALPHA:
-                       blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
-                       blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
-                       blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
-                       break;
-               case BLEND_INVCONSTANTALPHA:
-                       blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
-                       blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
-                       blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
-                       break;
-               default:
-                       ASSERT(false);
-               }
-       }
-       
-       void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorAlphaActive)
-       {
-               switch(blendFactorAlphaActive)
-               {
-               case BLEND_ZERO:
-                       // Optimized
-                       break;
-               case BLEND_ONE:
-                       // Optimized
-                       break;
-               case BLEND_SOURCE:
-                       blendFactor.w = current.w;
-                       break;
-               case BLEND_INVSOURCE:
-                       blendFactor.w = Short4(0xFFFFu) - current.w;
-                       break;
-               case BLEND_DEST:
-                       blendFactor.w = pixel.w;
+                       blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
+                       blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
+                       blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
                        break;
-               case BLEND_INVDEST:
-                       blendFactor.w = Short4(0xFFFFu) - pixel.w;
-                       break;
-               case BLEND_SOURCEALPHA:
-                       blendFactor.w = current.w;
-                       break;
-               case BLEND_INVSOURCEALPHA:
-                       blendFactor.w = Short4(0xFFFFu) - current.w;
-                       break;
-               case BLEND_DESTALPHA:
-                       blendFactor.w = pixel.w;
-                       break;
-               case BLEND_INVDESTALPHA:
-                       blendFactor.w = Short4(0xFFFFu) - pixel.w;
-                       break;
-               case BLEND_SRCALPHASAT:
-                       blendFactor.w = Short4(0xFFFFu);
-                       break;
-               case BLEND_CONSTANT:
-               case BLEND_CONSTANTALPHA:
-                       blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
-                       break;
-               case BLEND_INVCONSTANT:
-               case BLEND_INVCONSTANTALPHA:
-                       blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
-                       break;
-               default:
-                       ASSERT(false);
-               }
-       }
-
-       void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x)
-       {
-               if(!state.alphaBlendActive)
-               {
-                       return;
-               }
-                
-               Pointer<Byte> buffer;
-
-               Vector4s pixel;
-               Short4 c01;
-               Short4 c23;
-
-               // Read pixel
-               switch(state.targetFormat[index])
-               {
-               case FORMAT_A8R8G8B8:
-                       buffer = cBuffer + 4 * x;
-                       c01 = *Pointer<Short4>(buffer);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       c23 = *Pointer<Short4>(buffer);
-                       pixel.z = c01;
-                       pixel.y = c01;
-                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
-                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
-                       pixel.x = pixel.z;
-                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
-                       pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
-                       pixel.y = pixel.z;
-                       pixel.w = pixel.x;
-                       pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
-                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
-                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
-                       pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
-                       break;
-               case FORMAT_A8B8G8R8:
-                       buffer = cBuffer + 4 * x;
-                       c01 = *Pointer<Short4>(buffer);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       c23 = *Pointer<Short4>(buffer);
-                       pixel.z = c01;
-                       pixel.y = c01;
-                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
-                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
-                       pixel.x = pixel.z;
-                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
-                       pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
-                       pixel.y = pixel.z;
-                       pixel.w = pixel.x;
-                       pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
-                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
-                       pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
-                       pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
-                       break;
-               case FORMAT_A8:
-                       buffer = cBuffer + 1 * x;
-                       pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1);
-                       pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
-                       pixel.x = Short4(0x0000);
-                       pixel.y = Short4(0x0000);
-                       pixel.z = Short4(0x0000);
-                       break;
-               case FORMAT_X8R8G8B8:
-                       buffer = cBuffer + 4 * x;
-                       c01 = *Pointer<Short4>(buffer);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       c23 = *Pointer<Short4>(buffer);
-                       pixel.z = c01;
-                       pixel.y = c01;
-                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
-                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
-                       pixel.x = pixel.z;
-                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
-                       pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
-                       pixel.y = pixel.z;
-                       pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
-                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
-                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
-                       pixel.w = Short4(0xFFFFu);
-                       break;
-               case FORMAT_X8B8G8R8:
-                       buffer = cBuffer + 4 * x;
-                       c01 = *Pointer<Short4>(buffer);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       c23 = *Pointer<Short4>(buffer);
-                       pixel.z = c01;
-                       pixel.y = c01;
-                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
-                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
-                       pixel.x = pixel.z;
-                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
-                       pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
-                       pixel.y = pixel.z;
-                       pixel.w = pixel.x;
-                       pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
-                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
-                       pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
-                       pixel.w = Short4(0xFFFFu);
-                       break;
-               case FORMAT_A8G8R8B8Q:
-                       UNIMPLEMENTED();
-               //      pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
-               //      pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
-               //      pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
-               //      pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8));
-                       break;
-               case FORMAT_X8G8R8B8Q:
-                       UNIMPLEMENTED();
-               //      pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
-               //      pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
-               //      pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
-               //      pixel.w = Short4(0xFFFFu);
-                       break;
-               case FORMAT_A16B16G16R16:
-                       buffer  = cBuffer;
-                       pixel.x = *Pointer<Short4>(buffer + 8 * x);
-                       pixel.y = *Pointer<Short4>(buffer + 8 * x + 8);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       pixel.z = *Pointer<Short4>(buffer + 8 * x);
-                       pixel.w = *Pointer<Short4>(buffer + 8 * x + 8);
-                       transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
-                       break;
-               case FORMAT_G16R16:
-                       buffer = cBuffer;
-                       pixel.x = *Pointer<Short4>(buffer  + 4 * x);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       pixel.y = *Pointer<Short4>(buffer  + 4 * x);
-                       pixel.z = pixel.x;
-                       pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y));
-                       pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y));
-                       pixel.y = pixel.z;
-                       pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z));
-                       pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z));
-                       pixel.z = Short4(0xFFFFu);
-                       pixel.w = Short4(0xFFFFu);
-                       break;
-               default:
-                       ASSERT(false);
-               }
-
-               if(postBlendSRGB && state.writeSRGB)
-               {
-                       sRGBtoLinear16_16(r, pixel);    
-               }
-
-               // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
-               Vector4s sourceFactor;
-               Vector4s destFactor;
-
-               blendFactor(r, sourceFactor, current, pixel, state.sourceBlendFactor);
-               blendFactor(r, destFactor, current, pixel, state.destBlendFactor);
-
-               if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
-               {
-                       current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x));
-                       current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y));
-                       current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z));
-               }
-       
-               if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
-               {
-                       pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x));
-                       pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y));
-                       pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z));
-               }
-
-               switch(state.blendOperation)
-               {
-               case BLENDOP_ADD:
-                       current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
-                       current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
-                       current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
-                       break;
-               case BLENDOP_SUB:
-                       current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
-                       current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
-                       current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
-                       break;
-               case BLENDOP_INVSUB:
-                       current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x));
-                       current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y));
-                       current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z));
-                       break;
-               case BLENDOP_MIN:
-                       current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x));
-                       current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y));
-                       current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z));
-                       break;
-               case BLENDOP_MAX:
-                       current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x));
-                       current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y));
-                       current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z));
-                       break;
-               case BLENDOP_SOURCE:
-                       // No operation
-                       break;
-               case BLENDOP_DEST:
-                       current.x = pixel.x;
-                       current.y = pixel.y;
-                       current.z = pixel.z;
-                       break;
-               case BLENDOP_NULL:
-                       current.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
-                       current.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
-                       current.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
-                       break;
-               default:
-                       ASSERT(false);
-               }
-
-               blendFactorAlpha(r, sourceFactor, current, pixel, state.sourceBlendFactorAlpha);
-               blendFactorAlpha(r, destFactor, current, pixel, state.destBlendFactorAlpha);
-
-               if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
-               {
-                       current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w));
-               }
-       
-               if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
-               {
-                       pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w));
-               }
-
-               switch(state.blendOperationAlpha)
-               {
-               case BLENDOP_ADD:
-                       current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
-                       break;
-               case BLENDOP_SUB:
-                       current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
-                       break;
-               case BLENDOP_INVSUB:
-                       current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w));
-                       break;
-               case BLENDOP_MIN:
-                       current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w));
-                       break;
-               case BLENDOP_MAX:
-                       current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w));
-                       break;
-               case BLENDOP_SOURCE:
-                       // No operation
-                       break;
-               case BLENDOP_DEST:
-                       current.w = pixel.w;
-                       break;
-               case BLENDOP_NULL:
-                       current.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
-                       break;
-               default:
-                       ASSERT(false);
-               }
-       }
-
-       void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &current, Int &sMask, Int &zMask, Int &cMask)
-       {
-               if(!state.colorWriteActive(index))
-               {
-                       return;
-               }
-
-               if(postBlendSRGB && state.writeSRGB)
-               {
-                       linearToSRGB16_16(r, current);
-               }
-
-               if(exactColorRounding)
-               {
-                       switch(state.targetFormat[index])
-                       {
-                       case FORMAT_X8G8R8B8Q:
-                       case FORMAT_A8G8R8B8Q:
-                       case FORMAT_X8R8G8B8:
-                       case FORMAT_X8B8G8R8:
-                       case FORMAT_A8R8G8B8:
-                       case FORMAT_A8B8G8R8:
-                               {
-                                       current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
-                                       current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
-                                       current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
-                                       current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
-                               }
-                               break;
-                       }
-               }
-
-               int rgbaWriteMask = state.colorWriteActive(index);
-               int bgraWriteMask = rgbaWriteMask & 0x0000000A | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2;
-               int brgaWriteMask = rgbaWriteMask & 0x00000008 | (rgbaWriteMask & 0x00000001) << 1 | (rgbaWriteMask & 0x00000002) << 1 | (rgbaWriteMask & 0x00000004) >> 2;
-
-               switch(state.targetFormat[index])
-               {
-               case FORMAT_X8G8R8B8Q:
-                       UNIMPLEMENTED();
-               //      current.x = As<Short4>(As<UShort4>(current.x) >> 8);
-               //      current.y = As<Short4>(As<UShort4>(current.y) >> 8);
-               //      current.z = As<Short4>(As<UShort4>(current.z) >> 8);
-
-               //      current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
-               //      current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
-                       break;
-               case FORMAT_A8G8R8B8Q:
-                       UNIMPLEMENTED();
-               //      current.x = As<Short4>(As<UShort4>(current.x) >> 8);
-               //      current.y = As<Short4>(As<UShort4>(current.y) >> 8);
-               //      current.z = As<Short4>(As<UShort4>(current.z) >> 8);
-               //      current.w = As<Short4>(As<UShort4>(current.w) >> 8);
-
-               //      current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
-               //      current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
-                       break;
-               case FORMAT_X8R8G8B8:
-               case FORMAT_A8R8G8B8:
-                       if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7)
-                       {
-                               current.x = As<Short4>(As<UShort4>(current.x) >> 8);
-                               current.y = As<Short4>(As<UShort4>(current.y) >> 8);
-                               current.z = As<Short4>(As<UShort4>(current.z) >> 8);
-
-                               current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
-                               current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
-
-                               current.x = current.z;
-                               current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
-                               current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
-                               current.y = current.z;
-                               current.z = As<Short4>(UnpackLow(current.z, current.x));
-                               current.y = As<Short4>(UnpackHigh(current.y, current.x));
-                       }
-                       else
-                       {
-                               current.x = As<Short4>(As<UShort4>(current.x) >> 8);
-                               current.y = As<Short4>(As<UShort4>(current.y) >> 8);
-                               current.z = As<Short4>(As<UShort4>(current.z) >> 8);
-                               current.w = As<Short4>(As<UShort4>(current.w) >> 8);
-
-                               current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
-                               current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
-
-                               current.x = current.z;
-                               current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
-                               current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
-                               current.y = current.z;
-                               current.z = As<Short4>(UnpackLow(current.z, current.x));
-                               current.y = As<Short4>(UnpackHigh(current.y, current.x));
-                       }
-                       break;
-               case FORMAT_X8B8G8R8:
-               case FORMAT_A8B8G8R8:
-                       if(state.targetFormat[index] == FORMAT_X8B8G8R8 || rgbaWriteMask == 0x7)
-                       {
-                               current.x = As<Short4>(As<UShort4>(current.x) >> 8);
-                               current.y = As<Short4>(As<UShort4>(current.y) >> 8);
-                               current.z = As<Short4>(As<UShort4>(current.z) >> 8);
-
-                               current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
-                               current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
-
-                               current.x = current.z;
-                               current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
-                               current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
-                               current.y = current.z;
-                               current.z = As<Short4>(UnpackLow(current.z, current.x));
-                               current.y = As<Short4>(UnpackHigh(current.y, current.x));
-                       }
-                       else
-                       {
-                               current.x = As<Short4>(As<UShort4>(current.x) >> 8);
-                               current.y = As<Short4>(As<UShort4>(current.y) >> 8);
-                               current.z = As<Short4>(As<UShort4>(current.z) >> 8);
-                               current.w = As<Short4>(As<UShort4>(current.w) >> 8);
-
-                               current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
-                               current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
-
-                               current.x = current.z;
-                               current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
-                               current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
-                               current.y = current.z;
-                               current.z = As<Short4>(UnpackLow(current.z, current.x));
-                               current.y = As<Short4>(UnpackHigh(current.y, current.x));
-                       }
-                       break;
-               case FORMAT_A8:
-                       current.w = As<Short4>(As<UShort4>(current.w) >> 8);
-                       current.w = As<Short4>(Pack(As<UShort4>(current.w), As<UShort4>(current.w)));
-                       break;
-               case FORMAT_G16R16:
-                       current.z = current.x;
-                       current.x = As<Short4>(UnpackLow(current.x, current.y));
-                       current.z = As<Short4>(UnpackHigh(current.z, current.y));
-                       current.y = current.z;
-                       break;
-               case FORMAT_A16B16G16R16:
-                       transpose4x4(current.x, current.y, current.z, current.w);
-                       break;
-               case FORMAT_R32F:
-               case FORMAT_G32R32F:
-               case FORMAT_A32B32G32R32F:
-                       {
-                               Vector4f oC;
-
-                               oC.x = convertUnsigned16(UShort4(current.x));
-                               oC.y = convertUnsigned16(UShort4(current.y));
-                               oC.z = convertUnsigned16(UShort4(current.z));
-                               oC.w = convertUnsigned16(UShort4(current.w));
-
-                               writeColor(r, index, cBuffer, x, oC, sMask, zMask, cMask);
-                       }
-                       return;
-               default:
-                       ASSERT(false);
-               }
-
-               Short4 c01 = current.z;
-               Short4 c23 = current.y;
-
-               Int xMask;   // Combination of all masks
-
-               if(state.depthTestActive)
-               {
-                       xMask = zMask;
-               }
-               else
-               {
-                       xMask = cMask;
-               }
-
-               if(state.stencilActive)
-               {
-                       xMask &= sMask;
-               }
-
-               Pointer<Byte> buffer;
-               Short4 value;
-
-               switch(state.targetFormat[index])
-               {
-               case FORMAT_A8G8R8B8Q:
-               case FORMAT_X8G8R8B8Q:   // FIXME: Don't touch alpha?
-                       UNIMPLEMENTED();
-               //      value = *Pointer<Short4>(cBuffer + 8 * x + 0);
-
-               //      if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
-               //         ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
-               //          (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
-               //      {
-               //              Short4 masked = value;
-               //              c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
-               //              masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
-               //              c01 |= masked;
-               //      }
-
-               //      c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
-               //      value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
-               //      c01 |= value;
-               //      *Pointer<Short4>(cBuffer + 8 * x + 0) = c01;
-
-               //      value = *Pointer<Short4>(cBuffer + 8 * x + 8);
-
-               //      if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
-               //         ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
-               //          (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
-               //      {
-               //              Short4 masked = value;
-               //              c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
-               //              masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
-               //              c23 |= masked;
-               //      }
-
-               //      c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
-               //      value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
-               //      c23 |= value;
-               //      *Pointer<Short4>(cBuffer + 8 * x + 8) = c23;
-                       break;
-               case FORMAT_A8R8G8B8:
-               case FORMAT_X8R8G8B8:   // FIXME: Don't touch alpha?
-                       buffer = cBuffer + x * 4;
-                       value = *Pointer<Short4>(buffer);
-
-                       if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
-                          ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
-                           (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
-                       {
-                               Short4 masked = value;
-                               c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
-                               masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
-                               c01 |= masked;
-                       }
-
-                       c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
-                       value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
-                       c01 |= value;
-                       *Pointer<Short4>(buffer) = c01;
-
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       value = *Pointer<Short4>(buffer);
-
-                       if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
-                          ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
-                           (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
-                       {
-                               Short4 masked = value;
-                               c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
-                               masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
-                               c23 |= masked;
-                       }
-
-                       c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
-                       value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
-                       c23 |= value;
-                       *Pointer<Short4>(buffer) = c23;
-                       break;
-               case FORMAT_A8B8G8R8:
-               case FORMAT_X8B8G8R8:   // FIXME: Don't touch alpha?
-                       buffer = cBuffer + x * 4;
-                       value = *Pointer<Short4>(buffer);
-
-                       if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) ||
-                          ((state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x00000007) &&
-                           (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F)))   // FIXME: Need for masking when XBGR && Fh?
-                       {
-                               Short4 masked = value;
-                               c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
-                               masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
-                               c01 |= masked;
-                       }
-
-                       c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
-                       value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
-                       c01 |= value;
-                       *Pointer<Short4>(buffer) = c01;
-
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       value = *Pointer<Short4>(buffer);
-
-                       if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) ||
-                          ((state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x00000007) &&
-                           (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F)))   // FIXME: Need for masking when XBGR && Fh?
-                       {
-                               Short4 masked = value;
-                               c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
-                               masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
-                               c23 |= masked;
-                       }
-
-                       c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
-                       value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
-                       c23 |= value;
-                       *Pointer<Short4>(buffer) = c23;
-                       break;
-               case FORMAT_A8:
-                       if(rgbaWriteMask & 0x00000008)
-                       {
-                               buffer = cBuffer + 1 * x;
-                               Insert(value, *Pointer<Short>(buffer), 0);
-                               Int pitch = *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                               Insert(value, *Pointer<Short>(buffer + pitch), 1);
-                               value = UnpackLow(As<Byte8>(value), As<Byte8>(value));
-
-                               current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q) + 8 * xMask);
-                               value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask);
-                               current.w |= value;
-
-                               *Pointer<Short>(buffer) = Extract(current.w, 0);
-                               *Pointer<Short>(buffer + pitch) = Extract(current.w, 1);
-                       }
-                       break;
-               case FORMAT_G16R16:
-                       buffer = cBuffer + 4 * x;
-
-                       value = *Pointer<Short4>(buffer);
-
-                       if((rgbaWriteMask & 0x00000003) != 0x00000003)
-                       {
-                               Short4 masked = value;
-                               current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
-                               masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
-                               current.x |= masked;
-                       }
-
-                       current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
-                       value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
-                       current.x |= value;
-                       *Pointer<Short4>(buffer) = current.x;
-
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-
-                       value = *Pointer<Short4>(buffer);
-
-                       if((rgbaWriteMask & 0x00000003) != 0x00000003)
-                       {
-                               Short4 masked = value;
-                               current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
-                               masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
-                               current.y |= masked;
-                       }
-
-                       current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
-                       value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
-                       current.y |= value;
-                       *Pointer<Short4>(buffer) = current.y;
-                       break;
-               case FORMAT_A16B16G16R16:
-                       buffer = cBuffer + 8 * x;
-
-                       {
-                               value = *Pointer<Short4>(buffer);
-
-                               if(rgbaWriteMask != 0x0000000F)
-                               {
-                                       Short4 masked = value;
-                                       current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
-                                       masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
-                                       current.x |= masked;
-                               }
-
-                               current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
-                               value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
-                               current.x |= value;
-                               *Pointer<Short4>(buffer) = current.x;
-                       }
-
-                       {
-                               value = *Pointer<Short4>(buffer + 8);
-
-                               if(rgbaWriteMask != 0x0000000F)
-                               {
-                                       Short4 masked = value;
-                                       current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
-                                       masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
-                                       current.y |= masked;
-                               }
-
-                               current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
-                               value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
-                               current.y |= value;
-                               *Pointer<Short4>(buffer + 8) = current.y;
-                       }
-
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-
-                       {
-                               value = *Pointer<Short4>(buffer);
-
-                               if(rgbaWriteMask != 0x0000000F)
-                               {
-                                       Short4 masked = value;
-                                       current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
-                                       masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
-                                       current.z |= masked;
-                               }
-
-                               current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
-                               value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
-                               current.z |= value;
-                               *Pointer<Short4>(buffer) = current.z;
-                       }
-
-                       {
-                               value = *Pointer<Short4>(buffer + 8);
-
-                               if(rgbaWriteMask != 0x0000000F)
-                               {
-                                       Short4 masked = value;
-                                       current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
-                                       masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
-                                       current.w |= masked;
-                               }
-
-                               current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
-                               value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
-                               current.w |= value;
-                               *Pointer<Short4>(buffer + 8) = current.w;
-                       }
-                       break;
-               default:
-                       ASSERT(false);
-               }
-       }
-
-       void PixelRoutine::blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive) 
-       {
-               switch(blendFactorActive)
-               {
-               case BLEND_ZERO:
-                       // Optimized
-                       break;
-               case BLEND_ONE:
-                       // Optimized
-                       break;
-               case BLEND_SOURCE:
-                       blendFactor.x = oC.x;
-                       blendFactor.y = oC.y;
-                       blendFactor.z = oC.z;
-                       break;
-               case BLEND_INVSOURCE:
-                       blendFactor.x = Float4(1.0f) - oC.x;
-                       blendFactor.y = Float4(1.0f) - oC.y;
-                       blendFactor.z = Float4(1.0f) - oC.z;
-                       break;
-               case BLEND_DEST:
-                       blendFactor.x = pixel.x;
-                       blendFactor.y = pixel.y;
-                       blendFactor.z = pixel.z;
-                       break;
-               case BLEND_INVDEST:
-                       blendFactor.x = Float4(1.0f) - pixel.x;
-                       blendFactor.y = Float4(1.0f) - pixel.y;
-                       blendFactor.z = Float4(1.0f) - pixel.z;
-                       break;
-               case BLEND_SOURCEALPHA:
-                       blendFactor.x = oC.w;
-                       blendFactor.y = oC.w;
-                       blendFactor.z = oC.w;
-                       break;
-               case BLEND_INVSOURCEALPHA:
-                       blendFactor.x = Float4(1.0f) - oC.w;
-                       blendFactor.y = Float4(1.0f) - oC.w;
-                       blendFactor.z = Float4(1.0f) - oC.w;
-                       break;
-               case BLEND_DESTALPHA:
-                       blendFactor.x = pixel.w;
-                       blendFactor.y = pixel.w;
-                       blendFactor.z = pixel.w;
-                       break;
-               case BLEND_INVDESTALPHA:
-                       blendFactor.x = Float4(1.0f) - pixel.w;
-                       blendFactor.y = Float4(1.0f) - pixel.w;
-                       blendFactor.z = Float4(1.0f) - pixel.w;
-                       break;
-               case BLEND_SRCALPHASAT:
-                       blendFactor.x = Float4(1.0f) - pixel.w;
-                       blendFactor.x = Min(blendFactor.x, oC.w);
-                       blendFactor.y = blendFactor.x;
-                       blendFactor.z = blendFactor.x;
-                       break;
-               case BLEND_CONSTANT:
-                       blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0]));
-                       blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1]));
-                       blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2]));
-                       break;
-               case BLEND_INVCONSTANT:
-                       blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
-                       blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
-                       blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
-                       break;
-               default:
-                       ASSERT(false);
-               }
-       }
-
-       void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive) 
-       {
-               switch(blendFactorAlphaActive)
-               {
-               case BLEND_ZERO:
-                       // Optimized
-                       break;
-               case BLEND_ONE:
-                       // Optimized
-                       break;
-               case BLEND_SOURCE:
-                       blendFactor.w = oC.w;
-                       break;
-               case BLEND_INVSOURCE:
-                       blendFactor.w = Float4(1.0f) - oC.w;
-                       break;
-               case BLEND_DEST:
-                       blendFactor.w = pixel.w;
-                       break;
-               case BLEND_INVDEST:
-                       blendFactor.w = Float4(1.0f) - pixel.w;
-                       break;
-               case BLEND_SOURCEALPHA:
-                       blendFactor.w = oC.w;
-                       break;
-               case BLEND_INVSOURCEALPHA:
-                       blendFactor.w = Float4(1.0f) - oC.w;
-                       break;
-               case BLEND_DESTALPHA:
-                       blendFactor.w = pixel.w;
-                       break;
-               case BLEND_INVDESTALPHA:
-                       blendFactor.w = Float4(1.0f) - pixel.w;
-                       break;
-               case BLEND_SRCALPHASAT:
-                       blendFactor.w = Float4(1.0f);
-                       break;
-               case BLEND_CONSTANT:
-                       blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3]));
-                       break;
-               case BLEND_INVCONSTANT:
-                       blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
-                       break;
-               default:
-                       ASSERT(false);
-               }
-       }
-
-       void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
-       {
-               if(!state.alphaBlendActive)
-               {
-                       return;
-               }
-
-               Pointer<Byte> buffer;
-               Vector4f pixel;
-
-               Vector4s color;
-               Short4 c01;
-               Short4 c23;
-
-               // Read pixel
-               switch(state.targetFormat[index])
-               {
-               case FORMAT_A8R8G8B8:
-                       buffer = cBuffer + 4 * x;
-                       c01 = *Pointer<Short4>(buffer);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       c23 = *Pointer<Short4>(buffer);
-                       color.z = c01;
-                       color.y = c01;
-                       color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
-                       color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
-                       color.x = color.z;
-                       color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
-                       color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
-                       color.y = color.z;
-                       color.w = color.x;
-                       color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
-                       color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
-                       color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
-                       color.w = UnpackHigh(As<Byte8>(color.w), As<Byte8>(color.w));
-
-                       pixel.x = convertUnsigned16(As<UShort4>(color.x));
-                       pixel.y = convertUnsigned16(As<UShort4>(color.y));
-                       pixel.z = convertUnsigned16(As<UShort4>(color.z));
-                       pixel.w = convertUnsigned16(As<UShort4>(color.w));
-                       break;
-               case FORMAT_A8B8G8R8:
-                       buffer = cBuffer + 4 * x;
-                       c01 = *Pointer<Short4>(buffer);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       c23 = *Pointer<Short4>(buffer);
-                       color.z = c01;
-                       color.y = c01;
-                       color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
-                       color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
-                       color.x = color.z;
-                       color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
-                       color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
-                       color.y = color.z;
-                       color.w = color.x;
-                       color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
-                       color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
-                       color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
-                       color.w = UnpackHigh(As<Byte8>(color.w), As<Byte8>(color.w));
-
-                       pixel.x = convertUnsigned16(As<UShort4>(color.z));
-                       pixel.y = convertUnsigned16(As<UShort4>(color.y));
-                       pixel.z = convertUnsigned16(As<UShort4>(color.x));
-                       pixel.w = convertUnsigned16(As<UShort4>(color.w));
-                       break;
-               case FORMAT_X8R8G8B8:
-                       buffer = cBuffer + 4 * x;
-                       c01 = *Pointer<Short4>(buffer);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       c23 = *Pointer<Short4>(buffer);
-                       color.z = c01;
-                       color.y = c01;
-                       color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
-                       color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
-                       color.x = color.z;
-                       color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
-                       color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
-                       color.y = color.z;
-                       color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
-                       color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
-                       color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
-
-                       pixel.x = convertUnsigned16(As<UShort4>(color.x));
-                       pixel.y = convertUnsigned16(As<UShort4>(color.y));
-                       pixel.z = convertUnsigned16(As<UShort4>(color.z));
-                       pixel.w = Float4(1.0f);
-                       break;
-               case FORMAT_X8B8G8R8:
-                       buffer = cBuffer + 4 * x;
-                       c01 = *Pointer<Short4>(buffer);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       c23 = *Pointer<Short4>(buffer);
-                       color.z = c01;
-                       color.y = c01;
-                       color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
-                       color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
-                       color.x = color.z;
-                       color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
-                       color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
-                       color.y = color.z;
-                       color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
-                       color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
-                       color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
-
-                       pixel.x = convertUnsigned16(As<UShort4>(color.z));
-                       pixel.y = convertUnsigned16(As<UShort4>(color.y));
-                       pixel.z = convertUnsigned16(As<UShort4>(color.x));
-                       pixel.w = Float4(1.0f);
-                       break;
-               case FORMAT_A8:
-                       buffer = cBuffer + 1 * x;
-                       c01 = Insert(c01, *Pointer<Short>(buffer), 0);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       c01 = Insert(c01, *Pointer<Short>(buffer), 1);
-                       pixel.w = convertUnsigned16(As<UShort4>(UnpackLow(As<Byte8>(c01), As<Byte8>(c01))));
-                       pixel.x = Float4(0.0f);
-                       pixel.y = Float4(0.0f);
-                       pixel.z = Float4(0.0f);
-                       break;
-               case FORMAT_A8G8R8B8Q:
-                       UNIMPLEMENTED();
-               //      UnpackLow(pixel.z, qword_ptr [cBuffer+8*x+0]);
-               //      UnpackHigh(pixel.x, qword_ptr [cBuffer+8*x+0]);
-               //      UnpackLow(pixel.y, qword_ptr [cBuffer+8*x+8]);
-               //      UnpackHigh(pixel.w, qword_ptr [cBuffer+8*x+8]);
-                       break;
-               case FORMAT_X8G8R8B8Q:
-                       UNIMPLEMENTED();
-               //      UnpackLow(pixel.z, qword_ptr [cBuffer+8*x+0]);
-               //      UnpackHigh(pixel.x, qword_ptr [cBuffer+8*x+0]);
-               //      UnpackLow(pixel.y, qword_ptr [cBuffer+8*x+8]);
-               //      pixel.w = Short4(0xFFFFu);
-                       break;
-               case FORMAT_A16B16G16R16:
-                       buffer  = cBuffer;
-                       color.x = *Pointer<Short4>(buffer + 8 * x);
-                       color.y = *Pointer<Short4>(buffer + 8 * x + 8);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       color.z = *Pointer<Short4>(buffer + 8 * x);
-                       color.w = *Pointer<Short4>(buffer + 8 * x + 8);
-                       
-                       transpose4x4(color.x, color.y, color.z, color.w);
-
-                       pixel.x = convertUnsigned16(As<UShort4>(color.x));
-                       pixel.y = convertUnsigned16(As<UShort4>(color.y));
-                       pixel.z = convertUnsigned16(As<UShort4>(color.z));
-                       pixel.w = convertUnsigned16(As<UShort4>(color.w));
-                       break;
-               case FORMAT_G16R16:
-                       buffer = cBuffer;
-                       color.x = *Pointer<Short4>(buffer  + 4 * x);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       color.y = *Pointer<Short4>(buffer  + 4 * x);
-                       color.z = color.x;
-                       color.x = As<Short4>(UnpackLow(color.x, color.y));
-                       color.z = As<Short4>(UnpackHigh(color.z, color.y));
-                       color.y = color.z;
-                       color.x = As<Short4>(UnpackLow(color.x, color.z));
-                       color.y = As<Short4>(UnpackHigh(color.y, color.z));
-                       
-                       pixel.x = convertUnsigned16(As<UShort4>(color.x));
-                       pixel.y = convertUnsigned16(As<UShort4>(color.y));
-                       pixel.z = Float4(1.0f);
-                       pixel.w = Float4(1.0f);
-                       break;
-               case FORMAT_R32F:
-                       buffer = cBuffer;
-                       // FIXME: movlps
-                       pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0);
-                       pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       // FIXME: movhps
-                       pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0);
-                       pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4);
-                       pixel.y = Float4(1.0f);
-                       pixel.z = Float4(1.0f);
-                       pixel.w = Float4(1.0f);
-                       break;
-               case FORMAT_G32R32F:
-                       buffer = cBuffer;
-                       pixel.x = *Pointer<Float4>(buffer + 8 * x, 16);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       pixel.y = *Pointer<Float4>(buffer + 8 * x, 16);
-                       pixel.z = pixel.x;
-                       pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88);
-                       pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD);
-                       pixel.y = pixel.z;
-                       pixel.z = Float4(1.0f);
-                       pixel.w = Float4(1.0f);
-                       break;
-               case FORMAT_A32B32G32R32F:
-                       buffer = cBuffer;
-                       pixel.x = *Pointer<Float4>(buffer + 16 * x, 16);
-                       pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-                       pixel.z = *Pointer<Float4>(buffer + 16 * x, 16);
-                       pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16);
-                       transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
-                       break;
-               default:
-                       ASSERT(false);
-               }
-
-               if(postBlendSRGB && state.writeSRGB)
-               {
-                       sRGBtoLinear(pixel.x);
-                       sRGBtoLinear(pixel.y);
-                       sRGBtoLinear(pixel.z);
-               }
-
-               // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
-               Vector4f sourceFactor;
-               Vector4f destFactor;
-
-               blendFactor(r, sourceFactor, oC, pixel, state.sourceBlendFactor);
-               blendFactor(r, destFactor, oC, pixel, state.destBlendFactor);
-
-               if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
-               {
-                       oC.x *= sourceFactor.x;
-                       oC.y *= sourceFactor.y;
-                       oC.z *= sourceFactor.z;
-               }
-       
-               if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
-               {
-                       pixel.x *= destFactor.x;
-                       pixel.y *= destFactor.y;
-                       pixel.z *= destFactor.z;
-               }
-
-               switch(state.blendOperation)
-               {
-               case BLENDOP_ADD:
-                       oC.x += pixel.x;
-                       oC.y += pixel.y;
-                       oC.z += pixel.z;
-                       break;
-               case BLENDOP_SUB:
-                       oC.x -= pixel.x;
-                       oC.y -= pixel.y;
-                       oC.z -= pixel.z;
-                       break;
-               case BLENDOP_INVSUB:
-                       oC.x = pixel.x - oC.x;
-                       oC.y = pixel.y - oC.y;
-                       oC.z = pixel.z - oC.z;
-                       break;
-               case BLENDOP_MIN:
-                       oC.x = Min(oC.x, pixel.x);
-                       oC.y = Min(oC.y, pixel.y);
-                       oC.z = Min(oC.z, pixel.z);
-                       break;
-               case BLENDOP_MAX:
-                       oC.x = Max(oC.x, pixel.x);
-                       oC.y = Max(oC.y, pixel.y);
-                       oC.z = Max(oC.z, pixel.z);
-                       break;
-               case BLENDOP_SOURCE:
-                       // No operation
-                       break;
-               case BLENDOP_DEST:
-                       oC.x = pixel.x;
-                       oC.y = pixel.y;
-                       oC.z = pixel.z;
-                       break;
-               case BLENDOP_NULL:
-                       oC.x = Float4(0.0f);
-                       oC.y = Float4(0.0f);
-                       oC.z = Float4(0.0f);
-                       break;
-               default:
-                       ASSERT(false);
-               }
-
-               blendFactorAlpha(r, sourceFactor, oC, pixel, state.sourceBlendFactorAlpha);
-               blendFactorAlpha(r, destFactor, oC, pixel, state.destBlendFactorAlpha);
-
-               if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
-               {
-                       oC.w *= sourceFactor.w;
-               }
-       
-               if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
-               {
-                       pixel.w *= destFactor.w;
-               }
-
-               switch(state.blendOperationAlpha)
-               {
-               case BLENDOP_ADD:
-                       oC.w += pixel.w;
-                       break;
-               case BLENDOP_SUB:
-                       oC.w -= pixel.w;
-                       break;
-               case BLENDOP_INVSUB:
-                       pixel.w -= oC.w;
-                       oC.w = pixel.w;
-                       break;
-               case BLENDOP_MIN:       
-                       oC.w = Min(oC.w, pixel.w);
-                       break;
-               case BLENDOP_MAX:       
-                       oC.w = Max(oC.w, pixel.w);
-                       break;
-               case BLENDOP_SOURCE:
-                       // No operation
-                       break;
-               case BLENDOP_DEST:
-                       oC.w = pixel.w;
-                       break;
-               case BLENDOP_NULL:
-                       oC.w = Float4(0.0f);
-                       break;
-               default:
-                       ASSERT(false);
-               }
-       }
-
-       void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
-       {
-               if(!state.colorWriteActive(index))
-               {
-                       return;
-               }
-
-               Vector4s color;
-
-               switch(state.targetFormat[index])
-               {
-               case FORMAT_X8R8G8B8:
-               case FORMAT_X8B8G8R8:
