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gl_VertexID implementation
[android-x86/external-swiftshader.git] / src / Shader / VertexProgram.cpp
index 35581af..c9ed8aa 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 "VertexProgram.hpp"
 
@@ -20,7 +23,8 @@
 
 namespace sw
 {
-       VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader) : VertexRoutine(state, shader)
+       VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader)
+               : VertexRoutine(state, shader), shader(shader), r(shader->dynamicallyIndexedTemporaries)
        {
                ifDepth = 0;
                loopRepDepth = 0;
@@ -32,6 +36,24 @@ namespace sw
                {
                        labelBlock[i] = 0;
                }
+
+               loopDepth = -1;
+               enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+
+               if(shader && shader->containsBreakInstruction())
+               {
+                       enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+               }
+
+               if(shader && shader->containsContinueInstruction())
+               {
+                       enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+               }
+
+               if(shader->isInstanceIdDeclared())
+               {
+                       instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID));
+               }
        }
 
        VertexProgram::~VertexProgram()
@@ -42,35 +64,50 @@ namespace sw
                }
        }
 
-       void VertexProgram::pipeline(Registers &r)
+       void VertexProgram::pipeline(UInt& index)
        {
                for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
                {
-                       sampler[i] = new SamplerCore(r.constants, state.samplerState[i]);
+                       sampler[i] = new SamplerCore(constants, state.samplerState[i]);
                }
 
                if(!state.preTransformed)
                {
-                       program(r);
+                       program(index);
                }
                else
                {
-                       passThrough(r);
+                       passThrough();
                }
        }
 
-       void VertexProgram::program(Registers &r)
+       void VertexProgram::program(UInt& index)
        {
        //      shader->print("VertexShader-%0.8X.txt", state.shaderID);
 
                unsigned short version = shader->getVersion();
 
-               r.enableIndex = 0;
-               r.stackIndex = 0;
+               enableIndex = 0;
+               stackIndex = 0;
 
                if(shader->containsLeaveInstruction())
                {
-                       r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+                       enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+               }
+
+               if(shader->isVertexIdDeclared())
+               {
+                       if(state.textureSampling)
+                       {
+                               vertexID = Int4(index);
+                       }
+                       else
+                       {
+                               vertexID = Insert(vertexID, As<Int>(index), 0);
+                               vertexID = Insert(vertexID, As<Int>(index + 1), 1);
+                               vertexID = Insert(vertexID, As<Int>(index + 2), 2);
+                               vertexID = Insert(vertexID, As<Int>(index + 3), 3);
+                       }
                }
 
                // Create all call site return blocks up front
@@ -87,7 +124,7 @@ namespace sw
                                callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
                        }
                }
-       
+
                for(size_t i = 0; i < shader->getLength(); i++)
                {
                        const Shader::Instruction *instruction = shader->getInstruction(i);
@@ -102,6 +139,8 @@ namespace sw
                        Src src0 = instruction->src[0];
                        Src src1 = instruction->src[1];
                        Src src2 = instruction->src[2];
+                       Src src3 = instruction->src[3];
+                       Src src4 = instruction->src[4];
 
                        bool predicate = instruction->predicate;
                        Control control = instruction->control;
@@ -112,178 +151,200 @@ namespace sw
                        Vector4f s0;
                        Vector4f s1;
                        Vector4f s2;
+                       Vector4f s3;
+                       Vector4f s4;
 
-                       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(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
+                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
+                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
+                       if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
+                       if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
 