-               case FORMAT_A8R8G8B8:
-               case FORMAT_A8B8G8R8:
-               case FORMAT_A8:
-               case FORMAT_G16R16:
-               case FORMAT_A16B16G16R16:
-                       convertFixed16(color, oC, true);
-                       writeColor(r, index, cBuffer, x, color, sMask, zMask, cMask);
-                       return;
-               case FORMAT_R32F:
-                       break;
-               case FORMAT_G32R32F:
-                       oC.z = oC.x;
-                       oC.x = UnpackLow(oC.x, oC.y);
-                       oC.z = UnpackHigh(oC.z, oC.y);
-                       oC.y = oC.z;
-                       break;
-               case FORMAT_A32B32G32R32F:
-                       transpose4x4(oC.x, oC.y, oC.z, oC.w);
-                       break;
-               default:
-                       ASSERT(false);
-               }
-
-               int rgbaWriteMask = state.colorWriteActive(index);
-
-               Int xMask;   // Combination of all masks
-
-               if(state.depthTestActive)
-               {
-                       xMask = zMask;
-               }
-               else
-               {
-                       xMask = cMask;
-               }
-
-               if(state.stencilActive)
-               {
-                       xMask &= sMask;
-               }
-
-               Pointer<Byte> buffer;
-               Float4 value;
-
-               switch(state.targetFormat[index])
-               {
-               case FORMAT_R32F:
-                       if(rgbaWriteMask & 0x00000001)
-                       {
-                               buffer = cBuffer + 4 * x;
-
-                               // FIXME: movlps
-                               value.x = *Pointer<Float>(buffer + 0);
-                               value.y = *Pointer<Float>(buffer + 4);
-
-                               buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-
-                               // FIXME: movhps
-                               value.z = *Pointer<Float>(buffer + 0);
-                               value.w = *Pointer<Float>(buffer + 4);
-
-                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
-                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
-                               oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
-
-                               // FIXME: movhps
-                               *Pointer<Float>(buffer + 0) = oC.x.z;
-                               *Pointer<Float>(buffer + 4) = oC.x.w;
-
-                               buffer -= *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-
-                               // FIXME: movlps
-                               *Pointer<Float>(buffer + 0) = oC.x.x;
-                               *Pointer<Float>(buffer + 4) = oC.x.y;
-                       }
-                       break;
-               case FORMAT_G32R32F:
-                       buffer = cBuffer + 8 * x;
-
-                       value = *Pointer<Float4>(buffer);
-
-                       if((rgbaWriteMask & 0x00000003) != 0x00000003)
-                       {
-                               Float4 masked = value;
-                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
-                               masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
-                               oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
-                       }
-
-                       oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
-                       value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
-                       oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
-                       *Pointer<Float4>(buffer) = oC.x;
-
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-
-                       value = *Pointer<Float4>(buffer);
-
-                       if((rgbaWriteMask & 0x00000003) != 0x00000003)
-                       {
-                               Float4 masked;
-
-                               masked = value;
-                               oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
-                               masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
-                               oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
-                       }
-
-                       oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
-                       value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
-                       oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
-                       *Pointer<Float4>(buffer) = oC.y;
-                       break;
-               case FORMAT_A32B32G32R32F:
-                       buffer = cBuffer + 16 * x;
-
-                       {
-                               value = *Pointer<Float4>(buffer, 16);
-
-                               if(rgbaWriteMask != 0x0000000F)
-                               {
-                                       Float4 masked = value;
-                                       oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
-                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
-                                       oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
-                               }
-                               
-                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
-                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
-                               oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
-                               *Pointer<Float4>(buffer, 16) = oC.x;
-                       }
-
-                       {
-                               value = *Pointer<Float4>(buffer + 16, 16);
-
-                               if(rgbaWriteMask != 0x0000000F)
-                               {       
-                                       Float4 masked = value;
-                                       oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
-                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
-                                       oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
-                               }
-
-                               oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
-                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
-                               oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
-                               *Pointer<Float4>(buffer + 16, 16) = oC.y;
-                       }
-
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-
-                       {
-                               value = *Pointer<Float4>(buffer, 16);
-
-                               if(rgbaWriteMask != 0x0000000F)
-                               {
-                                       Float4 masked = value;
-                                       oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
-                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
-                                       oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked));
-                               }
-
-                               oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
-                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
-                               oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value));
-                               *Pointer<Float4>(buffer, 16) = oC.z;
-                       }
-
-                       {
-                               value = *Pointer<Float4>(buffer + 16, 16);
-
-                               if(rgbaWriteMask != 0x0000000F)
-                               {
-                                       Float4 masked = value;
-                                       oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
-                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
-                                       oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked));
-                               }
-
-                               oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
-                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
-                               oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value));
-                               *Pointer<Float4>(buffer + 16, 16) = oC.w;
-                       }
-                       break;
-               default:
-                       ASSERT(false);
-               }
-       }
-
-       void PixelRoutine::ps_1_x(Registers &r, Int cMask[4])
-       {
-               int pad = 0;        // Count number of texm3x3pad instructions
-               Vector4s dPairing;   // Destination for first pairing instruction
-
-               for(size_t i = 0; i < shader->getLength(); i++)
-               {
-                       const Shader::Instruction *instruction = shader->getInstruction(i);
-                       Shader::Opcode opcode = instruction->opcode;
-
-               //      #ifndef NDEBUG   // FIXME: Centralize debug output control
-               //              shader->printInstruction(i, "debug.txt");
-               //      #endif
-
-                       if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
-                       {
-                               continue;
-                       }
-
-                       const Dst &dst = instruction->dst;
-                       const Src &src0 = instruction->src[0];
-                       const Src &src1 = instruction->src[1];
-                       const Src &src2 = instruction->src[2];
-
-                       unsigned short version = shader->getVersion();
-                       bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue;   // First instruction of pair
-                       bool coissue = instruction->coissue;                                                              // Second instruction of pair
-
-                       Vector4s d;
-                       Vector4s s0;
-                       Vector4s s1;
-                       Vector4s s2;
-
-                       if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(r, src0);
-                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(r, src1);
-                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(r, src2);
-
-                       Float4 u = version < 0x0104 ? r.vf[2 + dst.index].x : r.vf[2 + src0.index].x;
-                       Float4 v = version < 0x0104 ? r.vf[2 + dst.index].y : r.vf[2 + src0.index].y;
-                       Float4 s = version < 0x0104 ? r.vf[2 + dst.index].z : r.vf[2 + src0.index].z;
-                       Float4 t = version < 0x0104 ? r.vf[2 + dst.index].w : r.vf[2 + src0.index].w;
-
-                       switch(opcode)
-                       {
-                       case Shader::OPCODE_PS_1_0:                                                                                                                     break;
-                       case Shader::OPCODE_PS_1_1:                                                                                                                     break;
-                       case Shader::OPCODE_PS_1_2:                                                                                                                     break;
-                       case Shader::OPCODE_PS_1_3:                                                                                                                     break;
-                       case Shader::OPCODE_PS_1_4:                                                                                                                     break;
-
-                       case Shader::OPCODE_DEF:                                                                                                                        break;
-
-                       case Shader::OPCODE_NOP:                                                                                                                        break;
-                       case Shader::OPCODE_MOV:                        MOV(d, s0);                                                                             break;
-                       case Shader::OPCODE_ADD:                        ADD(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_SUB:                        SUB(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_MAD:                        MAD(d, s0, s1, s2);                                                             break;
-                       case Shader::OPCODE_MUL:                        MUL(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_DP3:                        DP3(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_DP4:                        DP4(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_LRP:                        LRP(d, s0, s1, s2);                                                             break;
-                       case Shader::OPCODE_TEXCOORD:
-                               if(version < 0x0104)
-                               {
-                                       TEXCOORD(d, u, v, s, dst.index);
-                               }
-                               else
-                               {
-                                       if((src0.swizzle & 0x30) == 0x20)   // .xyz
-                                       {
-                                               TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
-                                       }
-                                       else   // .xyw
-                                       {
-                                               TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
-                                       }
-                               }
-                               break;
-                       case Shader::OPCODE_TEXKILL:
-                               if(version < 0x0104)
-                               {
-                                       TEXKILL(cMask, u, v, s);
-                               }
-                               else if(version == 0x0104)
-                               {
-                                       if(dst.type == Shader::PARAMETER_TEXTURE)
-                                       {
-                                               TEXKILL(cMask, u, v, s);
-                                       }
-                                       else
-                                       {
-                                               TEXKILL(cMask, r.rs[dst.index]);
-                                       }
-                               }
-                               else ASSERT(false);
-                               break;
-                       case Shader::OPCODE_TEX:
-                               if(version < 0x0104)
-                               {
-                                       TEX(r, d, u, v, s, dst.index, false);
-                               }
-                               else if(version == 0x0104)
-                               {
-                                       if(src0.type == Shader::PARAMETER_TEXTURE)
-                                       {
-                                               if((src0.swizzle & 0x30) == 0x20)   // .xyz
-                                               {
-                                                       TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
-                                               }
-                                               else   // .xyw
-                                               {
-                                                       TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
-                                               }
-                                       }
-                                       else
-                                       {
-                                               TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
-                                       }
-                               }
-                               else ASSERT(false);
-                               break;
-                       case Shader::OPCODE_TEXBEM:                     TEXBEM(r, d, s0, u, v, s, dst.index);   break;
-                       case Shader::OPCODE_TEXBEML:            TEXBEML(r, d, s0, u, v, s, dst.index);  break;
-                       case Shader::OPCODE_TEXREG2AR:          TEXREG2AR(r, d, s0, dst.index);                                 break;
-                       case Shader::OPCODE_TEXREG2GB:          TEXREG2GB(r, d, s0, dst.index);                                 break;
-                       case Shader::OPCODE_TEXM3X2PAD:         TEXM3X2PAD(r, u, v, s, s0, 0, src0.modifier == Shader::MODIFIER_SIGN);  break;
-                       case Shader::OPCODE_TEXM3X2TEX:         TEXM3X2TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN);       break;
-                       case Shader::OPCODE_TEXM3X3PAD:         TEXM3X3PAD(r, u, v, s, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN);  break;
-                       case Shader::OPCODE_TEXM3X3TEX:         TEXM3X3TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN);       break;
-                       case Shader::OPCODE_TEXM3X3SPEC:        TEXM3X3SPEC(r, d, u, v, s, dst.index, s0, s1);          break;
-                       case Shader::OPCODE_TEXM3X3VSPEC:       TEXM3X3VSPEC(r, d, u, v, s, dst.index, s0);             break;
-                       case Shader::OPCODE_CND:                        CND(d, s0, s1, s2);                                                             break;
-                       case Shader::OPCODE_TEXREG2RGB:         TEXREG2RGB(r, d, s0, dst.index);                                break;
-                       case Shader::OPCODE_TEXDP3TEX:          TEXDP3TEX(r, d, u, v, s, dst.index, s0);        break;
-                       case Shader::OPCODE_TEXM3X2DEPTH:       TEXM3X2DEPTH(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN);        break;
-                       case Shader::OPCODE_TEXDP3:                     TEXDP3(r, d, u, v, s, s0);                              break;
-                       case Shader::OPCODE_TEXM3X3:            TEXM3X3(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN);     break;
-                       case Shader::OPCODE_TEXDEPTH:           TEXDEPTH(r);                                                                    break;
-                       case Shader::OPCODE_CMP0:                       CMP(d, s0, s1, s2);                                                             break;
-                       case Shader::OPCODE_BEM:                        BEM(r, d, s0, s1, dst.index);                                   break;
-                       case Shader::OPCODE_PHASE:                                                                                                                      break;
-                       case Shader::OPCODE_END:                                                                                                                        break;
-                       default:
-                               ASSERT(false);
-                       }
-
-                       if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL)
-                       {
-                               if(dst.shift > 0)
-                               {
-                                       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);}
-                                       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);}
-                                       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);}
-                                       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);}
-                               }
-                               else if(dst.shift < 0)
-                               {
-                                       if(dst.mask & 0x1) d.x = d.x >> -dst.shift;
-                                       if(dst.mask & 0x2) d.y = d.y >> -dst.shift;
-                                       if(dst.mask & 0x4) d.z = d.z >> -dst.shift;
-                                       if(dst.mask & 0x8) d.w = d.w >> -dst.shift;
-                               }
-
-                               if(dst.saturate)
-                               {
-                                       if(dst.mask & 0x1) {d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
-                                       if(dst.mask & 0x2) {d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
-                                       if(dst.mask & 0x4) {d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
-                                       if(dst.mask & 0x8) {d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
-                               }
-
-                               if(pairing)
-                               {
-                                       if(dst.mask & 0x1) dPairing.x = d.x;
-                                       if(dst.mask & 0x2) dPairing.y = d.y;
-                                       if(dst.mask & 0x4) dPairing.z = d.z;
-                                       if(dst.mask & 0x8) dPairing.w = d.w;
-                               }
-                       
-                               if(coissue)
-                               {
-                                       const Dst &dst = shader->getInstruction(i - 1)->dst;
-
-                                       writeDestination(r, dPairing, dst);
-                               }
-                       
-                               if(!pairing)
-                               {
-                                       writeDestination(r, d, dst);
-                               }
-                       }
-               }
-       }
-
-       void PixelRoutine::ps_2_x(Registers &r, Int cMask[4])
-       {
-               r.enableIndex = 0;
-               r.stackIndex = 0;
-
-               if(shader->containsLeaveInstruction())
-               {
-                       r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
-               }
-
-               bool out[4][4] = {false};
-
-               // Create all call site return blocks up front
-               for(size_t i = 0; i < shader->getLength(); i++)
-               {
-                       const Shader::Instruction *instruction = shader->getInstruction(i);
-                       Shader::Opcode opcode = instruction->opcode;
-
-                       if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
-                       {
-                               const Dst &dst = instruction->dst;
-
-                               ASSERT(callRetBlock[dst.label].size() == dst.callSite);
-                               callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
-                       }
-               }
-               
-               for(size_t i = 0; i < shader->getLength(); i++)
-               {
-                       const Shader::Instruction *instruction = shader->getInstruction(i);
-                       Shader::Opcode opcode = instruction->opcode;
-
-                       if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
-                       {
-                               continue;
-                       }
-
-                       const Dst &dst = instruction->dst;
-                       const Src &src0 = instruction->src[0];
-                       const Src &src1 = instruction->src[1];
-                       const Src &src2 = instruction->src[2];
-                       const Src &src3 = instruction->src[3];
-
-                       bool predicate = instruction->predicate;
-                       Control control = instruction->control;
-                       bool pp = dst.partialPrecision;
-                       bool project = instruction->project;
-                       bool bias = instruction->bias;
-
-                       Vector4f d;
-                       Vector4f s0;
-                       Vector4f s1;
-                       Vector4f s2;
-                       Vector4f s3;
-
-                       if(opcode == Shader::OPCODE_TEXKILL)   // Takes destination as input
-                       {
-                               if(dst.type == Shader::PARAMETER_TEXTURE)
-                               {
-                                       d.x = r.vf[2 + dst.index].x;
-                                       d.y = r.vf[2 + dst.index].y;
-                                       d.z = r.vf[2 + dst.index].z;
-                                       d.w = r.vf[2 + dst.index].w;
-                               }
-                               else
-                               {
-                                       d = r.rf[dst.index];
-                               }
-                       }
-
-                       if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(r, src0);
-                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1);
-                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(r, src2);
-                       if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(r, src3);
-
-                       switch(opcode)
-                       {
-                       case Shader::OPCODE_PS_2_0:                                                                                                             break;
-                       case Shader::OPCODE_PS_2_x:                                                                                                             break;
-                       case Shader::OPCODE_PS_3_0:                                                                                                             break;
-                       case Shader::OPCODE_DEF:                                                                                                                break;
-                       case Shader::OPCODE_DCL:                                                                                                                break;
-                       case Shader::OPCODE_NOP:                                                                                                                break;
-                       case Shader::OPCODE_MOV:                mov(d, s0);                                                                             break;
-                       case Shader::OPCODE_F2B:                f2b(d, s0);                                                                             break;
-                       case Shader::OPCODE_B2F:                b2f(d, s0);                                                                             break;
-                       case Shader::OPCODE_ADD:                add(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_SUB:                sub(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_MUL:                mul(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_MAD:                mad(d, s0, s1, s2);                                                             break;
-                       case Shader::OPCODE_DP1:                dp1(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_DP2:                dp2(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_DP2ADD:             dp2add(d, s0, s1, s2);                                                  break;
-                       case Shader::OPCODE_DP3:                dp3(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_DP4:                dp4(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_CMP0:               cmp0(d, s0, s1, s2);                                                    break;
-                       case Shader::OPCODE_ICMP:               icmp(d, s0, s1, control);                                               break;
-                       case Shader::OPCODE_SELECT:             select(d, s0, s1, s2);                                                  break;
-                       case Shader::OPCODE_EXTRACT:    extract(d.x, s0, s1.x);                                                 break;
-                       case Shader::OPCODE_INSERT:             insert(d, s0, s1.x, s2.x);                                              break;
-                       case Shader::OPCODE_FRC:                frc(d, s0);                                                                             break;
-                       case Shader::OPCODE_TRUNC:      trunc(d, s0);                                   break;
-                       case Shader::OPCODE_FLOOR:      floor(d, s0);                                   break;
-                       case Shader::OPCODE_ROUND:              round(d, s0);                                   break;
-                       case Shader::OPCODE_CEIL:       ceil(d, s0);                                    break;
-                       case Shader::OPCODE_EXP2X:              exp2x(d, s0, pp);                                                               break;
-                       case Shader::OPCODE_EXP2:               exp2(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_LOG2X:              log2x(d, s0, pp);                                                               break;
-                       case Shader::OPCODE_LOG2:               log2(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_EXP:                exp(d, s0, pp);                                                                 break;
-                       case Shader::OPCODE_LOG:                log(d, s0, pp);                                                                 break;
-                       case Shader::OPCODE_RCPX:               rcpx(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_DIV:                div(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_MOD:                mod(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_RSQX:               rsqx(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_SQRT:               sqrt(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_RSQ:                rsq(d, s0, pp);                                                                 break;
-                       case Shader::OPCODE_LEN2:               len2(d.x, s0, pp);                                                              break;
-                       case Shader::OPCODE_LEN3:               len3(d.x, s0, pp);                                                              break;
-                       case Shader::OPCODE_LEN4:               len4(d.x, s0, pp);                                                              break;
-                       case Shader::OPCODE_DIST1:              dist1(d.x, s0, s1, pp);                                                 break;
-                       case Shader::OPCODE_DIST2:              dist2(d.x, s0, s1, pp);                                                 break;
-                       case Shader::OPCODE_DIST3:              dist3(d.x, s0, s1, pp);                                                 break;
-                       case Shader::OPCODE_DIST4:              dist4(d.x, s0, s1, pp);                                                 break;
-                       case Shader::OPCODE_MIN:                min(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_MAX:                max(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_LRP:                lrp(d, s0, s1, s2);                                                             break;
-                       case Shader::OPCODE_STEP:               step(d, s0, s1);                                                                break;
-                       case Shader::OPCODE_SMOOTH:             smooth(d, s0, s1, s2);                                                  break;
-                       case Shader::OPCODE_POWX:               powx(d, s0, s1, pp);                                                    break;
-                       case Shader::OPCODE_POW:                pow(d, s0, s1, pp);                                                             break;
-                       case Shader::OPCODE_SGN:                sgn(d, s0);                                                                             break;
-                       case Shader::OPCODE_CRS:                crs(d, s0, s1);                                                                 break;
-                       case Shader::OPCODE_FORWARD1:   forward1(d, s0, s1, s2);                                                break;
-                       case Shader::OPCODE_FORWARD2:   forward2(d, s0, s1, s2);                                                break;
-                       case Shader::OPCODE_FORWARD3:   forward3(d, s0, s1, s2);                                                break;
-                       case Shader::OPCODE_FORWARD4:   forward4(d, s0, s1, s2);                                                break;
-                       case Shader::OPCODE_REFLECT1:   reflect1(d, s0, s1);                                                    break;
-                       case Shader::OPCODE_REFLECT2:   reflect2(d, s0, s1);                                                    break;
-                       case Shader::OPCODE_REFLECT3:   reflect3(d, s0, s1);                                                    break;
-                       case Shader::OPCODE_REFLECT4:   reflect4(d, s0, s1);                                                    break;
-                       case Shader::OPCODE_REFRACT1:   refract1(d, s0, s1, s2.x);                                              break;
-                       case Shader::OPCODE_REFRACT2:   refract2(d, s0, s1, s2.x);                                              break;
-                       case Shader::OPCODE_REFRACT3:   refract3(d, s0, s1, s2.x);                                              break;
-                       case Shader::OPCODE_REFRACT4:   refract4(d, s0, s1, s2.x);                                              break;
-                       case Shader::OPCODE_NRM2:               nrm2(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_NRM3:               nrm3(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_NRM4:               nrm4(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_ABS:                abs(d, s0);                                                                             break;
-                       case Shader::OPCODE_SINCOS:             sincos(d, s0, pp);                                                              break;
-                       case Shader::OPCODE_COS:                cos(d, s0, pp);                                                                 break;
-                       case Shader::OPCODE_SIN:                sin(d, s0, pp);                                                                 break;
-                       case Shader::OPCODE_TAN:                tan(d, s0, pp);                                                                 break;
-                       case Shader::OPCODE_ACOS:               acos(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_ASIN:               asin(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_ATAN:               atan(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_ATAN2:              atan2(d, s0, s1, pp);                                                   break;
-                       case Shader::OPCODE_COSH:               cosh(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_SINH:               sinh(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_TANH:               tanh(d, s0, pp);                                                                break;
-                       case Shader::OPCODE_ACOSH:              acosh(d, s0, pp);                                                               break;
-                       case Shader::OPCODE_ASINH:              asinh(d, s0, pp);                                                               break;
-                       case Shader::OPCODE_ATANH:              atanh(d, s0, pp);                                                               break;
-                       case Shader::OPCODE_M4X4:               M4X4(r, d, s0, src1);                                                   break;
-                       case Shader::OPCODE_M4X3:               M4X3(r, d, s0, src1);                                                   break;
-                       case Shader::OPCODE_M3X4:               M3X4(r, d, s0, src1);                                                   break;
-                       case Shader::OPCODE_M3X3:               M3X3(r, d, s0, src1);                                                   break;
-                       case Shader::OPCODE_M3X2:               M3X2(r, d, s0, src1);                                                   break;
-                       case Shader::OPCODE_TEX:                TEXLD(r, d, s0, src1, project, bias);                   break;
-                       case Shader::OPCODE_TEXLDD:             TEXLDD(r, d, s0, src1, s2, s3, project, bias);  break;
-                       case Shader::OPCODE_TEXLDL:             TEXLDL(r, d, s0, src1, project, bias);                  break;
-                       case Shader::OPCODE_TEXKILL:    TEXKILL(cMask, d, dst.mask);                                    break;
-                       case Shader::OPCODE_DISCARD:    DISCARD(r, cMask, instruction);                                 break;
-                       case Shader::OPCODE_DFDX:               DFDX(d, s0);                                                                    break;
-                       case Shader::OPCODE_DFDY:               DFDY(d, s0);                                                                    break;
-                       case Shader::OPCODE_FWIDTH:             FWIDTH(d, s0);                                                                  break;
-                       case Shader::OPCODE_BREAK:              BREAK(r);                                                                               break;
-                       case Shader::OPCODE_BREAKC:             BREAKC(r, s0, s1, control);                                             break;
-                       case Shader::OPCODE_BREAKP:             BREAKP(r, src0);                                                                break;
-                       case Shader::OPCODE_CONTINUE:   CONTINUE(r);                                                                    break;
-                       case Shader::OPCODE_TEST:               TEST();                                                                                 break;
-                       case Shader::OPCODE_CALL:               CALL(r, dst.label, dst.callSite);               break;
-                       case Shader::OPCODE_CALLNZ:             CALLNZ(r, dst.label, dst.callSite, src0);       break;
-                       case Shader::OPCODE_ELSE:               ELSE(r);                                                                                break;
-                       case Shader::OPCODE_ENDIF:              ENDIF(r);                                                                               break;
-                       case Shader::OPCODE_ENDLOOP:    ENDLOOP(r);                                                                             break;
-                       case Shader::OPCODE_ENDREP:             ENDREP(r);                                                                              break;
-                       case Shader::OPCODE_ENDWHILE:   ENDWHILE(r);                                                            break;
-                       case Shader::OPCODE_IF:                 IF(r, src0);                                                                    break;
-                       case Shader::OPCODE_IFC:                IFC(r, s0, s1, control);                                                break;
-                       case Shader::OPCODE_LABEL:              LABEL(dst.index);                                                               break;
-                       case Shader::OPCODE_LOOP:               LOOP(r, src1);                                                                  break;
-                       case Shader::OPCODE_REP:                REP(r, src0);                                                                   break;
-                       case Shader::OPCODE_WHILE:              WHILE(r, src0);                                                                 break;
-                       case Shader::OPCODE_RET:                RET(r);                                                                                 break;
-                       case Shader::OPCODE_LEAVE:              LEAVE(r);                                                                               break;
-                       case Shader::OPCODE_CMP:                cmp(d, s0, s1, control);                                                break;
-                       case Shader::OPCODE_ALL:                all(d.x, s0);                                                                   break;
-                       case Shader::OPCODE_ANY:                any(d.x, s0);                                                                   break;
-                       case Shader::OPCODE_NOT:                not(d, s0);                                                                             break;
-                       case Shader::OPCODE_OR:                 or(d.x, s0.x, s1.x);                                                    break;
-                       case Shader::OPCODE_XOR:                xor(d.x, s0.x, s1.x);                                                   break;
-                       case Shader::OPCODE_AND:                and(d.x, s0.x, s1.x);                                                   break;
-                       case Shader::OPCODE_END:                                                                                                                break;
-                       default:
-                               ASSERT(false);
-                       }
-
-                       if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
-                       {
-                               if(dst.integer)
-                               {
-                                       switch(opcode)
-                                       {
-                                       case Shader::OPCODE_DIV:
-                                               if(dst.x) d.x = Trunc(d.x);
-                                               if(dst.y) d.y = Trunc(d.y);
-                                               if(dst.z) d.z = Trunc(d.z);
-                                               if(dst.w) d.w = Trunc(d.w);
-                                               break;
-                                       default:
-                                               break;   // No truncation to integer required when arguments are integer
-                                       }
-                               }
-
-                               if(dst.saturate)
-                               {
-                                       if(dst.x) d.x = Max(d.x, Float4(0.0f));
-                                       if(dst.y) d.y = Max(d.y, Float4(0.0f));
-                                       if(dst.z) d.z = Max(d.z, Float4(0.0f));
-                                       if(dst.w) d.w = Max(d.w, Float4(0.0f));
-
-                                       if(dst.x) d.x = Min(d.x, Float4(1.0f));
-                                       if(dst.y) d.y = Min(d.y, Float4(1.0f));
-                                       if(dst.z) d.z = Min(d.z, Float4(1.0f));
-                                       if(dst.w) d.w = Min(d.w, Float4(1.0f));
-                               }
-
-                               if(instruction->isPredicated())
-                               {
-                                       Vector4f pDst;   // FIXME: Rename
-
-                                       switch(dst.type)
-                                       {
-                                       case Shader::PARAMETER_TEMP:
-                                               if(dst.rel.type == Shader::PARAMETER_VOID)
-                                               {
-                                                       if(dst.x) pDst.x = r.rf[dst.index].x;
-                                                       if(dst.y) pDst.y = r.rf[dst.index].y;
-                                                       if(dst.z) pDst.z = r.rf[dst.index].z;
-                                                       if(dst.w) pDst.w = r.rf[dst.index].w;
-                                               }
-                                               else
-                                               {
-                                                       Int a = relativeAddress(r, dst);
-
-                                                       if(dst.x) pDst.x = r.rf[dst.index + a].x;
-                                                       if(dst.y) pDst.y = r.rf[dst.index + a].y;
-                                                       if(dst.z) pDst.z = r.rf[dst.index + a].z;
-                                                       if(dst.w) pDst.w = r.rf[dst.index + a].w;
-                                               }
-                                               break;
-                                       case Shader::PARAMETER_COLOROUT:
-                                               ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
-                                               if(dst.x) pDst.x = r.oC[dst.index].x;
-                                               if(dst.y) pDst.y = r.oC[dst.index].y;
-                                               if(dst.z) pDst.z = r.oC[dst.index].z;
-                                               if(dst.w) pDst.w = r.oC[dst.index].w;
-                                               break;
-                                       case Shader::PARAMETER_PREDICATE:
-                                               if(dst.x) pDst.x = r.p0.x;
-                                               if(dst.y) pDst.y = r.p0.y;
-                                               if(dst.z) pDst.z = r.p0.z;
-                                               if(dst.w) pDst.w = r.p0.w;
-                                               break;
-                                       case Shader::PARAMETER_DEPTHOUT:
-                                               pDst.x = r.oDepth;
-                                               break;
-                                       default:
-                                               ASSERT(false);
-                                       }
-                               
-                                       Int4 enable = enableMask(r, instruction);
-
-                                       Int4 xEnable = enable;
-                                       Int4 yEnable = enable;
-                                       Int4 zEnable = enable;
-                                       Int4 wEnable = enable;
-
-                                       if(predicate)
-                                       {
-                                               unsigned char pSwizzle = instruction->predicateSwizzle;
-
-                                               Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
-                                               Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
-                                               Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
-                                               Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
-
-                                               if(!instruction->predicateNot)
-                                               {
-                                                       if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
-                                                       if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
-                                                       if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
-                                                       if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
-                                               }
-                                               else
-                                               {
-                                                       if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
-                                                       if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
-                                                       if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
-                                                       if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
-                                               }
-                                       }
-
-                                       if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
-                                       if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
-                                       if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
-                                       if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
-
-                                       if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
-                                       if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
-                                       if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
-                                       if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
-                               }
-
-                               switch(dst.type)
-                               {
-                               case Shader::PARAMETER_TEMP:
-                                       if(dst.rel.type == Shader::PARAMETER_VOID)
-                                       {
-                                               if(dst.x) r.rf[dst.index].x = d.x;
-                                               if(dst.y) r.rf[dst.index].y = d.y;
-                                               if(dst.z) r.rf[dst.index].z = d.z;
-                                               if(dst.w) r.rf[dst.index].w = d.w;
-                                       }
-                                       else
-                                       {
-                                               Int a = relativeAddress(r, dst);
-
-                                               if(dst.x) r.rf[dst.index + a].x = d.x;
-                                               if(dst.y) r.rf[dst.index + a].y = d.y;
-                                               if(dst.z) r.rf[dst.index + a].z = d.z;
-                                               if(dst.w) r.rf[dst.index + a].w = d.w;
-                                       }
-                                       break;
-                               case Shader::PARAMETER_COLOROUT:
-                                       ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
-                                       if(dst.x) {r.oC[dst.index].x = d.x; out[dst.index][0] = true;}
-                                       if(dst.y) {r.oC[dst.index].y = d.y; out[dst.index][1] = true;}
-                                       if(dst.z) {r.oC[dst.index].z = d.z; out[dst.index][2] = true;}
-                                       if(dst.w) {r.oC[dst.index].w = d.w; out[dst.index][3] = true;}
-                                       break;
-                               case Shader::PARAMETER_PREDICATE:
-                                       if(dst.x) r.p0.x = d.x;
-                                       if(dst.y) r.p0.y = d.y;
-                                       if(dst.z) r.p0.z = d.z;
-                                       if(dst.w) r.p0.w = d.w;
-                                       break;
-                               case Shader::PARAMETER_DEPTHOUT:
-                                       r.oDepth = d.x;
-                                       break;
-                               default:
-                                       ASSERT(false);
-                               }
-                       }
-               }
-
-               if(currentLabel != -1)
-               {
-                       Nucleus::setInsertBlock(returnBlock);
-               }
-
-               for(int i = 0; i < 4; i++)
-               {
-                       if(state.targetFormat[i] != FORMAT_NULL)
-                       {
-                               if(!out[i][0]) r.oC[i].x = Float4(0.0f);
-                               if(!out[i][1]) r.oC[i].y = Float4(0.0f);
-                               if(!out[i][2]) r.oC[i].z = Float4(0.0f);
-                               if(!out[i][3]) r.oC[i].w = Float4(0.0f);
-                       }
-               }
-       }
-
-       Short4 PixelRoutine::convertFixed12(RValue<Float4> cf)
-       {
-               return RoundShort4(cf * Float4(0x1000));
-       }
-
-       void PixelRoutine::convertFixed12(Vector4s &cs, Vector4f &cf)
-       {
-               cs.x = convertFixed12(cf.x);
-               cs.y = convertFixed12(cf.y);
-               cs.z = convertFixed12(cf.z);
-               cs.w = convertFixed12(cf.w);
-       }
-
-       UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
-       {
-               return UShort4(cf * Float4(0xFFFF), saturate);
-       }
-
-       void PixelRoutine::convertFixed16(Vector4s &cs, Vector4f &cf, bool saturate)
-       {
-               cs.x = convertFixed16(cf.x, saturate);
-               cs.y = convertFixed16(cf.y, saturate);
-               cs.z = convertFixed16(cf.z, saturate);
-               cs.w = convertFixed16(cf.w, saturate);
-       }
-
-       Float4 PixelRoutine::convertSigned12(Short4 &cs)
-       {
-               return Float4(cs) * Float4(1.0f / 0x0FFE);
-       }
-
-       void PixelRoutine::convertSigned12(Vector4f &cf, Vector4s &cs)
-       {
-               cf.x = convertSigned12(cs.x);
-               cf.y = convertSigned12(cs.y);
-               cf.z = convertSigned12(cs.z);
-               cf.w = convertSigned12(cs.w);
-       }
-
-       Float4 PixelRoutine::convertUnsigned16(UShort4 cs)
-       {
-               return Float4(cs) * Float4(1.0f / 0xFFFF);
-       }
-
-       void PixelRoutine::sRGBtoLinear16_16(Registers &r, Vector4s &c)
-       {
-               c.x = As<UShort4>(c.x) >> 4;
-               c.y = As<UShort4>(c.y) >> 4;
-               c.z = As<UShort4>(c.z) >> 4;
-
-               sRGBtoLinear12_16(r, c);
-       }
-
-       void PixelRoutine::sRGBtoLinear12_16(Registers &r, Vector4s &c)
-       {
-               Pointer<Byte> LUT = r.constants + OFFSET(Constants,sRGBtoLin12_16);
-
-               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
-               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
-               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
-               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
-
-               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
-               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
-               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
-               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
-
-               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
-               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
-               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
-               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
-       }
-
-       void PixelRoutine::linearToSRGB16_16(Registers &r, Vector4s &c)
-       {
-               c.x = As<UShort4>(c.x) >> 4;
-               c.y = As<UShort4>(c.y) >> 4;
-               c.z = As<UShort4>(c.z) >> 4;
-
-               linearToSRGB12_16(r, c);
-       }
-
-       void PixelRoutine::linearToSRGB12_16(Registers &r, Vector4s &c)
-       {
-               Pointer<Byte> LUT = r.constants + OFFSET(Constants,linToSRGB12_16);
-
-               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
-               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
-               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
-               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
-
-               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
-               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
-               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
-               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
-
-               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
-               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
-               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
-               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
-       }
-
-       Float4 PixelRoutine::linearToSRGB(const Float4 &x)   // Approximates x^(1.0/2.2)
-       {
-               Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
-               Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
-
-               return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
+               case BLEND_CONSTANTALPHA:
+                       blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
+                       blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
+                       blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
+                       break;
+               case BLEND_INVCONSTANTALPHA:
+                       blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+                       blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+                       blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+                       break;
+               default:
+                       ASSERT(false);
+               }
        }
 
-       Float4 PixelRoutine::sRGBtoLinear(const Float4 &x)   // Approximates x^2.2
+       void PixelRoutine::blendFactorAlpha(Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorAlphaActive)
        {
-               Float4 linear = x * x;
-               linear = linear * Float4(0.73f) + linear * x * Float4(0.27f);
-
-               return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
+               switch(blendFactorAlphaActive)
+               {
+               case BLEND_ZERO:
+                       // Optimized
+                       break;
+               case BLEND_ONE:
+                       // Optimized
+                       break;
+               case BLEND_SOURCE:
+                       blendFactor.w = current.w;
+                       break;
+               case BLEND_INVSOURCE:
+                       blendFactor.w = Short4(0xFFFFu) - current.w;
+                       break;
+               case BLEND_DEST:
+                       blendFactor.w = pixel.w;
+                       break;
+               case BLEND_INVDEST:
+                       blendFactor.w = Short4(0xFFFFu) - pixel.w;
+                       break;
+               case BLEND_SOURCEALPHA:
+                       blendFactor.w = current.w;
+                       break;
+               case BLEND_INVSOURCEALPHA:
+                       blendFactor.w = Short4(0xFFFFu) - current.w;
+                       break;
+               case BLEND_DESTALPHA:
+                       blendFactor.w = pixel.w;
+                       break;
+               case BLEND_INVDESTALPHA:
+                       blendFactor.w = Short4(0xFFFFu) - pixel.w;
+                       break;
+               case BLEND_SRCALPHASAT:
+                       blendFactor.w = Short4(0xFFFFu);
+                       break;
+               case BLEND_CONSTANT:
+               case BLEND_CONSTANTALPHA:
+                       blendFactor.w = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
+                       break;
+               case BLEND_INVCONSTANT:
+               case BLEND_INVCONSTANTALPHA:
+                       blendFactor.w = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+                       break;
+               default:
+                       ASSERT(false);
+               }
        }
 