                        switch(opcode)
                        {
-                       case Shader::OPCODE_VS_1_0:                                                                             break;
-                       case Shader::OPCODE_VS_1_1:                                                                             break;
-                       case Shader::OPCODE_VS_2_0:                                                                             break;
-                       case Shader::OPCODE_VS_2_x:                                                                             break;
-                       case Shader::OPCODE_VS_2_sw:                                                                    break;
-                       case Shader::OPCODE_VS_3_0:                                                                             break;
-                       case Shader::OPCODE_VS_3_sw:                                                                    break;
-                       case Shader::OPCODE_DCL:                                                                                break;
-                       case Shader::OPCODE_DEF:                                                                                break;
-                       case Shader::OPCODE_DEFI:                                                                               break;
-                       case Shader::OPCODE_DEFB:                                                                               break;
-                       case Shader::OPCODE_NOP:                                                                                break;
-                       case Shader::OPCODE_ABS:                abs(d, s0);                                             break;
-                       case Shader::OPCODE_ADD:                add(d, s0, s1);                                 break;
+                       case Shader::OPCODE_VS_1_0:                                     break;
+                       case Shader::OPCODE_VS_1_1:                                     break;
+                       case Shader::OPCODE_VS_2_0:                                     break;
+                       case Shader::OPCODE_VS_2_x:                                     break;
+                       case Shader::OPCODE_VS_2_sw:                                    break;
+                       case Shader::OPCODE_VS_3_0:                                     break;
+                       case Shader::OPCODE_VS_3_sw:                                    break;
+                       case Shader::OPCODE_DCL:                                        break;
+                       case Shader::OPCODE_DEF:                                        break;
+                       case Shader::OPCODE_DEFI:                                       break;
+                       case Shader::OPCODE_DEFB:                                       break;
+                       case Shader::OPCODE_NOP:                                        break;
+                       case Shader::OPCODE_ABS:        abs(d, s0);                     break;
+                       case Shader::OPCODE_IABS:       iabs(d, s0);                    break;
+                       case Shader::OPCODE_ADD:        add(d, s0, s1);                 break;
                        case Shader::OPCODE_IADD:       iadd(d, s0, s1);                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_DP1:                dp1(d, s0, s1);                                 break;
-                       case Shader::OPCODE_DP2:                dp2(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_ATT:                att(d, s0, s1);                                 break;
-                       case Shader::OPCODE_EXP2X:              exp2x(d, s0, pp);                               break;
-                       case Shader::OPCODE_EXP2:               exp2(d, s0, pp);                                break;
-                       case Shader::OPCODE_EXPP:               expp(d, s0, version);                   break;
-                       case Shader::OPCODE_EXP:                exp(d, s0, pp);                                 break;
-                       case Shader::OPCODE_FRC:                frc(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_DP1:        dp1(d, s0, s1);                 break;
+                       case Shader::OPCODE_DP2:        dp2(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_DET2:       det2(d, s0, s1);                break;
+                       case Shader::OPCODE_DET3:       det3(d, s0, s1, s2);            break;
+                       case Shader::OPCODE_DET4:       det4(d, s0, s1, s2, s3);        break;
+                       case Shader::OPCODE_ATT:        att(d, s0, s1);                 break;
+                       case Shader::OPCODE_EXP2X:      exp2x(d, s0, pp);               break;
+                       case Shader::OPCODE_EXP2:       exp2(d, s0, pp);                break;
+                       case Shader::OPCODE_EXPP:       expp(d, s0, version);           break;
+                       case Shader::OPCODE_EXP:        exp(d, s0, pp);                 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_ROUNDEVEN:  roundEven(d, s0);               break;
+                       case Shader::OPCODE_ROUNDEVEN:  roundEven(d, s0);               break;
                        case Shader::OPCODE_CEIL:       ceil(d, s0);                    break;
-                       case Shader::OPCODE_LIT:                lit(d, s0);                                             break;
-                       case Shader::OPCODE_LOG2X:              log2x(d, s0, pp);                               break;
-                       case Shader::OPCODE_LOG2:               log2(d, s0, pp);                                break;
-                       case Shader::OPCODE_LOGP:               logp(d, s0, version);                   break;
-                       case Shader::OPCODE_LOG:                log(d, s0, pp);                                 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_LIT:        lit(d, s0);                     break;
+                       case Shader::OPCODE_LOG2X:      log2x(d, s0, pp);               break;
+                       case Shader::OPCODE_LOG2:       log2(d, s0, pp);                break;
+                       case Shader::OPCODE_LOGP:       logp(d, s0, version);           break;
+                       case Shader::OPCODE_LOG:        log(d, s0, pp);                 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_FLOATBITSTOINT:
                        case Shader::OPCODE_FLOATBITSTOUINT:
                        case Shader::OPCODE_INTBITSTOFLOAT:
                        case Shader::OPCODE_UINTBITSTOFLOAT: d = s0;                    break;
-                       case Shader::OPCODE_M3X2:               M3X2(r, d, s0, src1);                   break;
-                       case Shader::OPCODE_M3X3:               M3X3(r, d, s0, src1);                   break;
-                       case Shader::OPCODE_M3X4:               M3X4(r, d, s0, src1);                   break;
-                       case Shader::OPCODE_M4X3:               M4X3(r, d, s0, src1);                   break;
-                       case Shader::OPCODE_M4X4:               M4X4(r, d, s0, src1);                   break;
-                       case Shader::OPCODE_MAD:                mad(d, s0, s1, s2);                             break;
-                       case Shader::OPCODE_IMAD:               imad(d, s0, s1, s2);                    break;
-                       case Shader::OPCODE_MAX:                max(d, s0, s1);                                 break;
+                       case Shader::OPCODE_PACKSNORM2x16:   packSnorm2x16(d, s0);      break;
+                       case Shader::OPCODE_PACKUNORM2x16:   packUnorm2x16(d, s0);      break;
+                       case Shader::OPCODE_PACKHALF2x16:    packHalf2x16(d, s0);       break;
+                       case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0);    break;
+                       case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0);    break;
+                       case Shader::OPCODE_UNPACKHALF2x16:  unpackHalf2x16(d, s0);     break;
+                       case Shader::OPCODE_M3X2:       M3X2(d, s0, src1);              break;
+                       case Shader::OPCODE_M3X3:       M3X3(d, s0, src1);              break;
+                       case Shader::OPCODE_M3X4:       M3X4(d, s0, src1);              break;
+                       case Shader::OPCODE_M4X3:       M4X3(d, s0, src1);              break;
+                       case Shader::OPCODE_M4X4:       M4X4(d, s0, src1);              break;
+                       case Shader::OPCODE_MAD:        mad(d, s0, s1, s2);             break;
+                       case Shader::OPCODE_IMAD:       imad(d, s0, s1, s2);            break;
+                       case Shader::OPCODE_MAX:        max(d, s0, s1);                 break;
                        case Shader::OPCODE_IMAX:       imax(d, s0, s1);                break;
                        case Shader::OPCODE_UMAX:       umax(d, s0, s1);                break;
-                       case Shader::OPCODE_MIN:                min(d, s0, s1);                                 break;
+                       case Shader::OPCODE_MIN:        min(d, s0, s1);                 break;
                        case Shader::OPCODE_IMIN:       imin(d, s0, s1);                break;
                        case Shader::OPCODE_UMIN:       umin(d, s0, s1);                break;
-                       case Shader::OPCODE_MOV:                mov(d, s0, integer);                    break;
+                       case Shader::OPCODE_MOV:        mov(d, s0, integer);            break;
                        case Shader::OPCODE_MOVA:       mov(d, s0, true);               break;
                        case Shader::OPCODE_NEG:        neg(d, s0);                     break;
                        case Shader::OPCODE_INEG:       ineg(d, s0);                    break;
-                       case Shader::OPCODE_F2B:                f2b(d, s0);                                             break;
-                       case Shader::OPCODE_B2F:                b2f(d, s0);                                             break;
+                       case Shader::OPCODE_F2B:        f2b(d, s0);                     break;
+                       case Shader::OPCODE_B2F:        b2f(d, s0);                     break;
                        case Shader::OPCODE_F2I:        f2i(d, s0);                     break;
                        case Shader::OPCODE_I2F:        i2f(d, s0);                     break;
                        case Shader::OPCODE_F2U:        f2u(d, s0);                     break;
                        case Shader::OPCODE_U2F:        u2f(d, s0);                     break;
                        case Shader::OPCODE_I2B:        i2b(d, s0);                     break;
                        case Shader::OPCODE_B2I:        b2i(d, s0);                     break;
-                       case Shader::OPCODE_U2B:        u2b(d, s0);                     break;
-                       case Shader::OPCODE_B2U:        b2u(d, s0);                     break;
-                       case Shader::OPCODE_MUL:                mul(d, s0, s1);                                 break;
+                       case Shader::OPCODE_MUL:        mul(d, s0, s1);                 break;
                        case Shader::OPCODE_IMUL:       imul(d, s0, s1);                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_POWX:               powx(d, s0, s1, pp);                    break;
-                       case Shader::OPCODE_POW:                pow(d, s0, s1, pp);                             break;
-                       case Shader::OPCODE_RCPX:               rcpx(d, s0, pp);                                break;
-                       case Shader::OPCODE_DIV:                div(d, s0, s1);                                 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_POWX:       powx(d, s0, s1, pp);            break;
+                       case Shader::OPCODE_POW:        pow(d, s0, s1, pp);             break;
+                       case Shader::OPCODE_RCPX:       rcpx(d, s0, pp);                break;
+                       case Shader::OPCODE_DIV:        div(d, s0, s1);                 break;
                        case Shader::OPCODE_IDIV:       idiv(d, s0, s1);                break;
                        case Shader::OPCODE_UDIV:       udiv(d, s0, s1);                break;
-                       case Shader::OPCODE_MOD:                mod(d, s0, s1);                                 break;
+                       case Shader::OPCODE_MOD:        mod(d, s0, s1);                 break;
                        case Shader::OPCODE_IMOD:       imod(d, s0, s1);                break;
                        case Shader::OPCODE_UMOD:       umod(d, s0, s1);                break;
                        case Shader::OPCODE_SHL:        shl(d, s0, s1);                 break;
-                       case Shader::OPCODE_ISHR:       ishr(d, s0, s1);                 break;
-                       case Shader::OPCODE_USHR:       ushr(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_SGE:                step(d, s1, s0);                                break;
-                       case Shader::OPCODE_SGN:                sgn(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);                                             break;
-                       case Shader::OPCODE_ACOS:               acos(d, s0);                                    break;
-                       case Shader::OPCODE_ASIN:               asin(d, s0);                                    break;
-                       case Shader::OPCODE_ATAN:               atan(d, s0);                                    break;
-                       case Shader::OPCODE_ATAN2:              atan2(d, s0, s1);                               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_SLT:                slt(d, s0, s1);                                 break;
-                       case Shader::OPCODE_SUB:                sub(d, s0, s1);                                 break;
+                       case Shader::OPCODE_ISHR:       ishr(d, s0, s1);                break;
+                       case Shader::OPCODE_USHR:       ushr(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_SGE:        step(d, s1, s0);                break;
+                       case Shader::OPCODE_SGN:        sgn(d, s0);                     break;
+                       case Shader::OPCODE_ISGN:       isgn(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);                     break;
+                       case Shader::OPCODE_ACOS:       acos(d, s0);                    break;
+                       case Shader::OPCODE_ASIN:       asin(d, s0);                    break;
+                       case Shader::OPCODE_ATAN:       atan(d, s0);                    break;
+                       case Shader::OPCODE_ATAN2:      atan2(d, s0, s1);               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_SLT:        slt(d, s0, s1);                 break;
+                       case Shader::OPCODE_SUB:        sub(d, s0, s1);                 break;
                        case Shader::OPCODE_ISUB:       isub(d, s0, s1);                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_ICMP:               icmp(d, s0, s1, control);               break;
+                       case Shader::OPCODE_BREAK:      BREAK();                        break;
+                       case Shader::OPCODE_BREAKC:     BREAKC(s0, s1, control);        break;
+                       case Shader::OPCODE_BREAKP:     BREAKP(src0);                   break;
+                       case Shader::OPCODE_CONTINUE:   CONTINUE();                     break;
+                       case Shader::OPCODE_TEST:       TEST();                         break;
+                       case Shader::OPCODE_CALL:       CALL(dst.label, dst.callSite);  break;
+                       case Shader::OPCODE_CALLNZ:     CALLNZ(dst.label, dst.callSite, src0); break;
+                       case Shader::OPCODE_ELSE:       ELSE();                         break;
+                       case Shader::OPCODE_ENDIF:      ENDIF();                        break;
+                       case Shader::OPCODE_ENDLOOP:    ENDLOOP();                      break;
+                       case Shader::OPCODE_ENDREP:     ENDREP();                       break;
+                       case Shader::OPCODE_ENDWHILE:   ENDWHILE();                     break;
+                       case Shader::OPCODE_ENDSWITCH:  ENDSWITCH();                    break;
+                       case Shader::OPCODE_IF:         IF(src0);                       break;
+                       case Shader::OPCODE_IFC:        IFC(s0, s1, control);           break;
+                       case Shader::OPCODE_LABEL:      LABEL(dst.index);               break;
+                       case Shader::OPCODE_LOOP:       LOOP(src1);                     break;
+                       case Shader::OPCODE_REP:        REP(src0);                      break;
+                       case Shader::OPCODE_WHILE:      WHILE(src0);                    break;
+                       case Shader::OPCODE_SWITCH:     SWITCH();                       break;
+                       case Shader::OPCODE_RET:        RET();                          break;
+                       case Shader::OPCODE_LEAVE:      LEAVE();                        break;
+                       case Shader::OPCODE_CMP:        cmp(d, s0, s1, control);        break;
+                       case Shader::OPCODE_ICMP:       icmp(d, s0, s1, control);       break;
                        case Shader::OPCODE_UCMP:       ucmp(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_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, s0, s1);                  break;
-                       case Shader::OPCODE_XOR:        xor(d, s0, s1);                 break;
-                       case Shader::OPCODE_AND:        and(d, s0, s1);                 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_ALL:        all(d.x, s0);                   break;
+                       case Shader::OPCODE_ANY:        any(d.x, s0);                   break;
+                       case Shader::OPCODE_NOT:        bitwise_not(d, s0);             break;
+                       case Shader::OPCODE_OR:         bitwise_or(d, s0, s1);          break;
+                       case Shader::OPCODE_XOR:        bitwise_xor(d, s0, s1);         break;
+                       case Shader::OPCODE_AND:        bitwise_and(d, s0, s1);         break;
                        case Shader::OPCODE_EQ:         equal(d, s0, s1);               break;
                        case Shader::OPCODE_NE:         notEqual(d, s0, s1);            break;
-                       case Shader::OPCODE_TEXLDL:             TEXLDL(r, d, s0, src1);                 break;
-                       case Shader::OPCODE_TEX:                TEX(r, d, s0, src1);                    break;
-                       case Shader::OPCODE_END:                                                                                break;
+                       case Shader::OPCODE_TEXLDL:     TEXLDL(d, s0, src1);            break;
+                       case Shader::OPCODE_TEX:        TEX(d, s0, src1);               break;
+                       case Shader::OPCODE_TEXOFFSET:  TEXOFFSET(d, s0, src1, s2);     break;
+                       case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2);      break;
+                       case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1);        break;
+                       case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2); break;
+                       case Shader::OPCODE_TEXGRAD:    TEXGRAD(d, s0, src1, s2, s3);   break;
+                       case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
+                       case Shader::OPCODE_TEXSIZE:    TEXSIZE(d, s0.x, src1);         break;
+                       case Shader::OPCODE_END:                                        break;
                        default:
                                ASSERT(false);
                        }
@@ -324,97 +385,88 @@ namespace sw
 