-       void PixelRoutine::MOV(Vector4s &dst, Vector4s &src0)
+       bool PixelRoutine::isSRGB(int index) const
        {
-               dst.x = src0.x;
-               dst.y = src0.y;
-               dst.z = src0.z;
-               dst.w = src0.w;
+               return state.targetFormat[index] == FORMAT_SRGB8_A8 || state.targetFormat[index] == FORMAT_SRGB8_X8;
        }
 
-       void PixelRoutine::ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1)
+       void PixelRoutine::readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel)
        {
-               dst.x = AddSat(src0.x, src1.x);
-               dst.y = AddSat(src0.y, src1.y);
-               dst.z = AddSat(src0.z, src1.z);
-               dst.w = AddSat(src0.w, src1.w);
-       }
+               Short4 c01;
+               Short4 c23;
+               Pointer<Byte> buffer;
+               Pointer<Byte> buffer2;
 
-       void PixelRoutine::SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1)
-       {
-               dst.x = SubSat(src0.x, src1.x);
-               dst.y = SubSat(src0.y, src1.y);
-               dst.z = SubSat(src0.z, src1.z);
-               dst.w = SubSat(src0.w, src1.w);
-       }
+               switch(state.targetFormat[index])
+               {
+               case FORMAT_R5G6B5:
+                       buffer = cBuffer + 2 * x;
+                       buffer2 = buffer + *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                       c01 = As<Short4>(Int2(*Pointer<Int>(buffer), *Pointer<Int>(buffer2)));
 
-       void PixelRoutine::MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
-       {
-               // FIXME: Long fixed-point multiply fixup
-               {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);}
-               {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);}
-               {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);}
-               {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);}
-       }
+                       pixel.x = c01 & Short4(0xF800u);
+                       pixel.y = (c01 & Short4(0x07E0u)) << 5;
+                       pixel.z = (c01 & Short4(0x001Fu)) << 11;
+                       pixel.w = Short4(0xFFFFu);
+                       break;
+               case FORMAT_A8R8G8B8:
+                       buffer = cBuffer + 4 * x;
+                       c01 = *Pointer<Short4>(buffer);
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                       c23 = *Pointer<Short4>(buffer);
+                       pixel.z = c01;
+                       pixel.y = c01;
+                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
+                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
+                       pixel.x = pixel.z;
+                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
+                       pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
+                       pixel.y = pixel.z;
+                       pixel.w = pixel.x;
+                       pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
+                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
+                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
+                       pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
+                       break;
+               case FORMAT_A8B8G8R8:
+               case FORMAT_SRGB8_A8:
+                       buffer = cBuffer + 4 * x;
+                       c01 = *Pointer<Short4>(buffer);
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                       c23 = *Pointer<Short4>(buffer);
+                       pixel.z = c01;
+                       pixel.y = c01;
+                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
+                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
+                       pixel.x = pixel.z;
+                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
+                       pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
+                       pixel.y = pixel.z;
+                       pixel.w = pixel.x;
+                       pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
+                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
+                       pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
+                       pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
+                       break;
+               case FORMAT_A8:
+                       buffer = cBuffer + 1 * x;
+                       pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0);
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                       pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1);
+                       pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
+                       pixel.x = Short4(0x0000);
+                       pixel.y = Short4(0x0000);
+                       pixel.z = Short4(0x0000);
+                       break;
+               case FORMAT_X8R8G8B8:
+                       buffer = cBuffer + 4 * x;
+                       c01 = *Pointer<Short4>(buffer);
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                       c23 = *Pointer<Short4>(buffer);
+                       pixel.z = c01;
+                       pixel.y = c01;
+                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
+                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
+                       pixel.x = pixel.z;
+                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
+                       pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
+                       pixel.y = pixel.z;
+                       pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
+                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
+                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
+                       pixel.w = Short4(0xFFFFu);
+                       break;
+               case FORMAT_X8B8G8R8:
+               case FORMAT_SRGB8_X8:
+                       buffer = cBuffer + 4 * x;
+                       c01 = *Pointer<Short4>(buffer);
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                       c23 = *Pointer<Short4>(buffer);
+                       pixel.z = c01;
+                       pixel.y = c01;
+                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
+                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
+                       pixel.x = pixel.z;
+                       pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
+                       pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
+                       pixel.y = pixel.z;
+                       pixel.w = pixel.x;
+                       pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
+                       pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
+                       pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
+                       pixel.w = Short4(0xFFFFu);
+                       break;
+               case FORMAT_A8G8R8B8Q:
+                       UNIMPLEMENTED();
+               //      pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+               //      pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+               //      pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
+               //      pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8));
+                       break;
+               case FORMAT_X8G8R8B8Q:
+                       UNIMPLEMENTED();
+               //      pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+               //      pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+               //      pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
+               //      pixel.w = Short4(0xFFFFu);
+                       break;
+               case FORMAT_A16B16G16R16:
+                       buffer = cBuffer;
+                       pixel.x = *Pointer<Short4>(buffer + 8 * x);
+                       pixel.y = *Pointer<Short4>(buffer + 8 * x + 8);
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                       pixel.z = *Pointer<Short4>(buffer + 8 * x);
+                       pixel.w = *Pointer<Short4>(buffer + 8 * x + 8);
+                       transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
+                       break;
+               case FORMAT_G16R16:
+                       buffer = cBuffer;
+                       pixel.x = *Pointer<Short4>(buffer + 4 * x);
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                       pixel.y = *Pointer<Short4>(buffer + 4 * x);
+                       pixel.z = pixel.x;
+                       pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y));
+                       pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y));
+                       pixel.y = pixel.z;
+                       pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z));
+                       pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z));
+                       pixel.z = Short4(0xFFFFu);
+                       pixel.w = Short4(0xFFFFu);
+                       break;
+               default:
+                       ASSERT(false);
+               }
 
-       void PixelRoutine::MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1)
-       {
-               // FIXME: Long fixed-point multiply fixup
-               {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.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.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.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);}
+               if((postBlendSRGB && state.writeSRGB) || isSRGB(index))
+               {
+                       sRGBtoLinear16_12_16(pixel);
+               }
        }
 
-       void PixelRoutine::DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1)
+       void PixelRoutine::alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x)
        {
-               Short4 t0;
-               Short4 t1;
-
-               // FIXME: Long fixed-point multiply fixup
-               t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); 
-               t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
-               t0 = AddSat(t0, t1);
-               t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
-               t0 = AddSat(t0, t1);
-
-               dst.x = t0;
-               dst.y = t0;
-               dst.z = t0;
-               dst.w = t0;
-       }
+               if(!state.alphaBlendActive)
+               {
+                       return;
+               }
 
-       void PixelRoutine::DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1)
-       {
-               Short4 t0;
-               Short4 t1;
-
-               // FIXME: Long fixed-point multiply fixup
-               t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); 
-               t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
-               t0 = AddSat(t0, t1);
-               t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
-               t0 = AddSat(t0, t1);
-               t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
-               t0 = AddSat(t0, t1);
-
-               dst.x = t0;
-               dst.y = t0;
-               dst.z = t0;
-               dst.w = t0;
-       }
+               Vector4s pixel;
+               readPixel(index, cBuffer, x, pixel);
 
-       void PixelRoutine::LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
-       {
-               // FIXME: Long fixed-point multiply fixup
-               {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);}
-               {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);}
-               {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);}
-               {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);}
-       }
+               // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
+               Vector4s sourceFactor;
+               Vector4s destFactor;
 
-       void PixelRoutine::TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
-       {
-               Float4 uw;
-               Float4 vw;
-               Float4 sw;
+               blendFactor(sourceFactor, current, pixel, state.sourceBlendFactor);
+               blendFactor(destFactor, current, pixel, state.destBlendFactor);
 
-               if(state.interpolant[2 + coordinate].component & 0x01)
-               {
-                       uw = Max(u, Float4(0.0f));
-                       uw = Min(uw, Float4(1.0f));
-                       dst.x = convertFixed12(uw);
-               }
-               else
+               if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
                {
-                       dst.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+                       current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x));
+                       current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y));
+                       current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z));
                }
 
-               if(state.interpolant[2 + coordinate].component & 0x02)
-               {
-                       vw = Max(v, Float4(0.0f));
-                       vw = Min(vw, Float4(1.0f));
-                       dst.y = convertFixed12(vw);
-               }
-               else
+               if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
                {
-                       dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+                       pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x));
+                       pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y));
+                       pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z));
                }
 
-               if(state.interpolant[2 + coordinate].component & 0x04)
-               {
-                       sw = Max(s, Float4(0.0f));
-                       sw = Min(sw, Float4(1.0f));
-                       dst.z = convertFixed12(sw);
-               }
-               else
+               switch(state.blendOperation)
                {
-                       dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+               case BLENDOP_ADD:
+                       current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
+                       current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
+                       current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
+                       break;
+               case BLENDOP_SUB:
+                       current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
+                       current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
+                       current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
+                       break;
+               case BLENDOP_INVSUB:
+                       current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x));
+                       current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y));
+                       current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z));
+                       break;
+               case BLENDOP_MIN:
+                       current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x));
+                       current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y));
+                       current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z));
+                       break;
+               case BLENDOP_MAX:
+                       current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x));
+                       current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y));
+                       current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z));
+                       break;
+               case BLENDOP_SOURCE:
+                       // No operation
+                       break;
+               case BLENDOP_DEST:
+                       current.x = pixel.x;
+                       current.y = pixel.y;
+                       current.z = pixel.z;
+                       break;
+               case BLENDOP_NULL:
+                       current.x = Short4(0x0000);
+                       current.y = Short4(0x0000);
+                       current.z = Short4(0x0000);
+                       break;
+               default:
+                       ASSERT(false);
                }
 
-               dst.w = Short4(0x1000);
-       }
-
-       void PixelRoutine::TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
-       {
-               Float4 uw = u;
-               Float4 vw = v;
-               Float4 sw = s;
+               blendFactorAlpha(sourceFactor, current, pixel, state.sourceBlendFactorAlpha);
+               blendFactorAlpha(destFactor, current, pixel, state.destBlendFactorAlpha);
 
-               if(project)
+               if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
                {
-                       uw *= Rcp_pp(s);
-                       vw *= Rcp_pp(s);
+                       current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w));
                }
 
-               if(state.interpolant[2 + coordinate].component & 0x01)
-               {
-                       uw *= Float4(0x1000);
-                       uw = Max(uw, Float4(-0x8000));
-                       uw = Min(uw, Float4(0x7FFF));
-                       dst.x = RoundShort4(uw);
-               }
-               else
+               if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
                {
-                       dst.x = Short4(0x0000);
+                       pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w));
                }
 
-               if(state.interpolant[2 + coordinate].component & 0x02)
-               {
-                       vw *= Float4(0x1000);
-                       vw = Max(vw, Float4(-0x8000));
-                       vw = Min(vw, Float4(0x7FFF));
-                       dst.y = RoundShort4(vw);
-               }
-               else
-               {
-                       dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
-               }
-               
-               if(state.interpolant[2 + coordinate].component & 0x04)
-               {
-                       sw *= Float4(0x1000);
-                       sw = Max(sw, Float4(-0x8000));
-                       sw = Min(sw, Float4(0x7FFF));
-                       dst.z = RoundShort4(sw);
-               }
-               else
+               switch(state.blendOperationAlpha)
                {
-                       dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+               case BLENDOP_ADD:
+                       current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
+                       break;
+               case BLENDOP_SUB:
+                       current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
+                       break;
+               case BLENDOP_INVSUB:
+                       current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w));
+                       break;
+               case BLENDOP_MIN:
+                       current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w));
+                       break;
+               case BLENDOP_MAX:
+                       current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w));
+                       break;
+               case BLENDOP_SOURCE:
+                       // No operation
+                       break;
+               case BLENDOP_DEST:
+                       current.w = pixel.w;
+                       break;
+               case BLENDOP_NULL:
+                       current.w = Short4(0x0000);
+                       break;
+               default:
+                       ASSERT(false);
                }
        }
 
-       void PixelRoutine::TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
-       {
-               TEXM3X3PAD(r, u, v, s, src, 0, false);
-
-               Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
-
-               dst.x = t0;
-               dst.y = t0;
-               dst.z = t0;
-               dst.w = t0;
-       }
-
-       void PixelRoutine::TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
+       void PixelRoutine::logicOperation(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x)
        {
-               TEXM3X3PAD(r, u, v, s, src0, 0, false);
-
-               r.v_ = Float4(0.0f);
-               r.w_ = Float4(0.0f);
-
-               sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
-       }
+               if(state.logicalOperation == LOGICALOP_COPY)
+               {
+                       return;
+               }
 
-       void PixelRoutine::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
-       {
-               Int kill = SignMask(CmpNLT(u, Float4(0.0f))) &
-                          SignMask(CmpNLT(v, Float4(0.0f))) &
-                          SignMask(CmpNLT(s, Float4(0.0f)));
+               Vector4s pixel;
+               readPixel(index, cBuffer, x, pixel);
 
-               for(unsigned int q = 0; q < state.multiSample; q++)
+               switch(state.logicalOperation)
                {
-                       cMask[q] &= kill;
+               case LOGICALOP_CLEAR:
+                       current.x = UShort4(0);
+                       current.y = UShort4(0);
+                       current.z = UShort4(0);
+                       break;
+               case LOGICALOP_SET:
+                       current.x = UShort4(0xFFFFu);
+                       current.y = UShort4(0xFFFFu);
+                       current.z = UShort4(0xFFFFu);
+                       break;
+               case LOGICALOP_COPY:
+                       ASSERT(false);   // Optimized out
+                       break;
+               case LOGICALOP_COPY_INVERTED:
+                       current.x = ~current.x;
+                       current.y = ~current.y;
+                       current.z = ~current.z;
+                       break;
+               case LOGICALOP_NOOP:
+                       current.x = pixel.x;
+                       current.y = pixel.y;
+                       current.z = pixel.z;
+                       break;
+               case LOGICALOP_INVERT:
+                       current.x = ~pixel.x;
+                       current.y = ~pixel.y;
+                       current.z = ~pixel.z;
+                       break;
+               case LOGICALOP_AND:
+                       current.x = pixel.x & current.x;
+                       current.y = pixel.y & current.y;
+                       current.z = pixel.z & current.z;
+                       break;
+               case LOGICALOP_NAND:
+                       current.x = ~(pixel.x & current.x);
+                       current.y = ~(pixel.y & current.y);
+                       current.z = ~(pixel.z & current.z);
+                       break;
+               case LOGICALOP_OR:
+                       current.x = pixel.x | current.x;
+                       current.y = pixel.y | current.y;
+                       current.z = pixel.z | current.z;
+                       break;
+               case LOGICALOP_NOR:
+                       current.x = ~(pixel.x | current.x);
+                       current.y = ~(pixel.y | current.y);
+                       current.z = ~(pixel.z | current.z);
+                       break;
+               case LOGICALOP_XOR:
+                       current.x = pixel.x ^ current.x;
+                       current.y = pixel.y ^ current.y;
+                       current.z = pixel.z ^ current.z;
+                       break;
+               case LOGICALOP_EQUIV:
+                       current.x = ~(pixel.x ^ current.x);
+                       current.y = ~(pixel.y ^ current.y);
+                       current.z = ~(pixel.z ^ current.z);
+                       break;
+               case LOGICALOP_AND_REVERSE:
+                       current.x = ~pixel.x & current.x;
+                       current.y = ~pixel.y & current.y;
+                       current.z = ~pixel.z & current.z;
+                       break;
+               case LOGICALOP_AND_INVERTED:
+                       current.x = pixel.x & ~current.x;
+                       current.y = pixel.y & ~current.y;
+                       current.z = pixel.z & ~current.z;
+                       break;
+               case LOGICALOP_OR_REVERSE:
+                       current.x = ~pixel.x | current.x;
+                       current.y = ~pixel.y | current.y;
+                       current.z = ~pixel.z | current.z;
+                       break;
+               case LOGICALOP_OR_INVERTED:
+                       current.x = pixel.x | ~current.x;
+                       current.y = pixel.y | ~current.y;
+                       current.z = pixel.z | ~current.z;
+                       break;
+               default:
+                       ASSERT(false);
                }
        }
 
-       void PixelRoutine::TEXKILL(Int cMask[4], Vector4s &src)
+       void PixelRoutine::writeColor(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &current, Int &sMask, Int &zMask, Int &cMask)
        {
-               Short4 test = src.x | src.y | src.z;
-               Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
+               if((postBlendSRGB && state.writeSRGB) || isSRGB(index))
+               {
+                       linearToSRGB16_12_16(current);
+               }
 
-               for(unsigned int q = 0; q < state.multiSample; q++)
+               if(exactColorRounding)
                {
-                       cMask[q] &= kill;
+                       switch(state.targetFormat[index])
+                       {
+                       case FORMAT_R5G6B5:
+                               current.x = AddSat(As<UShort4>(current.x), UShort4(0x0400));
+                               current.y = AddSat(As<UShort4>(current.y), UShort4(0x0200));
+                               current.z = AddSat(As<UShort4>(current.z), UShort4(0x0400));
+                               break;
+                       case FORMAT_X8G8R8B8Q:
+                       case FORMAT_A8G8R8B8Q:
+                       case FORMAT_X8R8G8B8:
+                       case FORMAT_X8B8G8R8:
+                       case FORMAT_A8R8G8B8:
+                       case FORMAT_A8B8G8R8:
+                       case FORMAT_SRGB8_X8:
+                       case FORMAT_SRGB8_A8:
+                       case FORMAT_G8R8:
+                       case FORMAT_R8:
+                               current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080);
+                               current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080);
+                               current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080);
+                               current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080);
+                               break;
+                       default:
+                               break;
+                       }
                }
-       }
 
-       void PixelRoutine::TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
-       {
-               sampleTexture(r, dst, sampler, u, v, s, s, project);
-       }
+               int rgbaWriteMask = state.colorWriteActive(index);
+               int bgraWriteMask = (rgbaWriteMask & 0x0000000A) | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2;
 
-       void PixelRoutine::TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int sampler, bool project)
-       {
-               Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
-               Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
-               Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
+               switch(state.targetFormat[index])
+               {
+               case FORMAT_R5G6B5:
+                       {
+                               current.x = current.x & Short4(0xF800u);
+                               current.y = As<UShort4>(current.y & Short4(0xFC00u)) >> 5;
+                               current.z = As<UShort4>(current.z) >> 11;
 
-               sampleTexture(r, dst, sampler, u, v, s, s, project);
-       }
+                               current.x = current.x | current.y | current.z;
+                       }
+                       break;
+               case FORMAT_X8G8R8B8Q:
+                       UNIMPLEMENTED();
+               //      current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+               //      current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+               //      current.z = As<Short4>(As<UShort4>(current.z) >> 8);
 
-       void PixelRoutine::TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
-       {
-               Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
-               Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
+               //      current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
+               //      current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
+                       break;
+               case FORMAT_A8G8R8B8Q:
+                       UNIMPLEMENTED();
+               //      current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+               //      current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+               //      current.z = As<Short4>(As<UShort4>(current.z) >> 8);
+               //      current.w = As<Short4>(As<UShort4>(current.w) >> 8);
 
-               Float4 du2 = du;
-               Float4 dv2 = dv;
+               //      current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
+               //      current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
+                       break;
+               case FORMAT_X8R8G8B8:
+               case FORMAT_A8R8G8B8:
+                       if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7)
+                       {
+                               current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+                               current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+                               current.z = As<Short4>(As<UShort4>(current.z) >> 8);
 
-               du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
-               dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
-               du += dv2;
-               dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
-               du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
-               dv += du2;
+                               current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
+                               current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
 
-               Float4 u_ = u + du;
-               Float4 v_ = v + dv;
+                               current.x = current.z;
+                               current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
+                               current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
+                               current.y = current.z;
+                               current.z = As<Short4>(UnpackLow(current.z, current.x));
+                               current.y = As<Short4>(UnpackHigh(current.y, current.x));
+                       }
+                       else
+                       {
+                               current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+                               current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+                               current.z = As<Short4>(As<UShort4>(current.z) >> 8);
+                               current.w = As<Short4>(As<UShort4>(current.w) >> 8);
 
-               sampleTexture(r, dst, stage, u_, v_, s, s);
-       }
+                               current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
+                               current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
 
-       void PixelRoutine::TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
-       {
-               Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
-               Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
+                               current.x = current.z;
+                               current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
+                               current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
+                               current.y = current.z;
+                               current.z = As<Short4>(UnpackLow(current.z, current.x));
+                               current.y = As<Short4>(UnpackHigh(current.y, current.x));
+                       }
+                       break;
+               case FORMAT_X8B8G8R8:
+               case FORMAT_A8B8G8R8:
+               case FORMAT_SRGB8_X8:
+               case FORMAT_SRGB8_A8:
+                       if(state.targetFormat[index] == FORMAT_X8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_X8 || rgbaWriteMask == 0x7)
+                       {
+                               current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+                               current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+                               current.z = As<Short4>(As<UShort4>(current.z) >> 8);
 
-               Float4 du2 = du;
-               Float4 dv2 = dv;
+                               current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
+                               current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
 
-               du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
-               dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
-               du += dv2;
-               dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
-               du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
-               dv += du2;
+                               current.x = current.z;
+                               current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
+                               current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
+                               current.y = current.z;
+                               current.z = As<Short4>(UnpackLow(current.z, current.x));
+                               current.y = As<Short4>(UnpackHigh(current.y, current.x));
+                       }
+                       else
+                       {
+                               current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+                               current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+                               current.z = As<Short4>(As<UShort4>(current.z) >> 8);
+                               current.w = As<Short4>(As<UShort4>(current.w) >> 8);
 
-               Float4 u_ = u + du;
-               Float4 v_ = v + dv;
+                               current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
+                               current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
 
-               sampleTexture(r, dst, stage, u_, v_, s, s);
+                               current.x = current.z;
+                               current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
+                               current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
+                               current.y = current.z;
+                               current.z = As<Short4>(UnpackLow(current.z, current.x));
+                               current.y = As<Short4>(UnpackHigh(current.y, current.x));
+                       }
+                       break;
+               case FORMAT_G8R8:
+                       current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+                       current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+                       current.x = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.x)));
+                       current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
+                       current.x = UnpackLow(As<Byte8>(current.x), As<Byte8>(current.y));
+                       break;
+               case FORMAT_R8:
+                       current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+                       current.x = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.x)));
+                       break;
+               case FORMAT_A8:
+                       current.w = As<Short4>(As<UShort4>(current.w) >> 8);
+                       current.w = As<Short4>(Pack(As<UShort4>(current.w), As<UShort4>(current.w)));
+                       break;
+               case FORMAT_G16R16:
+                       current.z = current.x;
+                       current.x = As<Short4>(UnpackLow(current.x, current.y));
+                       current.z = As<Short4>(UnpackHigh(current.z, current.y));
+                       current.y = current.z;
+                       break;
+               case FORMAT_A16B16G16R16:
+                       transpose4x4(current.x, current.y, current.z, current.w);
+                       break;
+               default:
+                       ASSERT(false);
+               }
 
-               Short4 L;
+               Short4 c01 = current.z;
+               Short4 c23 = current.y;
 
-               L = src.z;
-               L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
-               L = L << 4;
-               L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
-               L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-               L = Min(L, Short4(0x1000));
+               Int xMask;   // Combination of all masks
 
-               dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4;
-               dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4;
-               dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
-       }
+               if(state.depthTestActive)
+               {
+                       xMask = zMask;
+               }
+               else
+               {
+                       xMask = cMask;
+               }
 
-       void PixelRoutine::TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
-       {
-               Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
-               Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
-               Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
+               if(state.stencilActive)
+               {
+                       xMask &= sMask;
+               }
 
-               sampleTexture(r, dst, stage, u, v, s, s);
-       }
+               switch(state.targetFormat[index])
+               {
+               case FORMAT_R5G6B5:
+                       {
+                               Pointer<Byte> buffer = cBuffer + 2 * x;
+                               Int value = *Pointer<Int>(buffer);
 
-       void PixelRoutine::TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
-       {
-               Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
-               Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
-               Float4 s = v;
+                               Int c01 = Extract(As<Int2>(current.x), 0);
 
-               sampleTexture(r, dst, stage, u, v, s, s);
-       }
+                               if((bgraWriteMask & 0x00000007) != 0x00000007)
+                               {
+                                       Int masked = value;
+                                       c01 &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
+                                       masked &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[~bgraWriteMask & 0x7][0]));
+                                       c01 |= masked;
+                               }
 
-       void PixelRoutine::TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
-       {
-               Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
-               Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
-               Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
+                               c01 &= *Pointer<Int>(constants + OFFSET(Constants,maskW4Q[0][0]) + xMask * 8);
+                               value &= *Pointer<Int>(constants + OFFSET(Constants,invMaskW4Q[0][0]) + xMask * 8);
+                               c01 |= value;
+                               *Pointer<Int>(buffer) = c01;
 
-               sampleTexture(r, dst, stage, u, v, s, s);
-       }
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+                               value = *Pointer<Int>(buffer);
 
-       void PixelRoutine::TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
-       {
-               TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
+                               Int c23 = Extract(As<Int2>(current.x), 1);
 
-               // z / w
-               r.u_ *= Rcp_pp(r.v_);   // FIXME: Set result to 1.0 when division by zero
+                               if((bgraWriteMask & 0x00000007) != 0x00000007)
+                               {
+                                       Int masked = value;
+                                       c23 &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
+                                       masked &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[~bgraWriteMask & 0x7][0]));
+                                       c23 |= masked;
+                               }
 
-               r.oDepth = r.u_;
-       }
+                               c23 &= *Pointer<Int>(constants + OFFSET(Constants,maskW4Q[0][2]) + xMask * 8);
+                               value &= *Pointer<Int>(constants + OFFSET(Constants,invMaskW4Q[0][2]) + xMask * 8);
+                               c23 |= value;
+                               *Pointer<Int>(buffer) = c23;
+                       }
+                       break;
+               case FORMAT_A8G8R8B8Q:
+               case FORMAT_X8G8R8B8Q:   // FIXME: Don't touch alpha?
+                       UNIMPLEMENTED();
+               //      value = *Pointer<Short4>(cBuffer + 8 * x + 0);
 
-       void PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
-       {
-               TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
-       }
+               //      if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
+               //         ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
+               //          (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
+               //      {
+               //              Short4 masked = value;
+               //              c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
+               //              masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
+               //              c01 |= masked;
+               //      }
 
-       void PixelRoutine::TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
-       {
-               TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
+               //      c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+               //      value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+               //      c01 |= value;
+               //      *Pointer<Short4>(cBuffer + 8 * x + 0) = c01;
 
-               r.w_ = Float4(0.0f);
+               //      value = *Pointer<Short4>(cBuffer + 8 * x + 8);
 
-               sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
-       }
+               //      if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
+               //         ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
+               //          (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
+               //      {
+               //              Short4 masked = value;
+               //              c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
+               //              masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
+               //              c23 |= masked;
+               //      }
 
-       void PixelRoutine::TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
-       {
-               TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
+               //      c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+               //      value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+               //      c23 |= value;
+               //      *Pointer<Short4>(cBuffer + 8 * x + 8) = c23;
+                       break;
+               case FORMAT_A8R8G8B8:
+               case FORMAT_X8R8G8B8:   // FIXME: Don't touch alpha?
+                       {
+                               Pointer<Byte> buffer = cBuffer + x * 4;
+                               Short4 value = *Pointer<Short4>(buffer);
 
-               dst.x = RoundShort4(r.u_ * Float4(0x1000));
-               dst.y = RoundShort4(r.v_ * Float4(0x1000));
-               dst.z = RoundShort4(r.w_ * Float4(0x1000));
-               dst.w = Short4(0x1000);
-       }
+                               if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
+                                  ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
+                                       (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
+                               {
+                                       Short4 masked = value;
+                                       c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
+                                       masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
+                                       c01 |= masked;
+                               }
 
-       void PixelRoutine::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
-       {
-               if(component == 0 || previousScaling != signedScaling)   // FIXME: Other source modifiers?
-               {
-                       r.U = Float4(src0.x);
-                       r.V = Float4(src0.y);
-                       r.W = Float4(src0.z);
+                               c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+                               c01 |= value;
+                               *Pointer<Short4>(buffer) = c01;
 
-                       previousScaling = signedScaling;
-               }
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+                               value = *Pointer<Short4>(buffer);
 
-               Float4 x = r.U * u + r.V * v + r.W * s;
+                               if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
+                                  ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
+                                       (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
+                               {
+                                       Short4 masked = value;
+                                       c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
+                                       masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
+                                       c23 |= masked;
+                               }
 
-               x *= Float4(1.0f / 0x1000);
+                               c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+                               c23 |= value;
+                               *Pointer<Short4>(buffer) = c23;
+                       }
+                       break;
+               case FORMAT_A8B8G8R8:
+               case FORMAT_X8B8G8R8:   // FIXME: Don't touch alpha?
+               case FORMAT_SRGB8_X8:
+               case FORMAT_SRGB8_A8:
+                       {
+                               Pointer<Byte> buffer = cBuffer + x * 4;
+                               Short4 value = *Pointer<Short4>(buffer);
 
-               switch(component)
-               {
-               case 0: r.u_ = x; break;
-               case 1: r.v_ = x; break;
-               case 2: r.w_ = x; break;
-               default: ASSERT(false);
-               }
-       }
+                               bool masked = (((state.targetFormat[index] == FORMAT_A8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_A8) && rgbaWriteMask != 0x0000000F) ||
+                                             (((state.targetFormat[index] == FORMAT_X8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_X8) && rgbaWriteMask != 0x00000007) &&
+                                              ((state.targetFormat[index] == FORMAT_X8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_X8) && rgbaWriteMask != 0x0000000F))); // FIXME: Need for masking when XBGR && Fh?
 