                                        switch(dst.type)
                                        {
-                                       case Shader::PARAMETER_VOID:                                                                                                                                            break;
+                                       case Shader::PARAMETER_VOID: break;
                                        case Shader::PARAMETER_TEMP:
                                                if(dst.rel.type == Shader::PARAMETER_VOID)
                                                {
-                                                       if(dst.x) pDst.x = r.r[dst.index].x;
-                                                       if(dst.y) pDst.y = r.r[dst.index].y;
-                                                       if(dst.z) pDst.z = r.r[dst.index].z;
-                                                       if(dst.w) pDst.w = r.r[dst.index].w;
+                                                       if(dst.x) pDst.x = r[dst.index].x;
+                                                       if(dst.y) pDst.y = r[dst.index].y;
+                                                       if(dst.z) pDst.z = r[dst.index].z;
+                                                       if(dst.w) pDst.w = r[dst.index].w;
                                                }
                                                else
                                                {
-                                                       Int a = relativeAddress(r, dst);
+                                                       Int a = relativeAddress(dst);
 
-                                                       if(dst.x) pDst.x = r.r[dst.index + a].x;
-                                                       if(dst.y) pDst.y = r.r[dst.index + a].y;
-                                                       if(dst.z) pDst.z = r.r[dst.index + a].z;
-                                                       if(dst.w) pDst.w = r.r[dst.index + a].w;
+                                                       if(dst.x) pDst.x = r[dst.index + a].x;
+                                                       if(dst.y) pDst.y = r[dst.index + a].y;
+                                                       if(dst.z) pDst.z = r[dst.index + a].z;
+                                                       if(dst.w) pDst.w = r[dst.index + a].w;
                                                }
                                                break;
-                                       case Shader::PARAMETER_ADDR:            pDst = r.a0;                                                                                                    break;
+                                       case Shader::PARAMETER_ADDR: pDst = a0; break;
                                        case Shader::PARAMETER_RASTOUT:
                                                switch(dst.index)
                                                {
                                                case 0:
-                                                       if(dst.x) pDst.x = r.o[Pos].x;
-                                                       if(dst.y) pDst.y = r.o[Pos].y;
-                                                       if(dst.z) pDst.z = r.o[Pos].z;
-                                                       if(dst.w) pDst.w = r.o[Pos].w;
+                                                       if(dst.x) pDst.x = o[Pos].x;
+                                                       if(dst.y) pDst.y = o[Pos].y;
+                                                       if(dst.z) pDst.z = o[Pos].z;
+                                                       if(dst.w) pDst.w = o[Pos].w;
                                                        break;
                                                case 1:
-                                                       pDst.x = r.o[Fog].x;
+                                                       pDst.x = o[Fog].x;
                                                        break;
                                                case 2:
-                                                       pDst.x = r.o[Pts].y;
+                                                       pDst.x = o[Pts].y;
                                                        break;
                                                default:
                                                        ASSERT(false);
                                                }
                                                break;
                                        case Shader::PARAMETER_ATTROUT:
-                                               if(dst.x) pDst.x = r.o[D0 + dst.index].x;
-                                               if(dst.y) pDst.y = r.o[D0 + dst.index].y;
-                                               if(dst.z) pDst.z = r.o[D0 + dst.index].z;
-                                               if(dst.w) pDst.w = r.o[D0 + dst.index].w;
+                                               if(dst.x) pDst.x = o[C0 + dst.index].x;
+                                               if(dst.y) pDst.y = o[C0 + dst.index].y;
+                                               if(dst.z) pDst.z = o[C0 + dst.index].z;
+                                               if(dst.w) pDst.w = o[C0 + dst.index].w;
                                                break;
                                        case Shader::PARAMETER_TEXCRDOUT:
                                //      case Shader::PARAMETER_OUTPUT:
                                                if(version < 0x0300)
                                                {
-                                                       if(dst.x) pDst.x = r.o[T0 + dst.index].x;
-                                                       if(dst.y) pDst.y = r.o[T0 + dst.index].y;
-                                                       if(dst.z) pDst.z = r.o[T0 + dst.index].z;
-                                                       if(dst.w) pDst.w = r.o[T0 + dst.index].w;
+                                                       if(dst.x) pDst.x = o[T0 + dst.index].x;
+                                                       if(dst.y) pDst.y = o[T0 + dst.index].y;
+                                                       if(dst.z) pDst.z = o[T0 + dst.index].z;
+                                                       if(dst.w) pDst.w = o[T0 + dst.index].w;
                                                }
                                                else
                                                {
                                                        if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative
                                                        {
-                                                               if(dst.x) pDst.x = r.o[dst.index].x;
-                                                               if(dst.y) pDst.y = r.o[dst.index].y;
-                                                               if(dst.z) pDst.z = r.o[dst.index].z;
-                                                               if(dst.w) pDst.w = r.o[dst.index].w;
-                                                       }
-                                                       else if(dst.rel.type == Shader::PARAMETER_LOOP)
-                                                       {
-                                                               Int aL = r.aL[r.loopDepth];
-
-                                                               if(dst.x) pDst.x = r.o[dst.index + aL].x;
-                                                               if(dst.y) pDst.y = r.o[dst.index + aL].y;
-                                                               if(dst.z) pDst.z = r.o[dst.index + aL].z;
-                                                               if(dst.w) pDst.w = r.o[dst.index + aL].w;
+                                                               if(dst.x) pDst.x = o[dst.index].x;
+                                                               if(dst.y) pDst.y = o[dst.index].y;
+                                                               if(dst.z) pDst.z = o[dst.index].z;
+                                                               if(dst.w) pDst.w = o[dst.index].w;
                                                        }
                                                        else
                                                        {
-                                                               Int a = relativeAddress(r, dst);
+                                                               Int a = relativeAddress(dst);
 