-       void PixelRoutine::TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
-       {
-               TEXM3X3PAD(r, u, v, s, src0, 2, false);
-
-               Float4 E[3];   // Eye vector
-
-               E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE);
-               E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE);
-               E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE);
-
-               // Reflection
-               Float4 u__;
-               Float4 v__;
-               Float4 w__;
-
-               // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
-               u__ = r.u_ * E[0];
-               v__ = r.v_ * E[1];
-               w__ = r.w_ * E[2];
-               u__ += v__ + w__;
-               u__ += u__;
-               v__ = u__;
-               w__ = u__;
-               u__ *= r.u_;
-               v__ *= r.v_;
-               w__ *= r.w_;
-               r.u_ *= r.u_;
-               r.v_ *= r.v_;
-               r.w_ *= r.w_;
-               r.u_ += r.v_ + r.w_;
-               u__ -= E[0] * r.u_;
-               v__ -= E[1] * r.u_;
-               w__ -= E[2] * r.u_;
-
-               sampleTexture(r, dst, stage,  u__, v__, w__, w__);
-       }
+                               if(masked)
+                               {
+                                       Short4 masked = value;
+                                       c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
+                                       masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
+                                       c01 |= masked;
+                               }
 
-       void PixelRoutine::TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
-       {
-               TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
+                               c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+                               c01 |= value;
+                               *Pointer<Short4>(buffer) = c01;
 
-               sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
-       }
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+                               value = *Pointer<Short4>(buffer);
 
-       void PixelRoutine::TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
-       {
-               TEXM3X3PAD(r, u, v, s, src0, 2, false);
-
-               Float4 E[3];   // Eye vector
-
-               E[0] = r.vf[2 + stage - 2].w;
-               E[1] = r.vf[2 + stage - 1].w;
-               E[2] = r.vf[2 + stage - 0].w;
-
-               // Reflection
-               Float4 u__;
-               Float4 v__;
-               Float4 w__;
-
-               // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
-               u__ = r.u_ * E[0];
-               v__ = r.v_ * E[1];
-               w__ = r.w_ * E[2];
-               u__ += v__ + w__;
-               u__ += u__;
-               v__ = u__;
-               w__ = u__;
-               u__ *= r.u_;
-               v__ *= r.v_;
-               w__ *= r.w_;
-               r.u_ *= r.u_;
-               r.v_ *= r.v_;
-               r.w_ *= r.w_;
-               r.u_ += r.v_ + r.w_;
-               u__ -= E[0] * r.u_;
-               v__ -= E[1] * r.u_;
-               w__ -= E[2] * r.u_;
-
-               sampleTexture(r, dst, stage, u__, v__, w__, w__);
-       }
+                               if(masked)
+                               {
+                                       Short4 masked = value;
+                                       c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
+                                       masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
+                                       c23 |= masked;
+                               }
 
-       void PixelRoutine::TEXDEPTH(Registers &r)
-       {
-               r.u_ = Float4(r.rs[5].x);
-               r.v_ = Float4(r.rs[5].y);
+                               c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+                               c23 |= value;
+                               *Pointer<Short4>(buffer) = c23;
+                       }
+                       break;
+               case FORMAT_G8R8:
+                       if((rgbaWriteMask & 0x00000003) != 0x0)
+                       {
+                               Pointer<Byte> buffer = cBuffer + 2 * x;
+                               Int2 value;
+                               value = Insert(value, *Pointer<Int>(buffer), 0);
+                               Int pitch = *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                               value = Insert(value, *Pointer<Int>(buffer + pitch), 1);
 
-               // z / w
-               r.u_ *= Rcp_pp(r.v_);   // FIXME: Set result to 1.0 when division by zero
+                               Int2 packedCol = As<Int2>(current.x);
 
-               r.oDepth = r.u_;
-       }
+                               UInt2 mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskW4Q) + xMask * 8);
+                               if((rgbaWriteMask & 0x3) != 0x3)
+                               {
+                                       Int tmpMask = *Pointer<Int>(constants + OFFSET(Constants, maskB4Q[5 * (rgbaWriteMask & 0x3)][0]));
+                                       UInt2 rgbaMask = As<UInt2>(Int2(tmpMask, tmpMask));
+                                       mergedMask &= rgbaMask;
+                               }
 
-       void PixelRoutine::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
-       {
-               {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;};
-               {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;};
-               {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;};
-               {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;};
-       }
+                               packedCol = As<Int2>((As<UInt2>(packedCol) & mergedMask) | (As<UInt2>(value) & ~mergedMask));
 
-       void PixelRoutine::CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
-       {
-               {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;};
-               {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;};
-               {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;};
-               {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;};
-       }
+                               *Pointer<UInt>(buffer) = As<UInt>(Extract(packedCol, 0));
+                               *Pointer<UInt>(buffer + pitch) = As<UInt>(Extract(packedCol, 1));
+                       }
+                       break;
+               case FORMAT_R8:
+                       if(rgbaWriteMask & 0x00000001)
+                       {
+                               Pointer<Byte> buffer = cBuffer + 1 * x;
+                               Short4 value;
+                               value = Insert(value, *Pointer<Short>(buffer), 0);
+                               Int pitch = *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                               value = Insert(value, *Pointer<Short>(buffer + pitch), 1);
+                               value = UnpackLow(As<Byte8>(value), As<Byte8>(value));
 
-       void PixelRoutine::BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
-       {
-               Short4 t0;
-               Short4 t1;
-
-               // dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
-               t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4;   // FIXME: Matrix components range? Overflow hazard.
-               t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4;   // FIXME: Matrix components range? Overflow hazard.
-               t0 = AddSat(t0, t1);
-               t0 = AddSat(t0, src0.x);
-               dst.x = t0;
-
-               // dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
-               t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4;   // FIXME: Matrix components range? Overflow hazard.
-               t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4;   // FIXME: Matrix components range? Overflow hazard.
-               t0 = AddSat(t0, t1);
-               t0 = AddSat(t0, src0.y);
-               dst.y = t0;
-       }
+                               current.x &= *Pointer<Short4>(constants + OFFSET(Constants, maskB4Q) + 8 * xMask);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants, invMaskB4Q) + 8 * xMask);
+                               current.x |= value;
 
-       void PixelRoutine::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
-       {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
+                               *Pointer<Short>(buffer) = Extract(current.x, 0);
+                               *Pointer<Short>(buffer + pitch) = Extract(current.x, 1);
+                       }
+                       break;
+               case FORMAT_A8:
+                       if(rgbaWriteMask & 0x00000008)
+                       {
+                               Pointer<Byte> buffer = cBuffer + 1 * x;
+                               Short4 value;
+                               value = Insert(value, *Pointer<Short>(buffer), 0);
+                               Int pitch = *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+                               value = Insert(value, *Pointer<Short>(buffer + pitch), 1);
+                               value = UnpackLow(As<Byte8>(value), As<Byte8>(value));
 
-               dst.x = dot3(src0, row0);
-               dst.y = dot3(src0, row1);
-       }
+                               current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q) + 8 * xMask);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask);
+                               current.w |= value;
 
-       void PixelRoutine::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
-       {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
-               Vector4f row2 = fetchRegisterF(r, src1, 2);
+                               *Pointer<Short>(buffer) = Extract(current.w, 0);
+                               *Pointer<Short>(buffer + pitch) = Extract(current.w, 1);
+                       }
+                       break;
+               case FORMAT_G16R16:
+                       {
+                               Pointer<Byte> buffer = cBuffer + 4 * x;
 
-               dst.x = dot3(src0, row0);
-               dst.y = dot3(src0, row1);
-               dst.z = dot3(src0, row2);
-       }
+                               Short4 value = *Pointer<Short4>(buffer);
 
-       void PixelRoutine::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
-       {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
-               Vector4f row2 = fetchRegisterF(r, src1, 2);
-               Vector4f row3 = fetchRegisterF(r, src1, 3);
-
-               dst.x = dot3(src0, row0);
-               dst.y = dot3(src0, row1);
-               dst.z = dot3(src0, row2);
-               dst.w = dot3(src0, row3);
-       }
+                               if((rgbaWriteMask & 0x00000003) != 0x00000003)
+                               {
+                                       Short4 masked = value;
+                                       current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
+                                       masked &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[~rgbaWriteMask & 0x3][0]));
+                                       current.x |= masked;
+                               }
 
-       void PixelRoutine::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
-       {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
-               Vector4f row2 = fetchRegisterF(r, src1, 2);
+                               current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+                               current.x |= value;
+                               *Pointer<Short4>(buffer) = current.x;
 
-               dst.x = dot4(src0, row0);
-               dst.y = dot4(src0, row1);
-               dst.z = dot4(src0, row2);
-       }
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
 
-       void PixelRoutine::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
-       {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
-               Vector4f row2 = fetchRegisterF(r, src1, 2);
-               Vector4f row3 = fetchRegisterF(r, src1, 3);
-
-               dst.x = dot4(src0, row0);
-               dst.y = dot4(src0, row1);
-               dst.z = dot4(src0, row2);
-               dst.w = dot4(src0, row3);
-       }
+                               value = *Pointer<Short4>(buffer);
 
-       void PixelRoutine::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
-       {
-               Vector4f tmp;
-               sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias); 
+                               if((rgbaWriteMask & 0x00000003) != 0x00000003)
+                               {
+                                       Short4 masked = value;
+                                       current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
+                                       masked &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[~rgbaWriteMask & 0x3][0]));
+                                       current.y |= masked;
+                               }
 
-               dst.x = tmp[(src1.swizzle >> 0) & 0x3];
-               dst.y = tmp[(src1.swizzle >> 2) & 0x3];
-               dst.z = tmp[(src1.swizzle >> 4) & 0x3];
-               dst.w = tmp[(src1.swizzle >> 6) & 0x3];
-       }
-       
-       void PixelRoutine::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2,  Vector4f &src3, bool project, bool bias)
-       {
-               Vector4f tmp;
-               sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
+                               current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+                               current.y |= value;
+                               *Pointer<Short4>(buffer) = current.y;
+                       }
+                       break;
+               case FORMAT_A16B16G16R16:
+                       {
+                               Pointer<Byte> buffer = cBuffer + 8 * x;
 
-               dst.x = tmp[(src1.swizzle >> 0) & 0x3];
-               dst.y = tmp[(src1.swizzle >> 2) & 0x3];
-               dst.z = tmp[(src1.swizzle >> 4) & 0x3];
-               dst.w = tmp[(src1.swizzle >> 6) & 0x3];
-       }
-       
-       void PixelRoutine::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
-       {
-               Vector4f tmp;
-               sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
+                               {
+                                       Short4 value = *Pointer<Short4>(buffer);
 
-               dst.x = tmp[(src1.swizzle >> 0) & 0x3];
-               dst.y = tmp[(src1.swizzle >> 2) & 0x3];
-               dst.z = tmp[(src1.swizzle >> 4) & 0x3];
-               dst.w = tmp[(src1.swizzle >> 6) & 0x3];
-       }
+                                       if(rgbaWriteMask != 0x0000000F)
+                                       {
+                                               Short4 masked = value;
+                                               current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+                                               masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+                                               current.x |= masked;
+                                       }
 
-       void PixelRoutine::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
-       {
-               Int kill = -1;
-               
-               if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
-               if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
-               if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
-               if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
-
-               // FIXME: Dynamic branching affects TEXKILL?
-       //      if(shader->containsDynamicBranching())
-       //      {
-       //              kill = ~SignMask(enableMask(r));
-       //      }
+                                       current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
+                                       value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
+                                       current.x |= value;
+                                       *Pointer<Short4>(buffer) = current.x;
+                               }
 
-               for(unsigned int q = 0; q < state.multiSample; q++)
-               {
-                       cMask[q] &= kill;
-               }
+                               {
+                                       Short4 value = *Pointer<Short4>(buffer + 8);
 
-               // FIXME: Branch to end of shader if all killed?
-       }
+                                       if(rgbaWriteMask != 0x0000000F)
+                                       {
+                                               Short4 masked = value;
+                                               current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+                                               masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+                                               current.y |= masked;
+                                       }
 
-       void PixelRoutine::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
-       {
-               Int kill = 0;
-               
-               if(shader->containsDynamicBranching())
-               {
-                       kill = ~SignMask(enableMask(r, instruction));
-               }
-               
-               for(unsigned int q = 0; q < state.multiSample; q++)
-               {
-                       cMask[q] &= kill;
-               }
+                                       current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
+                                       value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
+                                       current.y |= value;
+                                       *Pointer<Short4>(buffer + 8) = current.y;
+                               }
 
-               // FIXME: Branch to end of shader if all killed?
-       }
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
 
-       void PixelRoutine::DFDX(Vector4f &dst, Vector4f &src)
-       {
-               dst.x = src.x.yyww - src.x.xxzz;
-               dst.y = src.y.yyww - src.y.xxzz;
-               dst.z = src.z.yyww - src.z.xxzz;
-               dst.w = src.w.yyww - src.w.xxzz;
-       }
+                               {
+                                       Short4 value = *Pointer<Short4>(buffer);
 
-       void PixelRoutine::DFDY(Vector4f &dst, Vector4f &src)
-       {
-               dst.x = src.x.zwzw - src.x.xyxy;
-               dst.y = src.y.zwzw - src.y.xyxy;
-               dst.z = src.z.zwzw - src.z.xyxy;
-               dst.w = src.w.zwzw - src.w.xyxy;
-       }
+                                       if(rgbaWriteMask != 0x0000000F)
+                                       {
+                                               Short4 masked = value;
+                                               current.z &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+                                               masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+                                               current.z |= masked;
+                                       }
 
-       void PixelRoutine::FWIDTH(Vector4f &dst, Vector4f &src)
-       {
-               // abs(dFdx(src)) + abs(dFdy(src));
-               dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
-               dst.y = Abs(src.y.yyww - src.x.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
-               dst.z = Abs(src.z.yyww - src.x.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
-               dst.w = Abs(src.w.yyww - src.x.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
-       }
+                                       current.z &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
+                                       value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
+                                       current.z |= value;
+                                       *Pointer<Short4>(buffer) = current.z;
+                               }
 
-       void PixelRoutine::BREAK(Registers &r)
-       {
-               llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+                               {
+                                       Short4 value = *Pointer<Short4>(buffer + 8);
 
-               if(breakDepth == 0)
-               {
-                       r.enableIndex = r.enableIndex - breakDepth;
-                       Nucleus::createBr(endBlock);
-               }
-               else
-               {
-                       r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
-                       Bool allBreak = SignMask(r.enableBreak) == 0x0;
+                                       if(rgbaWriteMask != 0x0000000F)
+                                       {
+                                               Short4 masked = value;
+                                               current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+                                               masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+                                               current.w |= masked;
+                                       }
 
-                       r.enableIndex = r.enableIndex - breakDepth;
-                       branch(allBreak, endBlock, deadBlock);
+                                       current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
+                                       value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
+                                       current.w |= value;
+                                       *Pointer<Short4>(buffer + 8) = current.w;
+                               }
+                       }
+                       break;
+               default:
+                       ASSERT(false);
                }
-
-               Nucleus::setInsertBlock(deadBlock);
-               r.enableIndex = r.enableIndex + breakDepth;
        }
 
-       void PixelRoutine::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+       void PixelRoutine::blendFactor(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive)
        {
-               Int4 condition;
-
-               switch(control)
+               switch(blendFactorActive)
                {
-               case Shader::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);   break;
-               case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);             break;
-               case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);    break;
-               case Shader::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);    break;
-               case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);    break;
-               case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);             break;
+               case BLEND_ZERO:
+                       // Optimized
+                       break;
+               case BLEND_ONE:
+                       // Optimized
+                       break;
+               case BLEND_SOURCE:
+                       blendFactor.x = oC.x;
+                       blendFactor.y = oC.y;
+                       blendFactor.z = oC.z;
+                       break;
+               case BLEND_INVSOURCE:
+                       blendFactor.x = Float4(1.0f) - oC.x;
+                       blendFactor.y = Float4(1.0f) - oC.y;
+                       blendFactor.z = Float4(1.0f) - oC.z;
+                       break;
+               case BLEND_DEST:
+                       blendFactor.x = pixel.x;
+                       blendFactor.y = pixel.y;
+                       blendFactor.z = pixel.z;
+                       break;
+               case BLEND_INVDEST:
+                       blendFactor.x = Float4(1.0f) - pixel.x;
+                       blendFactor.y = Float4(1.0f) - pixel.y;
+                       blendFactor.z = Float4(1.0f) - pixel.z;
+                       break;
+               case BLEND_SOURCEALPHA:
+                       blendFactor.x = oC.w;
+                       blendFactor.y = oC.w;
+                       blendFactor.z = oC.w;
+                       break;
+               case BLEND_INVSOURCEALPHA:
+                       blendFactor.x = Float4(1.0f) - oC.w;
+                       blendFactor.y = Float4(1.0f) - oC.w;
+                       blendFactor.z = Float4(1.0f) - oC.w;
+                       break;
+               case BLEND_DESTALPHA:
+                       blendFactor.x = pixel.w;
+                       blendFactor.y = pixel.w;
+                       blendFactor.z = pixel.w;
+                       break;
+               case BLEND_INVDESTALPHA:
+                       blendFactor.x = Float4(1.0f) - pixel.w;
+                       blendFactor.y = Float4(1.0f) - pixel.w;
+                       blendFactor.z = Float4(1.0f) - pixel.w;
+                       break;
+               case BLEND_SRCALPHASAT:
+                       blendFactor.x = Float4(1.0f) - pixel.w;
+                       blendFactor.x = Min(blendFactor.x, oC.w);
+                       blendFactor.y = blendFactor.x;
+                       blendFactor.z = blendFactor.x;
+                       break;
+               case BLEND_CONSTANT:
+                       blendFactor.x = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[0]));
+                       blendFactor.y = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[1]));
+                       blendFactor.z = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[2]));
+                       break;
+               case BLEND_INVCONSTANT:
+                       blendFactor.x = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
+                       blendFactor.y = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
+                       blendFactor.z = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
+                       break;
                default:
                        ASSERT(false);
                }
-
-               BREAK(r, condition);
        }
 
-       void PixelRoutine::BREAKP(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
+       void PixelRoutine::blendFactorAlpha(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive)
        {
-               Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
-
-               if(predicateRegister.modifier == Shader::MODIFIER_NOT)
+               switch(blendFactorAlphaActive)
                {
-                       condition = ~condition;
-               }
-
-               BREAK(r, condition);
-       }
-
-       void PixelRoutine::BREAK(Registers &r, Int4 &condition)
-       {
-               condition &= r.enableStack[r.enableIndex];
-
-               llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
-
-               r.enableBreak = r.enableBreak & ~condition;
-               Bool allBreak = SignMask(r.enableBreak) == 0x0;
-
-               r.enableIndex = r.enableIndex - breakDepth;
-               branch(allBreak, endBlock, continueBlock);
-
-               Nucleus::setInsertBlock(continueBlock);
-               r.enableIndex = r.enableIndex + breakDepth;
-       }
-
-       void PixelRoutine::CONTINUE(Registers &r)
-       {
-               r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
-       }
-
-       void PixelRoutine::TEST()
-       {
-               whileTest = true;
+               case BLEND_ZERO:
+                       // Optimized
+                       break;
+               case BLEND_ONE:
+                       // Optimized
+                       break;
+               case BLEND_SOURCE:
+                       blendFactor.w = oC.w;
+                       break;
+               case BLEND_INVSOURCE:
+                       blendFactor.w = Float4(1.0f) - oC.w;
+                       break;
+               case BLEND_DEST:
+                       blendFactor.w = pixel.w;
+                       break;
+               case BLEND_INVDEST:
+                       blendFactor.w = Float4(1.0f) - pixel.w;
+                       break;
+               case BLEND_SOURCEALPHA:
+                       blendFactor.w = oC.w;
+                       break;
+               case BLEND_INVSOURCEALPHA:
+                       blendFactor.w = Float4(1.0f) - oC.w;
+                       break;
+               case BLEND_DESTALPHA:
+                       blendFactor.w = pixel.w;
+                       break;
+               case BLEND_INVDESTALPHA:
+                       blendFactor.w = Float4(1.0f) - pixel.w;
+                       break;
+               case BLEND_SRCALPHASAT:
+                       blendFactor.w = Float4(1.0f);
+                       break;
+               case BLEND_CONSTANT:
+                       blendFactor.w = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[3]));
+                       break;
+               case BLEND_INVCONSTANT:
+                       blendFactor.w = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
+                       break;
+               default:
+                       ASSERT(false);
+               }
        }
 
-       void PixelRoutine::CALL(Registers &r, int labelIndex, int callSiteIndex)
+       void PixelRoutine::alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
        {
-               if(!labelBlock[labelIndex])
-               {
-                       labelBlock[labelIndex] = Nucleus::createBasicBlock();
-               }
-
-               if(callRetBlock[labelIndex].size() > 1)
+               if(!state.alphaBlendActive)
                {
-                       r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+                       return;
                }
 
-               Int4 restoreLeave = r.enableLeave;
-
-               Nucleus::createBr(labelBlock[labelIndex]);
-               Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+               Pointer<Byte> buffer;
+               Vector4f pixel;
 
-               r.enableLeave = restoreLeave;
-       }
+               Vector4s color;
+               Short4 c01;
+               Short4 c23;
 
-       void PixelRoutine::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
-       {
-               if(src.type == Shader::PARAMETER_CONSTBOOL)
+               Float4 one;
+               if(Surface::isFloatFormat(state.targetFormat[index]))
                {
-                       CALLNZb(r, labelIndex, callSiteIndex, src);
+                       one = Float4(1.0f);
                }
-               else if(src.type == Shader::PARAMETER_PREDICATE)
-               {
-                       CALLNZp(r, labelIndex, callSiteIndex, src);
-               }
-               else ASSERT(false);
-       }
-
-       void PixelRoutine::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
-       {
-               Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0));   // FIXME
-               
-               if(boolRegister.modifier == Shader::MODIFIER_NOT)
+               else if(Surface::isNonNormalizedInteger(state.targetFormat[index]))
                {
-                       condition = !condition; 
+                       one = As<Float4>(Surface::isUnsignedComponent(state.targetFormat[index], 0) ? Int4(0xFFFFFFFF) : Int4(0x7FFFFFFF));
                }
 
-               if(!labelBlock[labelIndex])
+               switch(state.targetFormat[index])
                {
-                       labelBlock[labelIndex] = Nucleus::createBasicBlock();
+               case FORMAT_R32I:
+               case FORMAT_R32UI:
+               case FORMAT_R32F:
+                       buffer = cBuffer;
+                       // FIXME: movlps
+                       pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0);
+                       pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4);
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+                       // FIXME: movhps
+                       pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0);
+                       pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4);
+                       pixel.y = pixel.z = pixel.w = one;
+                       break;
+               case FORMAT_G32R32I:
+               case FORMAT_G32R32UI:
+               case FORMAT_G32R32F:
+                       buffer = cBuffer;
+                       pixel.x = *Pointer<Float4>(buffer + 8 * x, 16);
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+                       pixel.y = *Pointer<Float4>(buffer + 8 * x, 16);
+                       pixel.z = pixel.x;
+                       pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88);
+                       pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD);
+                       pixel.y = pixel.z;
+                       pixel.z = pixel.w = one;
+                       break;
+               case FORMAT_X32B32G32R32F:
+               case FORMAT_A32B32G32R32F:
+               case FORMAT_A32B32G32R32I:
+               case FORMAT_A32B32G32R32UI:
+                       buffer = cBuffer;
+                       pixel.x = *Pointer<Float4>(buffer + 16 * x, 16);
+                       pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16);
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+                       pixel.z = *Pointer<Float4>(buffer + 16 * x, 16);
+                       pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16);
+                       transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
+                       if(state.targetFormat[index] == FORMAT_X32B32G32R32F)
+                       {
+                               pixel.w = Float4(1.0f);
+                       }
+                       break;
+               default:
+                       ASSERT(false);
                }
 