-                                                               if(dst.x) pDst.x = r.o[dst.index + a].x;
-                                                               if(dst.y) pDst.y = r.o[dst.index + a].y;
-                                                               if(dst.z) pDst.z = r.o[dst.index + a].z;
-                                                               if(dst.w) pDst.w = r.o[dst.index + a].w;
+                                                               if(dst.x) pDst.x = o[dst.index + a].x;
+                                                               if(dst.y) pDst.y = o[dst.index + a].y;
+                                                               if(dst.z) pDst.z = o[dst.index + a].z;
+                                                               if(dst.w) pDst.w = o[dst.index + a].w;
                                                        }
                                                }
                                                break;
-                                       case Shader::PARAMETER_LABEL:                                                                                                                                           break;
-                                       case Shader::PARAMETER_PREDICATE:       pDst = r.p0;                                                                                                    break;
-                                       case Shader::PARAMETER_INPUT:                                                                                                                                           break;
+                                       case Shader::PARAMETER_LABEL:                break;
+                                       case Shader::PARAMETER_PREDICATE: pDst = p0; break;
+                                       case Shader::PARAMETER_INPUT:                break;
                                        default:
                                                ASSERT(false);
                                        }
 
-                                       Int4 enable = enableMask(r, instruction);
+                                       Int4 enable = enableMask(instruction);
 
                                        Int4 xEnable = enable;
                                        Int4 yEnable = enable;
@@ -425,10 +477,10 @@ namespace sw
                                        {
                                                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];
+                                               Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
+                                               Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
+                                               Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
+                                               Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
 
                                                if(!instruction->predicateNot)
                                                {
@@ -464,92 +516,83 @@ namespace sw
                                case Shader::PARAMETER_TEMP:
                                        if(dst.rel.type == Shader::PARAMETER_VOID)
                                        {
-                                               if(dst.x) r.r[dst.index].x = d.x;
-                                               if(dst.y) r.r[dst.index].y = d.y;
-                                               if(dst.z) r.r[dst.index].z = d.z;
-                                               if(dst.w) r.r[dst.index].w = d.w;
+                                               if(dst.x) r[dst.index].x = d.x;
+                                               if(dst.y) r[dst.index].y = d.y;
+                                               if(dst.z) r[dst.index].z = d.z;
+                                               if(dst.w) r[dst.index].w = d.w;
                                        }
                                        else
                                        {
-                                               Int a = relativeAddress(r, dst);
+                                               Int a = relativeAddress(dst);
 
-                                               if(dst.x) r.r[dst.index + a].x = d.x;
-                                               if(dst.y) r.r[dst.index + a].y = d.y;
-                                               if(dst.z) r.r[dst.index + a].z = d.z;
-                                               if(dst.w) r.r[dst.index + a].w = d.w;
+                                               if(dst.x) r[dst.index + a].x = d.x;
+                                               if(dst.y) r[dst.index + a].y = d.y;
+                                               if(dst.z) r[dst.index + a].z = d.z;
+                                               if(dst.w) r[dst.index + a].w = d.w;
                                        }
                                        break;
                                case Shader::PARAMETER_ADDR:
-                                       if(dst.x) r.a0.x = d.x;
-                                       if(dst.y) r.a0.y = d.y;
-                                       if(dst.z) r.a0.z = d.z;
-                                       if(dst.w) r.a0.w = d.w;
+                                       if(dst.x) a0.x = d.x;
+                                       if(dst.y) a0.y = d.y;
+                                       if(dst.z) a0.z = d.z;
+                                       if(dst.w) a0.w = d.w;
                                        break;
                                case Shader::PARAMETER_RASTOUT:
                                        switch(dst.index)
                                        {
                                        case 0:
-                                               if(dst.x) r.o[Pos].x = d.x;
-                                               if(dst.y) r.o[Pos].y = d.y;
-                                               if(dst.z) r.o[Pos].z = d.z;
-                                               if(dst.w) r.o[Pos].w = d.w;
+                                               if(dst.x) o[Pos].x = d.x;
+                                               if(dst.y) o[Pos].y = d.y;
+                                               if(dst.z) o[Pos].z = d.z;
+                                               if(dst.w) o[Pos].w = d.w;
                                                break;
                                        case 1:
-                                               r.o[Fog].x = d.x;
+                                               o[Fog].x = d.x;
                                                break;
-                                       case 2:         
-                                               r.o[Pts].y = d.x;
+                                       case 2:
+                                               o[Pts].y = d.x;
                                                break;
                                        default:        ASSERT(false);
                                        }
                                        break;
-                               case Shader::PARAMETER_ATTROUT: 
-                                       if(dst.x) r.o[D0 + dst.index].x = d.x;
-                                       if(dst.y) r.o[D0 + dst.index].y = d.y;
-                                       if(dst.z) r.o[D0 + dst.index].z = d.z;
-                                       if(dst.w) r.o[D0 + dst.index].w = d.w;
+                               case Shader::PARAMETER_ATTROUT:
+                                       if(dst.x) o[C0 + dst.index].x = d.x;
+                                       if(dst.y) o[C0 + dst.index].y = d.y;
+                                       if(dst.z) o[C0 + dst.index].z = d.z;
+                                       if(dst.w) o[C0 + dst.index].w = d.w;
                                        break;
                                case Shader::PARAMETER_TEXCRDOUT:
                        //      case Shader::PARAMETER_OUTPUT:
                                        if(version < 0x0300)
                                        {
-                                               if(dst.x) r.o[T0 + dst.index].x = d.x;
-                                               if(dst.y) r.o[T0 + dst.index].y = d.y;
-                                               if(dst.z) r.o[T0 + dst.index].z = d.z;
-                                               if(dst.w) r.o[T0 + dst.index].w = d.w;
+                                               if(dst.x) o[T0 + dst.index].x = d.x;
+                                               if(dst.y) o[T0 + dst.index].y = d.y;
+                                               if(dst.z) o[T0 + dst.index].z = d.z;
+                                               if(dst.w) o[T0 + dst.index].w = d.w;
                                        }
                                        else
                                        {
                                                if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative
                                                {
-                                                       if(dst.x) r.o[dst.index].x = d.x;
-                                                       if(dst.y) r.o[dst.index].y = d.y;
-                                                       if(dst.z) r.o[dst.index].z = d.z;
-                                                       if(dst.w) r.o[dst.index].w = d.w;
-                                               }
-                                               else if(dst.rel.type == Shader::PARAMETER_LOOP)
-                                               {
-                                                       Int aL = r.aL[r.loopDepth];
-
-                                                       if(dst.x) r.o[dst.index + aL].x = d.x;
-                                                       if(dst.y) r.o[dst.index + aL].y = d.y;
-                                                       if(dst.z) r.o[dst.index + aL].z = d.z;
-                                                       if(dst.w) r.o[dst.index + aL].w = d.w;
+                                                       if(dst.x) o[dst.index].x = d.x;
+                                                       if(dst.y) o[dst.index].y = d.y;
+                                                       if(dst.z) o[dst.index].z = d.z;
+                                                       if(dst.w) o[dst.index].w = d.w;
                                                }
                                                else
                                                {
-                                                       Int a = relativeAddress(r, dst);
+                                                       Int a = relativeAddress(dst);
 
-                                                       if(dst.x) r.o[dst.index + a].x = d.x;
-                                                       if(dst.y) r.o[dst.index + a].y = d.y;
-                                                       if(dst.z) r.o[dst.index + a].z = d.z;
-                                                       if(dst.w) r.o[dst.index + a].w = d.w;
+                                                       if(dst.x) o[dst.index + a].x = d.x;
+                                                       if(dst.y) o[dst.index + a].y = d.y;
+                                                       if(dst.z) o[dst.index + a].z = d.z;
+                                                       if(dst.w) o[dst.index + a].w = d.w;
                                                }
                                        }
                                        break;
-                               case Shader::PARAMETER_LABEL:                                                                                                                                           break;
-                               case Shader::PARAMETER_PREDICATE:       r.p0 = d;                                                                                                               break;
-                               case Shader::PARAMETER_INPUT:                                                                                                                                           break;
+                               case Shader::PARAMETER_LABEL:             break;
+                               case Shader::PARAMETER_PREDICATE: p0 = d; break;
+                               case Shader::PARAMETER_INPUT:             break;
                                default:
                                        ASSERT(false);
                                }
@@ -562,41 +605,41 @@ namespace sw
                }
        }
 
-       void VertexProgram::passThrough(Registers &r)
+       void VertexProgram::passThrough()
        {
                if(shader)
                {
-                       for(int i = 0; i < 12; i++)
+                       for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
                        {
-                               unsigned char usage = shader->output[i][0].usage;
+                               unsigned char usage = shader->getOutput(i, 0).usage;
 
                                switch(usage)
                                {
                                case 0xFF:
                                        continue;
                                case Shader::USAGE_PSIZE:
-                                       r.o[i].y = r.v[i].x;
+                                       o[i].y = v[i].x;
                                        break;
                                case Shader::USAGE_TEXCOORD:
-                                       r.o[i].x = r.v[i].x;
-                                       r.o[i].y = r.v[i].y;
-                                       r.o[i].z = r.v[i].z;
-                                       r.o[i].w = r.v[i].w;
+                                       o[i].x = v[i].x;
+                                       o[i].y = v[i].y;
+                                       o[i].z = v[i].z;
+                                       o[i].w = v[i].w;
                                        break;
                                case Shader::USAGE_POSITION:
-                                       r.o[i].x = r.v[i].x;
-                                       r.o[i].y = r.v[i].y;
-                                       r.o[i].z = r.v[i].z;
-                                       r.o[i].w = r.v[i].w;
+                                       o[i].x = v[i].x;
+                                       o[i].y = v[i].y;
+                                       o[i].z = v[i].z;
+                                       o[i].w = v[i].w;
                                        break;
                                case Shader::USAGE_COLOR:
-                                       r.o[i].x = r.v[i].x;
-                                       r.o[i].y = r.v[i].y;
-                                       r.o[i].z = r.v[i].z;
-                                       r.o[i].w = r.v[i].w;
+                                       o[i].x = v[i].x;
+                                       o[i].y = v[i].y;
+                                       o[i].z = v[i].z;
+                                       o[i].w = v[i].w;
                                        break;
                                case Shader::USAGE_FOG:
-                                       r.o[i].x = r.v[i].x;
+                                       o[i].x = v[i].x;
                                        break;
                                default:
                                        ASSERT(false);
@@ -605,74 +648,73 @@ namespace sw
                }
                else
                {
-                       r.o[Pos].x = r.v[PositionT].x;
-                       r.o[Pos].y = r.v[PositionT].y;
-                       r.o[Pos].z = r.v[PositionT].z;
-                       r.o[Pos].w = r.v[PositionT].w;
+                       o[Pos].x = v[PositionT].x;
+                       o[Pos].y = v[PositionT].y;
+                       o[Pos].z = v[PositionT].z;
+                       o[Pos].w = v[PositionT].w;
 
                        for(int i = 0; i < 2; i++)
                        {
-                               r.o[D0 + i].x = r.v[Color0 + i].x;
-                               r.o[D0 + i].y = r.v[Color0 + i].y;
-                               r.o[D0 + i].z = r.v[Color0 + i].z;
-                               r.o[D0 + i].w = r.v[Color0 + i].w;
+                               o[C0 + i].x = v[Color0 + i].x;
+                               o[C0 + i].y = v[Color0 + i].y;
+                               o[C0 + i].z = v[Color0 + i].z;
+                               o[C0 + i].w = v[Color0 + i].w;
                        }
 
                        for(int i = 0; i < 8; i++)
                        {
-                               r.o[T0 + i].x = r.v[TexCoord0 + i].x;
-                               r.o[T0 + i].y = r.v[TexCoord0 + i].y;
-                               r.o[T0 + i].z = r.v[TexCoord0 + i].z;
-                               r.o[T0 + i].w = r.v[TexCoord0 + i].w;
+                               o[T0 + i].x = v[TexCoord0 + i].x;
+                               o[T0 + i].y = v[TexCoord0 + i].y;
+                               o[T0 + i].z = v[TexCoord0 + i].z;
+                               o[T0 + i].w = v[TexCoord0 + i].w;
                        }
 
-                       r.o[Pts].y = r.v[PointSize].x;
+                       o[Pts].y = v[PointSize].x;
                }
        }
 
-       Vector4f VertexProgram::fetchRegisterF(Registers &r, const Src &src, int offset)
+       Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset)
        {
-               int i = src.index + offset;
-
                Vector4f reg;
+               unsigned int i = src.index + offset;
 
                switch(src.type)
                {
                case Shader::PARAMETER_TEMP:
                        if(src.rel.type == Shader::PARAMETER_VOID)
                        {
-                               reg = r.r[i];
+                               reg = r[i];
                        }
                        else
                        {
-                               reg = r.r[i + relativeAddress(r, src)];
+                               reg = r[i + relativeAddress(src, src.bufferIndex)];
                        }
                        break;
                case Shader::PARAMETER_CONST:
-                       reg = readConstant(r, src, offset);
+                       reg = readConstant(src, offset);
                        break;
                case Shader::PARAMETER_INPUT:
-            if(src.rel.type == Shader::PARAMETER_VOID)
+                       if(src.rel.type == Shader::PARAMETER_VOID)
                        {
-                               reg = r.v[i];
+                               reg = v[i];
                        }
                        else
                        {
-                               reg = r.v[i + relativeAddress(r, src)];
+                               reg = v[i + relativeAddress(src, src.bufferIndex)];
                        }
-            break;
-               case Shader::PARAMETER_VOID:                    return r.r[0];   // Dummy
+                       break;
+               case Shader::PARAMETER_VOID: return r[0];   // 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_ADDR:                    reg = r.a0;             break;
-               case Shader::PARAMETER_CONSTBOOL:               return r.r[0];   // Dummy
-               case Shader::PARAMETER_CONSTINT:                return r.r[0];   // Dummy
-               case Shader::PARAMETER_LOOP:                    return r.r[0];   // Dummy
-               case Shader::PARAMETER_PREDICATE:               return r.r[0];   // Dummy
+               case Shader::PARAMETER_ADDR:      reg = a0; break;
+               case Shader::PARAMETER_CONSTBOOL: return r[0];   // Dummy
+               case Shader::PARAMETER_CONSTINT:  return r[0];   // Dummy
+               case Shader::PARAMETER_LOOP:      return r[0];   // Dummy
+               case Shader::PARAMETER_PREDICATE: return r[0];   // Dummy
                case Shader::PARAMETER_SAMPLER:
                        if(src.rel.type == Shader::PARAMETER_VOID)
                        {
@@ -680,21 +722,29 @@ namespace sw
                        }
                        else if(src.rel.type == Shader::PARAMETER_TEMP)
                        {
-                               reg.x = As<Float4>(Int4(i) + As<Int4>(r.r[src.rel.index].x));
+                               reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
                        }
                        return reg;
                case Shader::PARAMETER_OUTPUT:
-            if(src.rel.type == Shader::PARAMETER_VOID)
+                       if(src.rel.type == Shader::PARAMETER_VOID)
                        {
-                               reg = r.o[i];
+                               reg = o[i];
                        }
                        else
                        {
-                               reg = r.o[i + relativeAddress(r, src)];
+                               reg = o[i + relativeAddress(src, src.bufferIndex)];
                        }
                        break;
                case Shader::PARAMETER_MISCTYPE:
-                       reg.x = As<Float>(Int(r.instanceID));
+                       if(src.index == Shader::InstanceIDIndex)
+                       {
+                               reg.x = As<Float>(instanceID);
+                       }
+                       else if(src.index == Shader::VertexIDIndex)
+                       {
+                               reg.x = As<Float4>(vertexID);
+                       }
+                       else ASSERT(false);
                        return reg;
                default:
                        ASSERT(false);
@@ -746,15 +796,31 @@ namespace sw
                return mod;
        }
 
-       Vector4f VertexProgram::readConstant(Registers &r, const Src &src, int offset)
+       RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
        {
-               Vector4f c;
+               if(bufferIndex == -1)
+               {
+                       return data + OFFSET(DrawData, vs.c[index]);
+               }
+               else
+               {
+                       return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
+               }
+       }
 
-               int i = src.index + offset;
+       RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
+       {
+               return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
+       }
+
+       Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset)
+       {
+               Vector4f c;
+               unsigned 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,vs.c[i]));
+                       c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
 
                        c.x = c.x.xxxx;
                        c.y = c.y.yyyy;
@@ -784,9 +850,9 @@ namespace sw
                }
                else if(src.rel.type == Shader::PARAMETER_LOOP)
                {
-                       Int loopCounter = r.aL[r.loopDepth];
+                       Int loopCounter = aL[loopDepth];
 
-                       c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + loopCounter * 16);
+                       c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
 