-               if(callRetBlock[labelIndex].size() > 1)
+               if((postBlendSRGB && state.writeSRGB) || isSRGB(index))
                {
-                       r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+                       sRGBtoLinear(pixel.x);
+                       sRGBtoLinear(pixel.y);
+                       sRGBtoLinear(pixel.z);
                }
 
-               Int4 restoreLeave = r.enableLeave;
-
-               branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
-               Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
-
-               r.enableLeave = restoreLeave;
-       }
+               // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
+               Vector4f sourceFactor;
+               Vector4f destFactor;
 
-       void PixelRoutine::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
-       {
-               Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+               blendFactor(sourceFactor, oC, pixel, state.sourceBlendFactor);
+               blendFactor(destFactor, oC, pixel, state.destBlendFactor);
 
-               if(predicateRegister.modifier == Shader::MODIFIER_NOT)
+               if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
                {
-                       condition = ~condition;
+                       oC.x *= sourceFactor.x;
+                       oC.y *= sourceFactor.y;
+                       oC.z *= sourceFactor.z;
                }
 
-               condition &= r.enableStack[r.enableIndex];
-
-               if(!labelBlock[labelIndex])
+               if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
                {
-                       labelBlock[labelIndex] = Nucleus::createBasicBlock();
+                       pixel.x *= destFactor.x;
+                       pixel.y *= destFactor.y;
+                       pixel.z *= destFactor.z;
                }
 
-               if(callRetBlock[labelIndex].size() > 1)
+               switch(state.blendOperation)
                {
-                       r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+               case BLENDOP_ADD:
+                       oC.x += pixel.x;
+                       oC.y += pixel.y;
+                       oC.z += pixel.z;
+                       break;
+               case BLENDOP_SUB:
+                       oC.x -= pixel.x;
+                       oC.y -= pixel.y;
+                       oC.z -= pixel.z;
+                       break;
+               case BLENDOP_INVSUB:
+                       oC.x = pixel.x - oC.x;
+                       oC.y = pixel.y - oC.y;
+                       oC.z = pixel.z - oC.z;
+                       break;
+               case BLENDOP_MIN:
+                       oC.x = Min(oC.x, pixel.x);
+                       oC.y = Min(oC.y, pixel.y);
+                       oC.z = Min(oC.z, pixel.z);
+                       break;
+               case BLENDOP_MAX:
+                       oC.x = Max(oC.x, pixel.x);
+                       oC.y = Max(oC.y, pixel.y);
+                       oC.z = Max(oC.z, pixel.z);
+                       break;
+               case BLENDOP_SOURCE:
+                       // No operation
+                       break;
+               case BLENDOP_DEST:
+                       oC.x = pixel.x;
+                       oC.y = pixel.y;
+                       oC.z = pixel.z;
+                       break;
+               case BLENDOP_NULL:
+                       oC.x = Float4(0.0f);
+                       oC.y = Float4(0.0f);
+                       oC.z = Float4(0.0f);
+                       break;
+               default:
+                       ASSERT(false);
                }
 
-               r.enableIndex++;
-               r.enableStack[r.enableIndex] = condition;
-               Int4 restoreLeave = r.enableLeave;
-
-               Bool notAllFalse = SignMask(condition) != 0;
-               branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
-               Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
-
-               r.enableIndex--;
-               r.enableLeave = restoreLeave;
-       }
-
-       void PixelRoutine::ELSE(Registers &r)
-       {
-               ifDepth--;
-
-               llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
-               llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+               blendFactorAlpha(sourceFactor, oC, pixel, state.sourceBlendFactorAlpha);
+               blendFactorAlpha(destFactor, oC, pixel, state.destBlendFactorAlpha);
 
-               if(isConditionalIf[ifDepth])
+               if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
                {
-                       Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
-                       Bool notAllFalse = SignMask(condition) != 0;
-
-                       branch(notAllFalse, falseBlock, endBlock);
-
-                       r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+                       oC.w *= sourceFactor.w;
                }
-               else
+
+               if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
                {
-                       Nucleus::createBr(endBlock);
-                       Nucleus::setInsertBlock(falseBlock);
+                       pixel.w *= destFactor.w;
                }
 
-               ifFalseBlock[ifDepth] = endBlock;
-
-               ifDepth++;
-       }
-
-       void PixelRoutine::ENDIF(Registers &r)
-       {
-               ifDepth--;
-
-               llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
-
-               Nucleus::createBr(endBlock);
-               Nucleus::setInsertBlock(endBlock);
-
-               if(isConditionalIf[ifDepth])
+               switch(state.blendOperationAlpha)
                {
-                       breakDepth--;
-                       r.enableIndex--;
+               case BLENDOP_ADD:
+                       oC.w += pixel.w;
+                       break;
+               case BLENDOP_SUB:
+                       oC.w -= pixel.w;
+                       break;
+               case BLENDOP_INVSUB:
+                       pixel.w -= oC.w;
+                       oC.w = pixel.w;
+                       break;
+               case BLENDOP_MIN:
+                       oC.w = Min(oC.w, pixel.w);
+                       break;
+               case BLENDOP_MAX:
+                       oC.w = Max(oC.w, pixel.w);
+                       break;
+               case BLENDOP_SOURCE:
+                       // No operation
+                       break;
+               case BLENDOP_DEST:
+                       oC.w = pixel.w;
+                       break;
+               case BLENDOP_NULL:
+                       oC.w = Float4(0.0f);
+                       break;
+               default:
+                       ASSERT(false);
                }
        }
 
-       void PixelRoutine::ENDLOOP(Registers &r)
-       {
-               loopRepDepth--;
-
-               r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth];   // FIXME: +=
-
-               llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
-
-               Nucleus::createBr(testBlock);
-               Nucleus::setInsertBlock(endBlock);
-
-               r.loopDepth--;
-               r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
-       }
-
-       void PixelRoutine::ENDREP(Registers &r)
-       {
-               loopRepDepth--;
-
-               llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
-
-               Nucleus::createBr(testBlock);
-               Nucleus::setInsertBlock(endBlock);
-
-               r.loopDepth--;
-               r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
-       }
-
-       void PixelRoutine::ENDWHILE(Registers &r)
+       void PixelRoutine::writeColor(int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
        {
-               loopRepDepth--;
-
-               llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+               switch(state.targetFormat[index])
+               {
+               case FORMAT_R32F:
+               case FORMAT_R32I:
+               case FORMAT_R32UI:
+               case FORMAT_R16I:
+               case FORMAT_R16UI:
+               case FORMAT_R8I:
+               case FORMAT_R8UI:
+                       break;
+               case FORMAT_G32R32F:
+               case FORMAT_G32R32I:
+               case FORMAT_G32R32UI:
+               case FORMAT_G16R16I:
+               case FORMAT_G16R16UI:
+               case FORMAT_G8R8I:
+               case FORMAT_G8R8UI:
+                       oC.z = oC.x;
+                       oC.x = UnpackLow(oC.x, oC.y);
+                       oC.z = UnpackHigh(oC.z, oC.y);
+                       oC.y = oC.z;
+                       break;
+               case FORMAT_X32B32G32R32F:
+               case FORMAT_A32B32G32R32F:
+               case FORMAT_A32B32G32R32I:
+               case FORMAT_A32B32G32R32UI:
+               case FORMAT_A16B16G16R16I:
+               case FORMAT_A16B16G16R16UI:
+               case FORMAT_A8B8G8R8I:
+               case FORMAT_A8B8G8R8UI:
+                       transpose4x4(oC.x, oC.y, oC.z, oC.w);
+                       break;
+               default:
+                       ASSERT(false);
+               }
 
-               Nucleus::createBr(testBlock);
-               Nucleus::setInsertBlock(endBlock);
+               int rgbaWriteMask = state.colorWriteActive(index);
 
-               r.enableIndex--;
-               r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
-               whileTest = false;
-       }
+               Int xMask;   // Combination of all masks
 
-       void PixelRoutine::IF(Registers &r, const Src &src)
-       {
-               if(src.type == Shader::PARAMETER_CONSTBOOL)
-               {
-                       IFb(r, src);
-               }
-               else if(src.type == Shader::PARAMETER_PREDICATE)
+               if(state.depthTestActive)
                {
-                       IFp(r, src);
+                       xMask = zMask;
                }
                else
                {
-                       Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
-                       IF(r, condition);
-               }
-       }
-
-       void PixelRoutine::IFb(Registers &r, const Src &boolRegister)
-       {
-               ASSERT(ifDepth < 24 + 4);
-
-               Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0));   // FIXME
-
-               if(boolRegister.modifier == Shader::MODIFIER_NOT)
-               {
-                       condition = !condition;
+                       xMask = cMask;
                }
 
-               llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
-
-               branch(condition, trueBlock, falseBlock);
-
-               isConditionalIf[ifDepth] = false;
-               ifFalseBlock[ifDepth] = falseBlock;
-
-               ifDepth++;
-       }
-
-       void PixelRoutine::IFp(Registers &r, const Src &predicateRegister)
-       {
-               Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
-
-               if(predicateRegister.modifier == Shader::MODIFIER_NOT)
+               if(state.stencilActive)
                {
-                       condition = ~condition;
+                       xMask &= sMask;
                }
 
-               IF(r, condition);
-       }
-
-       void PixelRoutine::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
-       {
-               Int4 condition;
+               Pointer<Byte> buffer;
+               Float4 value;
 
-               switch(control)
+               switch(state.targetFormat[index])
                {
-               case Shader::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);   break;
-               case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);             break;
-               case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);    break;
-               case Shader::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);    break;
-               case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);    break;
-               case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);             break;
-               default:
-                       ASSERT(false);
-               }
+               case FORMAT_R32F:
+               case FORMAT_R32I:
+               case FORMAT_R32UI:
+                       if(rgbaWriteMask & 0x00000001)
+                       {
+                               buffer = cBuffer + 4 * x;
 
-               IF(r, condition);
-       }
+                               // FIXME: movlps
+                               value.x = *Pointer<Float>(buffer + 0);
+                               value.y = *Pointer<Float>(buffer + 4);
 
-       void PixelRoutine::IF(Registers &r, Int4 &condition)
-       {
-               condition &= r.enableStack[r.enableIndex];
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
 
-               r.enableIndex++;
-               r.enableStack[r.enableIndex] = condition;
+                               // FIXME: movhps
+                               value.z = *Pointer<Float>(buffer + 0);
+                               value.w = *Pointer<Float>(buffer + 4);
 
-               llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
+                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
+                               oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
 
-               Bool notAllFalse = SignMask(condition) != 0;
+                               // FIXME: movhps
+                               *Pointer<Float>(buffer + 0) = oC.x.z;
+                               *Pointer<Float>(buffer + 4) = oC.x.w;
 
-               branch(notAllFalse, trueBlock, falseBlock);
+                               buffer -= *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
 
-               isConditionalIf[ifDepth] = true;
-               ifFalseBlock[ifDepth] = falseBlock;
+                               // FIXME: movlps
+                               *Pointer<Float>(buffer + 0) = oC.x.x;
+                               *Pointer<Float>(buffer + 4) = oC.x.y;
+                       }
+                       break;
+               case FORMAT_R16I:
+               case FORMAT_R16UI:
+                       if(rgbaWriteMask & 0x00000001)
+                       {
+                               buffer = cBuffer + 2 * x;
 
-               ifDepth++;
-               breakDepth++;
-       }
+                               UShort4 xyzw;
+                               xyzw = As<UShort4>(Insert(As<Int2>(xyzw), *Pointer<Int>(buffer), 0));
 
-       void PixelRoutine::LABEL(int labelIndex)
-       {
-               if(!labelBlock[labelIndex])
-               {
-                       labelBlock[labelIndex] = Nucleus::createBasicBlock();
-               }
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
 
-               Nucleus::setInsertBlock(labelBlock[labelIndex]);
-               currentLabel = labelIndex;
-       }
+                               xyzw = As<UShort4>(Insert(As<Int2>(xyzw), *Pointer<Int>(buffer), 1));
+                               value = As<Float4>(Int4(xyzw));
 
-       void PixelRoutine::LOOP(Registers &r, const Src &integerRegister)
-       {
-               r.loopDepth++;
+                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X) + xMask * 16, 16));
+                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants, invMaskD4X) + xMask * 16, 16));
+                               oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
 
-               r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
-               r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][1]));
-               r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][2]));
+                               if(state.targetFormat[index] == FORMAT_R16I)
+                               {
+                                       Float component = oC.x.z;
+                                       *Pointer<Short>(buffer + 0) = Short(As<Int>(component));
+                                       component = oC.x.w;
+                                       *Pointer<Short>(buffer + 2) = Short(As<Int>(component));
 
-       //      If(r.increment[r.loopDepth] == 0)
-       //      {
-       //              r.increment[r.loopDepth] = 1;
-       //      }
+                                       buffer -= *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
 
-               llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+                                       component = oC.x.x;
+                                       *Pointer<Short>(buffer + 0) = Short(As<Int>(component));
+                                       component = oC.x.y;
+                                       *Pointer<Short>(buffer + 2) = Short(As<Int>(component));
+                               }
+                               else // FORMAT_R16UI
+                               {
+                                       Float component = oC.x.z;
+                                       *Pointer<UShort>(buffer + 0) = UShort(As<Int>(component));
+                                       component = oC.x.w;
+                                       *Pointer<UShort>(buffer + 2) = UShort(As<Int>(component));
 
-               loopRepTestBlock[loopRepDepth] = testBlock;
-               loopRepEndBlock[loopRepDepth] = endBlock;
+                                       buffer -= *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
 
-               // FIXME: jump(testBlock)
-               Nucleus::createBr(testBlock);
-               Nucleus::setInsertBlock(testBlock);
+                                       component = oC.x.x;
+                                       *Pointer<UShort>(buffer + 0) = UShort(As<Int>(component));
+                                       component = oC.x.y;
+                                       *Pointer<UShort>(buffer + 2) = UShort(As<Int>(component));
+                               }
+                       }
+                       break;
+               case FORMAT_R8I:
+               case FORMAT_R8UI:
+                       if(rgbaWriteMask & 0x00000001)
+                       {
+                               buffer = cBuffer + x;
 
-               branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
-               Nucleus::setInsertBlock(loopBlock);
+                               UInt xyzw, packedCol;
 
-               r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
-               
-               loopRepDepth++;
-               breakDepth = 0;
-       }
+                               xyzw = UInt(*Pointer<UShort>(buffer)) & 0xFFFF;
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                               xyzw |= UInt(*Pointer<UShort>(buffer)) << 16;
 
-       void PixelRoutine::REP(Registers &r, const Src &integerRegister)
-       {
-               r.loopDepth++;
+                               Short4 tmpCol = Short4(As<Int4>(oC.x));
+                               if(state.targetFormat[index] == FORMAT_R8I)
+                               {
+                                       tmpCol = As<Short4>(Pack(tmpCol, tmpCol));
+                               }
+                               else
+                               {
+                                       tmpCol = As<Short4>(Pack(As<UShort4>(tmpCol), As<UShort4>(tmpCol)));
+                               }
+                               packedCol = Extract(As<Int2>(tmpCol), 0);
 
-               r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
-               r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
+                               packedCol = (packedCol & *Pointer<UInt>(constants + OFFSET(Constants, maskB4Q) + 8 * xMask)) |
+                                           (xyzw & *Pointer<UInt>(constants + OFFSET(Constants, invMaskB4Q) + 8 * xMask));
 
-               llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+                               *Pointer<UShort>(buffer) = UShort(packedCol >> 16);
+                               buffer -= *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                               *Pointer<UShort>(buffer) = UShort(packedCol);
+                       }
+                       break;
+               case FORMAT_G32R32F:
+               case FORMAT_G32R32I:
+               case FORMAT_G32R32UI:
+                       buffer = cBuffer + 8 * x;
 
-               loopRepTestBlock[loopRepDepth] = testBlock;
-               loopRepEndBlock[loopRepDepth] = endBlock;
+                       value = *Pointer<Float4>(buffer);
 
-               // FIXME: jump(testBlock)
-               Nucleus::createBr(testBlock);
-               Nucleus::setInsertBlock(testBlock);
+                       if((rgbaWriteMask & 0x00000003) != 0x00000003)
+                       {
+                               Float4 masked = value;
+                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
+                               masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[~rgbaWriteMask & 0x3][0])));
+                               oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
+                       }
 
-               branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
-               Nucleus::setInsertBlock(loopBlock);
+                       oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
+                       value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
+                       oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
+                       *Pointer<Float4>(buffer) = oC.x;
 
-               r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
 
-               loopRepDepth++;
-               breakDepth = 0;
-       }
+                       value = *Pointer<Float4>(buffer);
 
-       void PixelRoutine::WHILE(Registers &r, const Src &temporaryRegister)
-       {
-               r.enableIndex++;
-
-               llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
-               
-               loopRepTestBlock[loopRepDepth] = testBlock;
-               loopRepEndBlock[loopRepDepth] = endBlock;
-
-               Int4 restoreBreak = r.enableBreak;
-               Int4 restoreContinue = r.enableContinue;
-
-               // FIXME: jump(testBlock)
-               Nucleus::createBr(testBlock);
-               Nucleus::setInsertBlock(testBlock);
-               r.enableContinue = restoreContinue;
-
-               const Vector4f &src = fetchRegisterF(r, temporaryRegister);
-               Int4 condition = As<Int4>(src.x);
-               condition &= r.enableStack[r.enableIndex - 1];
-               r.enableStack[r.enableIndex] = condition;
-
-               Bool notAllFalse = SignMask(condition) != 0;
-               branch(notAllFalse, loopBlock, endBlock);
-               
-               Nucleus::setInsertBlock(endBlock);
-               r.enableBreak = restoreBreak;
-               
-               Nucleus::setInsertBlock(loopBlock);
-
-               loopRepDepth++;
-               breakDepth = 0;
-       }
+                       if((rgbaWriteMask & 0x00000003) != 0x00000003)
+                       {
+                               Float4 masked;
 
-       void PixelRoutine::RET(Registers &r)
-       {
-               if(currentLabel == -1)
-               {
-                       returnBlock = Nucleus::createBasicBlock();
-                       Nucleus::createBr(returnBlock);
-               }
-               else
-               {
-                       llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
+                               masked = value;
+                               oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
+                               masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[~rgbaWriteMask & 0x3][0])));
+                               oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
+                       }
 
-                       if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack
+                       oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
+                       value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
+                       oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
+                       *Pointer<Float4>(buffer) = oC.y;
+                       break;
+               case FORMAT_G16R16I:
+               case FORMAT_G16R16UI:
+                       if((rgbaWriteMask & 0x00000003) != 0x0)
                        {
-                               // FIXME: Encapsulate
-                               UInt index = r.callStack[--r.stackIndex];
-                               llvm::Value *value = index.loadValue();
-                               llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
+                               buffer = cBuffer + 4 * x;
 
-                               for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
+                               UInt2 rgbaMask;
+                               UShort4 packedCol = UShort4(As<Int4>(oC.x));
+                               UShort4 value = *Pointer<UShort4>(buffer);
+                               UInt2 mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskD01Q) + xMask * 8);
+                               if((rgbaWriteMask & 0x3) != 0x3)
                                {
-                                       Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
+                                       Int tmpMask = *Pointer<Int>(constants + OFFSET(Constants, maskW4Q[rgbaWriteMask & 0x3][0]));
+                                       rgbaMask = As<UInt2>(Int2(tmpMask, tmpMask));
+                                       mergedMask &= rgbaMask;
                                }
+                               *Pointer<UInt2>(buffer) = (As<UInt2>(packedCol) & mergedMask) | (As<UInt2>(value) & ~mergedMask);
+
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+
+                               packedCol = UShort4(As<Int4>(oC.y));
+                               value = *Pointer<UShort4>(buffer);
+                               mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskD23Q) + xMask * 8);
+                               if((rgbaWriteMask & 0x3) != 0x3)
+                               {
+                                       mergedMask &= rgbaMask;
+                               }
+                               *Pointer<UInt2>(buffer) = (As<UInt2>(packedCol) & mergedMask) | (As<UInt2>(value) & ~mergedMask);
                        }
-                       else if(callRetBlock[currentLabel].size() == 1)   // Jump directly to the unique return destination
-                       {
-                               Nucleus::createBr(callRetBlock[currentLabel][0]);
-                       }
-                       else   // Function isn't called
+                       break;
+               case FORMAT_G8R8I:
+               case FORMAT_G8R8UI:
+                       if((rgbaWriteMask & 0x00000003) != 0x0)
                        {
-                               Nucleus::createBr(unreachableBlock);
-                       }
+                               buffer = cBuffer + 2 * x;
 