                        c.x = c.x.xxxx;
                        c.y = c.y.yyyy;
@@ -797,9 +863,9 @@ namespace sw
                {
                        if(src.rel.deterministic)
                        {
-                               Int a = relativeAddress(r, src);
-                       
-                               c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + a * 16);
+                               Int a = relativeAddress(src, src.bufferIndex);
+
+                               c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
 
                                c.x = c.x.xxxx;
                                c.y = c.y.yyyy;
@@ -813,27 +879,38 @@ namespace sw
 
                                switch(src.rel.type)
                                {
-                               case Shader::PARAMETER_ADDR:   a = r.a0[component]; break;
-                               case Shader::PARAMETER_TEMP:   a = r.r[src.rel.index][component]; break;
-                               case Shader::PARAMETER_INPUT:  a = r.v[src.rel.index][component]; break;
-                               case Shader::PARAMETER_OUTPUT: a = r.o[src.rel.index][component]; break;
-                               case Shader::PARAMETER_CONST:  a = *Pointer<Float>(r.data + OFFSET(DrawData,vs.c[src.rel.index][component])); break;
+                               case Shader::PARAMETER_ADDR:     a = a0[component]; break;
+                               case Shader::PARAMETER_TEMP:     a = r[src.rel.index][component]; break;
+                               case Shader::PARAMETER_INPUT:    a = v[src.rel.index][component]; break;
+                               case Shader::PARAMETER_OUTPUT:   a = o[src.rel.index][component]; break;
+                               case Shader::PARAMETER_CONST:    a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break;
+                               case Shader::PARAMETER_MISCTYPE:
+                                       if(src.rel.index == Shader::InstanceIDIndex)
+                                       {
+                                               a = As<Float4>(Int4(instanceID)); break;
+                                       }
+                                       else if(src.rel.index == Shader::VertexIDIndex)
+                                       {
+                                               a = As<Float4>(vertexID); break;
+                                       }
+                                       else ASSERT(false);
+                                       break;
                                default: ASSERT(false);
                                }
 
                                Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale);
 
-                               index = Min(As<UInt4>(index), UInt4(256));   // Clamp to constant register range, c[256] = {0, 0, 0, 0}
-                               
+                               index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS));   // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
+
                                Int index0 = Extract(index, 0);
                                Int index1 = Extract(index, 1);
                                Int index2 = Extract(index, 2);
                                Int index3 = Extract(index, 3);
 
-                               c.x = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index0 * 16, 16);
-                               c.y = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index1 * 16, 16);
-                               c.z = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index2 * 16, 16);
-                               c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index3 * 16, 16);
+                               c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16);
+                               c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16);
+                               c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16);
+                               c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16);
 
                                transpose4x4(c.x, c.y, c.z, c.w);
                        }
@@ -842,84 +919,86 @@ namespace sw
                return c;
        }
 
-       Int VertexProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
+       Int VertexProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
        {
                ASSERT(var.rel.deterministic);
 
                if(var.rel.type == Shader::PARAMETER_TEMP)
                {
-                       return As<Int>(Extract(r.r[var.rel.index].x, 0)) * var.rel.scale;
+                       return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale;
                }
                else if(var.rel.type == Shader::PARAMETER_INPUT)
                {
-                       return As<Int>(Extract(r.v[var.rel.index].x, 0)) * var.rel.scale;
+                       return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale;
                }
                else if(var.rel.type == Shader::PARAMETER_OUTPUT)
                {
-                       return As<Int>(Extract(r.o[var.rel.index].x, 0)) * var.rel.scale;
+                       return As<Int>(Extract(o[var.rel.index].x, 0)) * var.rel.scale;
                }
                else if(var.rel.type == Shader::PARAMETER_CONST)
                {
-                       RValue<Int4> c = *Pointer<Int4>(r.data + OFFSET(DrawData, vs.c[var.rel.index]));
-
-                       return Extract(c, 0) * var.rel.scale;
+                       return *Pointer<Int>(uniformAddress(bufferIndex, var.rel.index)) * var.rel.scale;
+               }
+               else if(var.rel.type == Shader::PARAMETER_LOOP)
+               {
+                       return aL[loopDepth];
                }
                else ASSERT(false);
 
                return 0;
        }
 
-       Int4 VertexProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
+       Int4 VertexProgram::enableMask(const Shader::Instruction *instruction)
        {
-               Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
-               
+               Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
+
                if(!whileTest)
                {
                        if(shader->containsBreakInstruction() && instruction->analysisBreak)
                        {
-                               enable &= r.enableBreak;
+                               enable &= enableBreak;
                        }
 
                        if(shader->containsContinueInstruction() && instruction->analysisContinue)
                        {
-                               enable &= r.enableContinue;
+                               enable &= enableContinue;
                        }
 
                        if(shader->containsLeaveInstruction() && instruction->analysisLeave)
                        {
-                               enable &= r.enableLeave;
+                               enable &= enableLeave;
                        }
                }
 
                return enable;
        }
 
-       void VertexProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+       void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
 
                dst.x = dot3(src0, row0);
                dst.y = dot3(src0, row1);
        }
 
-       void VertexProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+       void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
-               Vector4f row2 = fetchRegisterF(r, src1, 2);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
+               Vector4f row2 = fetchRegister(src1, 2);
 
                dst.x = dot3(src0, row0);
                dst.y = dot3(src0, row1);
                dst.z = dot3(src0, row2);
        }
 
-       void VertexProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+       void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, 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);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
+               Vector4f row2 = fetchRegister(src1, 2);
+               Vector4f row3 = fetchRegister(src1, 3);
 
                dst.x = dot3(src0, row0);
                dst.y = dot3(src0, row1);
@@ -927,23 +1006,23 @@ namespace sw
                dst.w = dot3(src0, row3);
        }
 
-       void VertexProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+       void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
-               Vector4f row2 = fetchRegisterF(r, src1, 2);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
+               Vector4f row2 = fetchRegister(src1, 2);
 
                dst.x = dot4(src0, row0);
                dst.y = dot4(src0, row1);
                dst.z = dot4(src0, row2);
        }
 
-       void VertexProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+       void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, 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);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
+               Vector4f row2 = fetchRegister(src1, 2);
+               Vector4f row3 = fetchRegister(src1, 3);
 
                dst.x = dot4(src0, row0);
                dst.y = dot4(src0, row1);
@@ -951,30 +1030,30 @@ namespace sw
                dst.w = dot4(src0, row3);
        }
 
-       void VertexProgram::BREAK(Registers &r)
+       void VertexProgram::BREAK()
        {
-               llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+               BasicBlock *deadBlock = Nucleus::createBasicBlock();
+               BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
 
                if(breakDepth == 0)
                {
-                       r.enableIndex = r.enableIndex - breakDepth;
+                       enableIndex = enableIndex - breakDepth;
                        Nucleus::createBr(endBlock);
                }
                else
                {
-                       r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
-                       Bool allBreak = SignMask(r.enableBreak) == 0x0;
+                       enableBreak = enableBreak & ~enableStack[enableIndex];
+                       Bool allBreak = SignMask(enableBreak) == 0x0;
 
-                       r.enableIndex = r.enableIndex - breakDepth;
+                       enableIndex = enableIndex - breakDepth;
                        branch(allBreak, endBlock, deadBlock);
                }
 
                Nucleus::setInsertBlock(deadBlock);
-               r.enableIndex = r.enableIndex + breakDepth;
+               enableIndex = enableIndex + breakDepth;
        }
 
-       void VertexProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+       void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
        {
                Int4 condition;
 
@@ -990,41 +1069,41 @@ namespace sw
                        ASSERT(false);
                }
 
-               BREAK(r, condition);
+               BREAK(condition);
        }
 
-       void VertexProgram::BREAKP(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
+       void VertexProgram::BREAKP(const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
        {
-               Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+               Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
 
                if(predicateRegister.modifier == Shader::MODIFIER_NOT)
                {
                        condition = ~condition;
                }
 
-               BREAK(r, condition);
+               BREAK(condition);
        }
 
-       void VertexProgram::BREAK(Registers &r, Int4 &condition)
+       void VertexProgram::BREAK(Int4 &condition)
        {
-               condition &= r.enableStack[r.enableIndex];
+               condition &= enableStack[enableIndex];
 
-               llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+               BasicBlock *continueBlock = Nucleus::createBasicBlock();
+               BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
 
-               r.enableBreak = r.enableBreak & ~condition;
-               Bool allBreak = SignMask(r.enableBreak) == 0x0;
+               enableBreak = enableBreak & ~condition;
+               Bool allBreak = SignMask(enableBreak) == 0x0;
 