-                       Nucleus::setInsertBlock(unreachableBlock);
-                       Nucleus::createUnreachable();
-               }
-       }
+                               Int2 xyzw, packedCol;
 
-       void PixelRoutine::LEAVE(Registers &r)
-       {
-               r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
+                               xyzw = Insert(xyzw, *Pointer<Int>(buffer), 0);
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                               xyzw = Insert(xyzw, *Pointer<Int>(buffer), 1);
 
-               // FIXME: Return from function if all instances left
-               // FIXME: Use enableLeave in other control-flow constructs
-       }
-       
-       void PixelRoutine::writeDestination(Registers &r, Vector4s &d, const Dst &dst)
-       {
-               switch(dst.type)
-               {
-               case Shader::PARAMETER_TEMP:
-                       if(dst.mask & 0x1) r.rs[dst.index].x = d.x;
-                       if(dst.mask & 0x2) r.rs[dst.index].y = d.y;
-                       if(dst.mask & 0x4) r.rs[dst.index].z = d.z;
-                       if(dst.mask & 0x8) r.rs[dst.index].w = d.w;
-                       break;
-               case Shader::PARAMETER_INPUT:
-                       if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
-                       if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
-                       if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
-                       if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
-                       break;
-               case Shader::PARAMETER_CONST:                   ASSERT(false);  break;
-               case Shader::PARAMETER_TEXTURE:
-                       if(dst.mask & 0x1) r.ts[dst.index].x = d.x;
-                       if(dst.mask & 0x2) r.ts[dst.index].y = d.y;
-                       if(dst.mask & 0x4) r.ts[dst.index].z = d.z;
-                       if(dst.mask & 0x8) r.ts[dst.index].w = d.w;
-                       break;
-               case Shader::PARAMETER_COLOROUT:
-                       if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
-                       if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
-                       if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
-                       if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
-                       break;
-               default:
-                       ASSERT(false);
-               }
-       }
+                               if(state.targetFormat[index] == FORMAT_G8R8I)
+                               {
+                                       packedCol = As<Int2>(Pack(Short4(As<Int4>(oC.x)), Short4(As<Int4>(oC.y))));
+                               }
+                               else
+                               {
+                                       packedCol = As<Int2>(Pack(UShort4(As<Int4>(oC.x)), UShort4(As<Int4>(oC.y))));
+                               }
 
-       Vector4s PixelRoutine::fetchRegisterS(Registers &r, const Src &src)
-       {
-               Vector4s *reg;
-               int i = src.index;
+                               UInt2 mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskW4Q) + xMask * 8);
+                               if((rgbaWriteMask & 0x3) != 0x3)
+                               {
+                                       Int tmpMask = *Pointer<Int>(constants + OFFSET(Constants, maskB4Q[5 * (rgbaWriteMask & 0x3)][0]));
+                                       UInt2 rgbaMask = As<UInt2>(Int2(tmpMask, tmpMask));
+                                       mergedMask &= rgbaMask;
+                               }
 
-               Vector4s c;
+                               packedCol = As<Int2>((As<UInt2>(packedCol) & mergedMask) | (As<UInt2>(xyzw) & ~mergedMask));
 
-               if(src.type == Shader::PARAMETER_CONST)
-               {
-                       c.x = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][0]));
-                       c.y = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][1]));
-                       c.z = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][2]));
-                       c.w = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][3]));
-               }
+                               *Pointer<UInt>(buffer) = As<UInt>(Extract(packedCol, 1));
+                               buffer -= *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+                               *Pointer<UInt>(buffer) = As<UInt>(Extract(packedCol, 0));
+                       }
+                       break;
+               case FORMAT_X32B32G32R32F:
+               case FORMAT_A32B32G32R32F:
+               case FORMAT_A32B32G32R32I:
+               case FORMAT_A32B32G32R32UI:
+                       buffer = cBuffer + 16 * x;
 
-               switch(src.type)
-               {
-               case Shader::PARAMETER_TEMP:          reg = &r.rs[i]; break;
-               case Shader::PARAMETER_INPUT:         reg = &r.vs[i]; break;
-               case Shader::PARAMETER_CONST:         reg = &c;       break;
-               case Shader::PARAMETER_TEXTURE:       reg = &r.ts[i]; break;
-               case Shader::PARAMETER_VOID:          return r.rs[0]; // Dummy
-               case Shader::PARAMETER_FLOAT4LITERAL: return r.rs[0]; // Dummy
-               default:
-                       ASSERT(false);
-               }
+                       {
+                               value = *Pointer<Float4>(buffer, 16);
 
-               const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
-               const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3];
-               const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
-               const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
+                               if(rgbaWriteMask != 0x0000000F)
+                               {
+                                       Float4 masked = value;
+                                       oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
+                                       oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
+                               }
 
-               Vector4s mod;
+                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
+                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
+                               oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
+                               *Pointer<Float4>(buffer, 16) = oC.x;
+                       }
 
-               switch(src.modifier)
-               {
-               case Shader::MODIFIER_NONE:
-                       mod.x = x;
-                       mod.y = y;
-                       mod.z = z;
-                       mod.w = w;
-                       break;
-               case Shader::MODIFIER_BIAS:
-                       mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                       mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                       mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                       mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                       break;
-               case Shader::MODIFIER_BIAS_NEGATE:
-                       mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
-                       mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
-                       mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
-                       mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
-                       break;
-               case Shader::MODIFIER_COMPLEMENT:
-                       mod.x = SubSat(Short4(0x1000), x);
-                       mod.y = SubSat(Short4(0x1000), y);
-                       mod.z = SubSat(Short4(0x1000), z);
-                       mod.w = SubSat(Short4(0x1000), w);
-                       break;
-               case Shader::MODIFIER_NEGATE:
-                       mod.x = -x;
-                       mod.y = -y;
-                       mod.z = -z;
-                       mod.w = -w;
-                       break;
-               case Shader::MODIFIER_X2:
-                       mod.x = AddSat(x, x);
-                       mod.y = AddSat(y, y);
-                       mod.z = AddSat(z, z);
-                       mod.w = AddSat(w, w);
-                       break;
-               case Shader::MODIFIER_X2_NEGATE:
-                       mod.x = -AddSat(x, x);
-                       mod.y = -AddSat(y, y);
-                       mod.z = -AddSat(z, z);
-                       mod.w = -AddSat(w, w);
-                       break;
-               case Shader::MODIFIER_SIGN:
-                       mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                       mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                       mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                       mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-                       mod.x = AddSat(mod.x, mod.x);
-                       mod.y = AddSat(mod.y, mod.y);
-                       mod.z = AddSat(mod.z, mod.z);
-                       mod.w = AddSat(mod.w, mod.w);
-                       break;
-               case Shader::MODIFIER_SIGN_NEGATE:
-                       mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
-                       mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
-                       mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
-                       mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
-                       mod.x = AddSat(mod.x, mod.x);
-                       mod.y = AddSat(mod.y, mod.y);
-                       mod.z = AddSat(mod.z, mod.z);
-                       mod.w = AddSat(mod.w, mod.w);
-                       break;
-               case Shader::MODIFIER_DZ:
-                       mod.x = x;
-                       mod.y = y;
-                       mod.z = z;
-                       mod.w = w;
-                       // Projection performed by texture sampler
-                       break;
-               case Shader::MODIFIER_DW:
-                       mod.x = x;
-                       mod.y = y;
-                       mod.z = z;
-                       mod.w = w;
-                       // Projection performed by texture sampler
-                       break;
-               default:
-                       ASSERT(false);
-               }
+                       {
+                               value = *Pointer<Float4>(buffer + 16, 16);
 
-               if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE))
-               {
-                       mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
-                       mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
-                       mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
-                       mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
-               }
+                               if(rgbaWriteMask != 0x0000000F)
+                               {
+                                       Float4 masked = value;
+                                       oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
+                                       oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
+                               }
 
-               return mod;
-       }
+                               oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
+                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
+                               oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
+                               *Pointer<Float4>(buffer + 16, 16) = oC.y;
+                       }
 
-       Vector4f PixelRoutine::fetchRegisterF(Registers &r, const Src &src, int offset)
-       {
-               Vector4f reg;
-               int i = src.index + offset;
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
 
-               switch(src.type)
-               {
-               case Shader::PARAMETER_TEMP:
-                       if(src.rel.type == Shader::PARAMETER_VOID)
                        {
-                               reg = r.rf[i];
+                               value = *Pointer<Float4>(buffer, 16);
+
+                               if(rgbaWriteMask != 0x0000000F)
+                               {
+                                       Float4 masked = value;
+                                       oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
+                                       oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked));
+                               }
+
+                               oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
+                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
+                               oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value));
+                               *Pointer<Float4>(buffer, 16) = oC.z;
                        }
-                       else
+
                        {
-                               Int a = relativeAddress(r, src);
+                               value = *Pointer<Float4>(buffer + 16, 16);
+
+                               if(rgbaWriteMask != 0x0000000F)
+                               {
+                                       Float4 masked = value;
+                                       oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
+                                       oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked));
+                               }
 
-                               reg = r.rf[i + a];
+                               oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
+                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
+                               oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value));
+                               *Pointer<Float4>(buffer + 16, 16) = oC.w;
                        }
                        break;
-               case Shader::PARAMETER_INPUT:
+               case FORMAT_A16B16G16R16I:
+               case FORMAT_A16B16G16R16UI:
+                       if((rgbaWriteMask & 0x0000000F) != 0x0)
                        {
-                               if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
+                               buffer = cBuffer + 8 * x;
+
+                               UInt4 rgbaMask;
+                               UShort8 value = *Pointer<UShort8>(buffer);
+                               UShort8 packedCol = UShort8(UShort4(As<Int4>(oC.x)), UShort4(As<Int4>(oC.y)));
+                               UInt4 mergedMask = *Pointer<UInt4>(constants + OFFSET(Constants, maskQ01X) + xMask * 16);
+                               if((rgbaWriteMask & 0xF) != 0xF)
                                {
-                                       reg = r.vf[i];
+                                       UInt2 tmpMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskW4Q[rgbaWriteMask][0]));
+                                       rgbaMask = UInt4(tmpMask, tmpMask);
+                                       mergedMask &= rgbaMask;
                                }
-                               else if(src.rel.type == Shader::PARAMETER_LOOP)
-                               {
-                                       Int aL = r.aL[r.loopDepth];
+                               *Pointer<UInt4>(buffer) = (As<UInt4>(packedCol) & mergedMask) | (As<UInt4>(value) & ~mergedMask);
 
-                                       reg = r.vf[i + aL];
-                               }
-                               else
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+
+                               value = *Pointer<UShort8>(buffer);
+                               packedCol = UShort8(UShort4(As<Int4>(oC.z)), UShort4(As<Int4>(oC.w)));
+                               mergedMask = *Pointer<UInt4>(constants + OFFSET(Constants, maskQ23X) + xMask * 16);
+                               if((rgbaWriteMask & 0xF) != 0xF)
                                {
-                                       Int a = relativeAddress(r, src);
-                                       
-                                       reg = r.vf[i + a];
+                                       mergedMask &= rgbaMask;
                                }
+                               *Pointer<UInt4>(buffer) = (As<UInt4>(packedCol) & mergedMask) | (As<UInt4>(value) & ~mergedMask);
                        }
                        break;
-               case Shader::PARAMETER_CONST:
-                       reg = readConstant(r, src, offset);
-                       break;
-               case Shader::PARAMETER_TEXTURE:
-                       reg = r.vf[2 + i];
-                       break;
-               case Shader::PARAMETER_MISCTYPE:
-                       if(src.index == 0)                              reg = r.vPos;
-                       if(src.index == 1)                              reg = r.vFace;
-                       break;
-               case Shader::PARAMETER_SAMPLER:
-                       if(src.rel.type == Shader::PARAMETER_VOID)
-                       {
-                               reg.x = As<Float4>(Int4(i));
-                       }
-                       else if(src.rel.type == Shader::PARAMETER_TEMP)
+               case FORMAT_A8B8G8R8I:
+               case FORMAT_A8B8G8R8UI:
+                       if((rgbaWriteMask & 0x0000000F) != 0x0)
                        {
-                               reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x));
-                       }
-                       return reg;
-               case Shader::PARAMETER_PREDICATE:       return reg;   // Dummy
-               case Shader::PARAMETER_VOID:            return reg;   // Dummy
-               case Shader::PARAMETER_FLOAT4LITERAL:
-                       reg.x = Float4(src.value[0]);
-                       reg.y = Float4(src.value[1]);
-                       reg.z = Float4(src.value[2]);
-                       reg.w = Float4(src.value[3]);
-                       break;
-               case Shader::PARAMETER_CONSTINT:        return reg;   // Dummy
-               case Shader::PARAMETER_CONSTBOOL:       return reg;   // Dummy
-               case Shader::PARAMETER_LOOP:            return reg;   // Dummy
-               case Shader::PARAMETER_COLOROUT:
-                       reg = r.oC[i];
-                       break;
-               case Shader::PARAMETER_DEPTHOUT:
-                       reg.x = r.oDepth;
-                       break;
-               default:
-                       ASSERT(false);
-               }
+                               UInt2 value, packedCol, mergedMask;
 
-               const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
-               const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
-               const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
-               const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
+                               buffer = cBuffer + 4 * x;
+
+                               if(state.targetFormat[index] == FORMAT_A8B8G8R8I)
+                               {
+                                       packedCol = As<UInt2>(Pack(Short4(As<Int4>(oC.x)), Short4(As<Int4>(oC.y))));
+                               }
+                               else
+                               {
+                                       packedCol = As<UInt2>(Pack(UShort4(As<Int4>(oC.x)), UShort4(As<Int4>(oC.y))));
+                               }
+                               value = *Pointer<UInt2>(buffer, 16);
+                               mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskD01Q) + xMask * 8);
+                               if(rgbaWriteMask != 0xF)
+                               {
+                                       mergedMask &= *Pointer<UInt2>(constants + OFFSET(Constants, maskB4Q[rgbaWriteMask][0]));
+                               }
+                               *Pointer<UInt2>(buffer) = (packedCol & mergedMask) | (value & ~mergedMask);
 
-               Vector4f mod;
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
 
-               switch(src.modifier)
-               {
-               case Shader::MODIFIER_NONE:
-                       mod.x = x;
-                       mod.y = y;
-                       mod.z = z;
-                       mod.w = w;
-                       break;
-               case Shader::MODIFIER_NEGATE:
-                       mod.x = -x;
-                       mod.y = -y;
-                       mod.z = -z;
-                       mod.w = -w;
-                       break;
-               case Shader::MODIFIER_ABS:
-                       mod.x = Abs(x);
-                       mod.y = Abs(y);
-                       mod.z = Abs(z);
-                       mod.w = Abs(w);
-                       break;
-               case Shader::MODIFIER_ABS_NEGATE:
-                       mod.x = -Abs(x);
-                       mod.y = -Abs(y);
-                       mod.z = -Abs(z);
-                       mod.w = -Abs(w);
-                       break;
-               case Shader::MODIFIER_NOT:
-                       mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
-                       mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
-                       mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
-                       mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
+                               if(state.targetFormat[index] == FORMAT_A8B8G8R8I)
+                               {
+                                       packedCol = As<UInt2>(Pack(Short4(As<Int4>(oC.z)), Short4(As<Int4>(oC.w))));
+                               }
+                               else
+                               {
+                                       packedCol = As<UInt2>(Pack(UShort4(As<Int4>(oC.z)), UShort4(As<Int4>(oC.w))));
+                               }
+                               value = *Pointer<UInt2>(buffer, 16);
+                               mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskD23Q) + xMask * 8);
+                               if(rgbaWriteMask != 0xF)
+                               {
+                                       mergedMask &= *Pointer<UInt2>(constants + OFFSET(Constants, maskB4Q[rgbaWriteMask][0]));
+                               }
+                               *Pointer<UInt2>(buffer) = (packedCol & mergedMask) | (value & ~mergedMask);
+                       }
                        break;
                default:
                        ASSERT(false);
                }
-
-               return mod;
        }
 
-       Vector4f PixelRoutine::readConstant(Registers &r, const Src &src, int offset)
+       UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
        {
-               Vector4f c;
-
-               int i = src.index + offset;
-
-               if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
-               {
-                       c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]));
-
-                       c.x = c.x.xxxx;
-                       c.y = c.y.yyyy;
-                       c.z = c.z.zzzz;
-                       c.w = c.w.wwww;
+               return UShort4(cf * Float4(0xFFFF), saturate);
+       }
 
-                       if(shader->containsDefineInstruction())   // Constant may be known at compile time
-                       {
-                               for(size_t j = 0; j < shader->getLength(); j++)
-                               {
-                                       const Shader::Instruction &instruction = *shader->getInstruction(j);
+       void PixelRoutine::sRGBtoLinear16_12_16(Vector4s &c)
+       {
+               c.x = As<UShort4>(c.x) >> 4;
+               c.y = As<UShort4>(c.y) >> 4;
+               c.z = As<UShort4>(c.z) >> 4;
 
-                                       if(instruction.opcode == Shader::OPCODE_DEF)
-                                       {
-                                               if(instruction.dst.index == i)
-                                               {
-                                                       c.x = Float4(instruction.src[0].value[0]);
-                                                       c.y = Float4(instruction.src[0].value[1]);
-                                                       c.z = Float4(instruction.src[0].value[2]);
-                                                       c.w = Float4(instruction.src[0].value[3]);
+               sRGBtoLinear12_16(c);
+       }
 
-                                                       break;
-                                               }
-                                       }
-                               }
-                       }
-               }
-               else if(src.rel.type == Shader::PARAMETER_LOOP)
-               {
-                       Int loopCounter = r.aL[r.loopDepth];
+       void PixelRoutine::sRGBtoLinear12_16(Vector4s &c)
+       {
+               Pointer<Byte> LUT = constants + OFFSET(Constants,sRGBtoLinear12_16);
 
-                       c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + loopCounter * 16);
+               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
+               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
+               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
+               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
 
-                       c.x = c.x.xxxx;
-                       c.y = c.y.yyyy;
-                       c.z = c.z.zzzz;
-                       c.w = c.w.wwww;
-               }
-               else
-               {
-                       Int a = relativeAddress(r, src);
-                       
-                       c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + a * 16);
-
-                       c.x = c.x.xxxx;
-                       c.y = c.y.yyyy;
-                       c.z = c.z.zzzz;
-                       c.w = c.w.wwww;
-               }
+               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
+               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
+               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
+               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
 
-               return c;
+               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
+               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
+               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
+               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
        }
 
-       Int PixelRoutine::relativeAddress(Registers &r, const Shader::Parameter &var)
+       void PixelRoutine::linearToSRGB16_12_16(Vector4s &c)
        {
-               ASSERT(var.rel.deterministic);
-
-               if(var.rel.type == Shader::PARAMETER_TEMP)
-               {
-                       return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale;
-               }
-               else if(var.rel.type == Shader::PARAMETER_INPUT)
-               {
-                       return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale;
-               }
-               else if(var.rel.type == Shader::PARAMETER_OUTPUT)
-               {
-                       return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
-               }
-               else if(var.rel.type == Shader::PARAMETER_CONST)
-               {
-                       RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[var.rel.index]));
-
-                       return RoundInt(Extract(c, 0)) * var.rel.scale;
-               }
-               else ASSERT(false);
+               c.x = As<UShort4>(c.x) >> 4;
+               c.y = As<UShort4>(c.y) >> 4;
+               c.z = As<UShort4>(c.z) >> 4;
 
-               return 0;
+               linearToSRGB12_16(c);
        }
 
-       Int4 PixelRoutine::enableMask(Registers &r, const Shader::Instruction *instruction)
+       void PixelRoutine::linearToSRGB12_16(Vector4s &c)
        {
-               Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
-               
-               if(!whileTest)
-               {
-                       if(shader->containsBreakInstruction() && instruction->analysisBreak)
-                       {
-                               enable &= r.enableBreak;
-                       }
-
-                       if(shader->containsContinueInstruction() && instruction->analysisContinue)
-                       {
-                               enable &= r.enableContinue;
-                       }
+               Pointer<Byte> LUT = constants + OFFSET(Constants,linearToSRGB12_16);
 
-                       if(shader->containsLeaveInstruction() && instruction->analysisLeave)
-                       {
-                               enable &= r.enableLeave;
-                       }
-               }
+               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
+               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
+               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
+               c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
 
-               return enable;
-       }
+               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
+               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
+               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
+               c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
 
-       bool PixelRoutine::colorUsed()
-       {
-               return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill;
+               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
+               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
+               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
+               c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
        }
 
-       unsigned short PixelRoutine::shaderVersion() const
+       Float4 PixelRoutine::sRGBtoLinear(const Float4 &x)   // Approximates x^2.2
        {
-               return shader ? shader->getVersion() : 0x0000;
-       }
+               Float4 linear = x * x;
+               linear = linear * Float4(0.73f) + linear * x * Float4(0.27f);
 
-       bool PixelRoutine::interpolateZ() const
-       {
-               return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister);
+               return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
        }
 
-       bool PixelRoutine::interpolateW() const
+       bool PixelRoutine::colorUsed()
        {
-               return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister);
+               return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill;
        }
 }