-               r.enableIndex = r.enableIndex - breakDepth;
+               enableIndex = enableIndex - breakDepth;
                branch(allBreak, endBlock, continueBlock);
 
                Nucleus::setInsertBlock(continueBlock);
-               r.enableIndex = r.enableIndex + breakDepth;
+               enableIndex = enableIndex + breakDepth;
        }
 
-       void VertexProgram::CONTINUE(Registers &r)
+       void VertexProgram::CONTINUE()
        {
-               r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
+               enableContinue = enableContinue & ~enableStack[enableIndex];
        }
 
        void VertexProgram::TEST()
@@ -1032,7 +1111,7 @@ namespace sw
                whileTest = true;
        }
 
-       void VertexProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
+       void VertexProgram::CALL(int labelIndex, int callSiteIndex)
        {
                if(!labelBlock[labelIndex])
                {
@@ -1041,37 +1120,37 @@ namespace sw
 
                if(callRetBlock[labelIndex].size() > 1)
                {
-                       r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+                       callStack[stackIndex++] = UInt(callSiteIndex);
                }
 
-               Int4 restoreLeave = r.enableLeave;
+               Int4 restoreLeave = enableLeave;
 
                Nucleus::createBr(labelBlock[labelIndex]);
                Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
 
-               r.enableLeave = restoreLeave;
+               enableLeave = restoreLeave;
        }
 
-       void VertexProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
+       void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
        {
                if(src.type == Shader::PARAMETER_CONSTBOOL)
                {
-                       CALLNZb(r, labelIndex, callSiteIndex, src);
+                       CALLNZb(labelIndex, callSiteIndex, src);
                }
                else if(src.type == Shader::PARAMETER_PREDICATE)
                {
-                       CALLNZp(r, labelIndex, callSiteIndex, src);
+                       CALLNZp(labelIndex, callSiteIndex, src);
                }
                else ASSERT(false);
        }
 
-       void VertexProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
+       void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
        {
-               Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME
-               
+               Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME
+
                if(boolRegister.modifier == Shader::MODIFIER_NOT)
                {
-                       condition = !condition; 
+                       condition = !condition;
                }
 
                if(!labelBlock[labelIndex])
@@ -1081,27 +1160,27 @@ namespace sw
 
                if(callRetBlock[labelIndex].size() > 1)
                {
-                       r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+                       callStack[stackIndex++] = UInt(callSiteIndex);
                }
 
-               Int4 restoreLeave = r.enableLeave;
+               Int4 restoreLeave = enableLeave;
 
                branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
                Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
 
-               r.enableLeave = restoreLeave;
+               enableLeave = restoreLeave;
        }
 
-       void VertexProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
+       void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
        {
-               Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+               Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
 
                if(predicateRegister.modifier == Shader::MODIFIER_NOT)
                {
                        condition = ~condition;
                }
 
-               condition &= r.enableStack[r.enableIndex];
+               condition &= enableStack[enableIndex];
 
                if(!labelBlock[labelIndex])
                {
@@ -1110,36 +1189,36 @@ namespace sw
 
                if(callRetBlock[labelIndex].size() > 1)
                {
-                       r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+                       callStack[stackIndex++] = UInt(callSiteIndex);
                }
 
-               r.enableIndex++;
-               r.enableStack[r.enableIndex] = condition;
-               Int4 restoreLeave = r.enableLeave;
+               enableIndex++;
+               enableStack[enableIndex] = condition;
+               Int4 restoreLeave = enableLeave;
 
                Bool notAllFalse = SignMask(condition) != 0;
                branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
                Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
 
-               r.enableIndex--;
-               r.enableLeave = restoreLeave;
+               enableIndex--;
+               enableLeave = restoreLeave;
        }
 
-       void VertexProgram::ELSE(Registers &r)
+       void VertexProgram::ELSE()
        {
                ifDepth--;
 
-               llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
-               llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+               BasicBlock *falseBlock = ifFalseBlock[ifDepth];
+               BasicBlock *endBlock = Nucleus::createBasicBlock();
 
                if(isConditionalIf[ifDepth])
                {
-                       Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+                       Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
                        Bool notAllFalse = SignMask(condition) != 0;
 
                        branch(notAllFalse, falseBlock, endBlock);
 
-                       r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+                       enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
                }
                else
                {
@@ -1152,11 +1231,11 @@ namespace sw
                ifDepth++;
        }
 
-       void VertexProgram::ENDIF(Registers &r)
+       void VertexProgram::ENDIF()
        {
                ifDepth--;
 
-               llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
+               BasicBlock *endBlock = ifFalseBlock[ifDepth];
 
                Nucleus::createBr(endBlock);
                Nucleus::setInsertBlock(endBlock);
@@ -1164,85 +1243,98 @@ namespace sw
                if(isConditionalIf[ifDepth])
                {
                        breakDepth--;
-                       r.enableIndex--;
+                       enableIndex--;
                }
        }
 
-       void VertexProgram::ENDLOOP(Registers &r)
+       void VertexProgram::ENDLOOP()
        {
                loopRepDepth--;
 
-               r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth];   // FIXME: +=
+               aL[loopDepth] = aL[loopDepth] + increment[loopDepth];   // FIXME: +=
 
-               llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+               BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+               BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
 
                Nucleus::createBr(testBlock);
                Nucleus::setInsertBlock(endBlock);
 
-               r.loopDepth--;
-               r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+               loopDepth--;
+               enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
        }
 
-       void VertexProgram::ENDREP(Registers &r)
+       void VertexProgram::ENDREP()
        {
                loopRepDepth--;
 
-               llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+               BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+               BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
 
                Nucleus::createBr(testBlock);
                Nucleus::setInsertBlock(endBlock);
 
-               r.loopDepth--;
-               r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+               loopDepth--;
+               enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
        }
 
-       void VertexProgram::ENDWHILE(Registers &r)
+       void VertexProgram::ENDWHILE()
        {
                loopRepDepth--;
 
-               llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+               BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+               BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
 
                Nucleus::createBr(testBlock);
                Nucleus::setInsertBlock(endBlock);
 
-               r.enableIndex--;
-               r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+               enableIndex--;
+               enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
                whileTest = false;
        }
 
-       void VertexProgram::IF(Registers &r, const Src &src)
+       void VertexProgram::ENDSWITCH()
+       {
+               loopRepDepth--;
+
+               BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+               Nucleus::createBr(loopRepEndBlock[loopRepDepth]);
+               Nucleus::setInsertBlock(endBlock);
+
+               enableIndex--;
+               enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+       }
+
+       void VertexProgram::IF(const Src &src)
        {
                if(src.type == Shader::PARAMETER_CONSTBOOL)
                {
-                       IFb(r, src);
+                       IFb(src);
                }
                else if(src.type == Shader::PARAMETER_PREDICATE)
                {
-                       IFp(r, src);
+                       IFp(src);
                }
                else
                {
-                       Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
-                       IF(r, condition);
+                       Int4 condition = As<Int4>(fetchRegister(src).x);
+                       IF(condition);
                }
        }
 
-       void VertexProgram::IFb(Registers &r, const Src &boolRegister)
+       void VertexProgram::IFb(const Src &boolRegister)
        {
                ASSERT(ifDepth < 24 + 4);
 
-               Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME
+               Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME
 
                if(boolRegister.modifier == Shader::MODIFIER_NOT)
                {
                        condition = !condition;
                }
 
-               llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+               BasicBlock *trueBlock = Nucleus::createBasicBlock();
+               BasicBlock *falseBlock = Nucleus::createBasicBlock();
 
                branch(condition, trueBlock, falseBlock);
 
@@ -1252,19 +1344,19 @@ namespace sw
                ifDepth++;
        }
 
-       void VertexProgram::IFp(Registers &r, const Src &predicateRegister)
+       void VertexProgram::IFp(const Src &predicateRegister)
        {
-               Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+               Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
 
                if(predicateRegister.modifier == Shader::MODIFIER_NOT)
                {
                        condition = ~condition;
                }
 
-               IF(r, condition);
+               IF(condition);
        }
 
-       void VertexProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+       void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
        {
                Int4 condition;
 
@@ -1280,18 +1372,18 @@ namespace sw
                        ASSERT(false);
                }
 
-               IF(r, condition);
+               IF(condition);
        }
 
-       void VertexProgram::IF(Registers &r, Int4 &condition)
+       void VertexProgram::IF(Int4 &condition)
        {
-               condition &= r.enableStack[r.enableIndex];
+               condition &= enableStack[enableIndex];
 
-               r.enableIndex++;
-               r.enableStack[r.enableIndex] = condition;
+               enableIndex++;
+               enableStack[enableIndex] = condition;
 
-               llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+               BasicBlock *trueBlock = Nucleus::createBasicBlock();
+               BasicBlock *falseBlock = Nucleus::createBasicBlock();
 
                Bool notAllFalse = SignMask(condition) != 0;
 
@@ -1315,23 +1407,23 @@ namespace sw
                currentLabel = labelIndex;
        }
 
-       void VertexProgram::LOOP(Registers &r, const Src &integerRegister)
+       void VertexProgram::LOOP(const Src &integerRegister)
        {
-               r.loopDepth++;
+               loopDepth++;
 
-               r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
-               r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
-               r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
+               iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
+               aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
+               increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
 
                // FIXME: Compiles to two instructions?
-               If(r.increment[r.loopDepth] == 0)
+               If(increment[loopDepth] == 0)
                {
-                       r.increment[r.loopDepth] = 1;
+                       increment[loopDepth] = 1;
                }
 
-               llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+               BasicBlock *loopBlock = Nucleus::createBasicBlock();
+               BasicBlock *testBlock = Nucleus::createBasicBlock();
+               BasicBlock *endBlock = Nucleus::createBasicBlock();
 
                loopRepTestBlock[loopRepDepth] = testBlock;
                loopRepEndBlock[loopRepDepth] = endBlock;
@@ -1340,25 +1432,25 @@ namespace sw
                Nucleus::createBr(testBlock);
                Nucleus::setInsertBlock(testBlock);
 
-               branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
+               branch(iteration[loopDepth] > 0, loopBlock, endBlock);
                Nucleus::setInsertBlock(loopBlock);
 
-               r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
-               
+               iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: --
+
                loopRepDepth++;
                breakDepth = 0;
        }
 
-       void VertexProgram::REP(Registers &r, const Src &integerRegister)
+       void VertexProgram::REP(const Src &integerRegister)
        {
-               r.loopDepth++;
+               loopDepth++;
 
-               r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
-               r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
+               iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
+               aL[loopDepth] = aL[loopDepth - 1];
 
-               llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+               BasicBlock *loopBlock = Nucleus::createBasicBlock();
+               BasicBlock *testBlock = Nucleus::createBasicBlock();
+               BasicBlock *endBlock = Nucleus::createBasicBlock();
 
                loopRepTestBlock[loopRepDepth] = testBlock;
                loopRepEndBlock[loopRepDepth] = endBlock;
@@ -1367,52 +1459,67 @@ namespace sw
                Nucleus::createBr(testBlock);
                Nucleus::setInsertBlock(testBlock);
 
-               branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
+               branch(iteration[loopDepth] > 0, loopBlock, endBlock);
                Nucleus::setInsertBlock(loopBlock);
 
-               r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
+               iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: --
 
                loopRepDepth++;
                breakDepth = 0;
        }
 
-       void VertexProgram::WHILE(Registers &r, const Src &temporaryRegister)
+       void VertexProgram::WHILE(const Src &temporaryRegister)
        {
-               r.enableIndex++;
+               enableIndex++;
+
+               BasicBlock *loopBlock = Nucleus::createBasicBlock();
+               BasicBlock *testBlock = Nucleus::createBasicBlock();
+               BasicBlock *endBlock = Nucleus::createBasicBlock();
 
-               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;
+               Int4 restoreBreak = enableBreak;
+               Int4 restoreContinue = enableContinue;
 
                // FIXME: jump(testBlock)
                Nucleus::createBr(testBlock);
                Nucleus::setInsertBlock(testBlock);
-               r.enableContinue = restoreContinue;
+               enableContinue = restoreContinue;
 
-               const Vector4f &src = fetchRegisterF(r, temporaryRegister);
+               const Vector4f &src = fetchRegister(temporaryRegister);
                Int4 condition = As<Int4>(src.x);
-               condition &= r.enableStack[r.enableIndex - 1];
-               r.enableStack[r.enableIndex] = condition;
+               condition &= enableStack[enableIndex - 1];
+               if(shader->containsLeaveInstruction()) condition &= enableLeave;
+               enableStack[enableIndex] = condition;
 
                Bool notAllFalse = SignMask(condition) != 0;
                branch(notAllFalse, loopBlock, endBlock);
-               
+
                Nucleus::setInsertBlock(endBlock);
-               r.enableBreak = restoreBreak;
-               
+               enableBreak = restoreBreak;
+
                Nucleus::setInsertBlock(loopBlock);
 
                loopRepDepth++;
                breakDepth = 0;
        }
 
-       void VertexProgram::RET(Registers &r)
+       void VertexProgram::SWITCH()
+       {
+               enableIndex++;
+               enableStack[enableIndex] = Int4(0xFFFFFFFF);
+
+               BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+               loopRepTestBlock[loopRepDepth] = nullptr;
+               loopRepEndBlock[loopRepDepth] = endBlock;
+
+               loopRepDepth++;
+               breakDepth = 0;
+       }
+
+       void VertexProgram::RET()
        {
                if(currentLabel == -1)
                {
@@ -1421,19 +1528,19 @@ namespace sw
                }
                else
                {
-                       llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
+                       BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
 
                        if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack
                        {
                                // FIXME: Encapsulate
-                               UInt index = r.callStack[--r.stackIndex];
-                               llvm::Value *value = index.loadValue();
-                               llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
+                               UInt index = callStack[--stackIndex];
+
+                               Value *value = index.loadValue();
+                               SwitchCases *switchCases = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
 
                                for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
                                {
-                                       Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
+                                       Nucleus::addSwitchCase(switchCases, i, callRetBlock[currentLabel][i]);
                                }
                        }
                        else if(callRetBlock[currentLabel].size() == 1)   // Jump directly to the unique return destination
@@ -1450,60 +1557,92 @@ namespace sw
                }
        }
 
-       void VertexProgram::LEAVE(Registers &r)
+       void VertexProgram::LEAVE()
        {
-               r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
+               enableLeave = enableLeave & ~enableStack[enableIndex];
 
                // FIXME: Return from function if all instances left
                // FIXME: Use enableLeave in other control-flow constructs
        }
 
-       void VertexProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+       void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Vector4f tmp;
-               sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w);
+               sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
+       }
 
-               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 VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
+       {
+               src0.w = Float(0.0f);
+               sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
        }
 
-       void VertexProgram::TEX(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+       void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
        {
-               Float4 lod = Float4(0.0f);
-               Vector4f tmp;
-               sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, lod);
+               src0.w = Float(0.0f);
+               sampleTexture(dst, src1, src0, a0, a0, src2, {Lod, Offset});
+       }
+
+       void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
+       {
+               sampleTexture(dst, src1, src0, a0, a0, offset, {Lod, Offset});
+       }
+
+       void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
+       {
+               sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
+       }
 
-               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 VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
+       {
+               sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
+       }
+
+       void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
+       {
+               sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
+       }
+
+       void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
+       {
+               sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
        }
 
-       void VertexProgram::sampleTexture(Registers &r, Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
+       void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
        {
+               Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture);
+               sampler[src1.index]->textureSize(texture, dst, lod);
+       }
+
+       void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
+       {
+               Vector4f tmp;
+
                if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
                {
-                       Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + s.index * sizeof(Texture);
-                       sampler[s.index]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);        
+                       Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture);
+                       sampler[s.index]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
                }
                else
                {
-                       Int index = As<Int>(Float(fetchRegisterF(r, s).x.x));
+                       Int index = As<Int>(Float(fetchRegister(s).x.x));
 
-                       for(int i = 0; i < 16; i++)
+                       for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
                        {
                                if(shader->usesSampler(i))
                                {
                                        If(index == i)
                                        {
-                                               Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + i * sizeof(Texture);
-                                               sampler[i]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);
+                                               Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
+                                               sampler[i]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
                                                // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
                                        }
                                }
                        }
                }
+
+               c.x = tmp[(s.swizzle >> 0) & 0x3];
+               c.y = tmp[(s.swizzle >> 2) & 0x3];
+               c.z = tmp[(s.swizzle >> 4) & 0x3];
+               c.w = tmp[(s.swizzle >> 6) & 0x3];
        }
 }