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gl_VertexID implementation
[android-x86/external-swiftshader.git] / src / Shader / VertexProgram.cpp
index 41153bf..c9ed8aa 100644 (file)
@@ -1,13 +1,16 @@
-// SwiftShader Software Renderer
+// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
 //
-// Copyright(c) 2005-2011 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"
 
 #include "SamplerCore.hpp"
 #include "Debug.hpp"
 
-extern bool localShaderConstants;
-
 namespace sw
 {
-       VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *vertexShader) : VertexRoutine(state), vertexShader(vertexShader)
+       VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader)
+               : VertexRoutine(state, shader), shader(shader), r(shader->dynamicallyIndexedTemporaries)
        {
-               returns = false;
                ifDepth = 0;
                loopRepDepth = 0;
                breakDepth = 0;
+               currentLabel = -1;
+               whileTest = false;
 
                for(int i = 0; i < 2048; i++)
                {
                        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()
        {
-               for(int i = 0; i < 4; i++)
+               for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
                {
                        delete sampler[i];
                }
        }
 
-       void VertexProgram::pipeline(Registers &r)
+       void VertexProgram::pipeline(UInt& index)
        {
-               for(int i = 0; i < 4; i++)
+               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)
                {
-                       shader(r);
+                       program(index);
                }
                else
                {
-                       passThrough(r);
+                       passThrough();
                }
        }
 
-       Color4f VertexProgram::readConstant(Registers &r, const Src &src, int offset)
+       void VertexProgram::program(UInt& index)
        {
-               Color4f c;
+       //      shader->print("VertexShader-%0.8X.txt", state.shaderID);
 
-               int i = src.index + offset;
-               bool relative = src.relative;
+               unsigned short version = shader->getVersion();
 
-               if(!relative)
-               {
-                       c.r = c.g = c.b = c.a = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]));
+               enableIndex = 0;
+               stackIndex = 0;
 
-                       c.r = c.r.xxxx;
-                       c.g = c.g.yyyy;
-                       c.b = c.b.zzzz;
-                       c.a = c.a.wwww;
+               if(shader->containsLeaveInstruction())
+               {
+                       enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+               }
 
-                       if(localShaderConstants)   // Constant may be known at compile time
+               if(shader->isVertexIdDeclared())
+               {
+                       if(state.textureSampling)
                        {
-                               for(int j = 0; j < vertexShader->getLength(); j++)
-                               {
-                                       const ShaderInstruction &instruction = *vertexShader->getInstruction(j);
-
-                                       if(instruction.getOpcode() == ShaderOperation::OPCODE_DEF)
-                                       {
-                                               if(instruction.getDestinationParameter().index == i)
-                                               {
-                                                       c.r = Float4(instruction.getSourceParameter(0).value);
-                                                       c.g = Float4(instruction.getSourceParameter(1).value);
-                                                       c.b = Float4(instruction.getSourceParameter(2).value);
-                                                       c.a = Float4(instruction.getSourceParameter(3).value);
-
-                                                       break;
-                                               }
-                                       }
-                               }
+                               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);
                        }
                }
-               else if(src.relativeType == Src::PARAMETER_LOOP)
-               {
-                       Int loopCounter = r.aL[r.loopDepth];
-
-                       c.r = c.g = c.b = c.a = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + loopCounter * 16);
 
-                       c.r = c.r.xxxx;
-                       c.g = c.g.yyyy;
-                       c.b = c.b.zzzz;
-                       c.a = c.a.wwww;
-               }
-               else
+               // Create all call site return blocks up front
+               for(size_t i = 0; i < shader->getLength(); i++)
                {
-                       Int index0;
-                       Int index1;
-                       Int index2;
-                       Int index3;
-
-                       Float4 a0_;
+                       const Shader::Instruction *instruction = shader->getInstruction(i);
+                       Shader::Opcode opcode = instruction->opcode;
 
-                       switch(src.relativeSwizzle & 0x03)
+                       if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
                        {
-                       case 0: a0_ = r.a0.x; break;
-                       case 1: a0_ = r.a0.y; break;
-                       case 2: a0_ = r.a0.z; break;
-                       case 3: a0_ = r.a0.w; break;
-                       }
-
-                       index0 = i + RoundInt(Float(a0_.x));
-                       index1 = i + RoundInt(Float(a0_.y));
-                       index2 = i + RoundInt(Float(a0_.z));
-                       index3 = i + RoundInt(Float(a0_.w));
+                               const Dst &dst = instruction->dst;
 
-                       // Clamp to constant register range, c[256] = {0, 0, 0, 0}
-                       index0 = IfThenElse(UInt(index0) > UInt(256), Int(256), index0);
-                       index1 = IfThenElse(UInt(index1) > UInt(256), Int(256), index1);
-                       index2 = IfThenElse(UInt(index2) > UInt(256), Int(256), index2);
-                       index3 = IfThenElse(UInt(index3) > UInt(256), Int(256), index3);
-
-                       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);
-
-                       transpose4x4(c.x, c.y, c.z, c.w);
+                               ASSERT(callRetBlock[dst.label].size() == dst.callSite);
+                               callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
+                       }
                }
 
-               return c;
-       }
-
-       void VertexProgram::shader(Registers &r)
-       {
-       //      vertexShader->print("VertexShader-%0.16llX.txt", state.shaderHash);
-
-               unsigned short version = vertexShader->getVersion();
-
-               r.enableIndex = 0;
-               r.stackIndex = 0;
-       
-               for(int i = 0; i < vertexShader->getLength(); i++)
+               for(size_t i = 0; i < shader->getLength(); i++)
                {
-                       const ShaderInstruction *instruction = vertexShader->getInstruction(i);
-                       Op::Opcode opcode = instruction->getOpcode();
-
-               //      #ifndef NDEBUG   // FIXME: Centralize debug output control
-               //              vertexShader->printInstruction(i, "debug.txt");
-               //      #endif
+                       const Shader::Instruction *instruction = shader->getInstruction(i);
+                       Shader::Opcode opcode = instruction->opcode;
 
-                       if(opcode == Op::OPCODE_DCL || opcode == Op::OPCODE_DEF || opcode == Op::OPCODE_DEFI || opcode == Op::OPCODE_DEFB)
+                       if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
                        {
                                continue;
                        }
 
-                       Dst dest = instruction->getDestinationParameter();
-                       Src src0 = instruction->getSourceParameter(0);
-                       Src src1 = instruction->getSourceParameter(1);
-                       Src src2 = instruction->getSourceParameter(2);
-                       Src src3 = instruction->getSourceParameter(3);
-
-                       bool predicate = instruction->isPredicate();
-                       int size = vertexShader->size(opcode);
-                       Usage usage = instruction->getUsage();
-                       unsigned char usageIndex = instruction->getUsageIndex();
-                       Control control = instruction->getControl();
-                       bool integer = dest.type == Dst::PARAMETER_ADDR;
-                       bool pp = dest.partialPrecision;
-
-                       Color4f d;
-                       Color4f s0;
-                       Color4f s1;
-                       Color4f s2;
-                       Color4f s3;
-
-                       if(src0.type != Src::PARAMETER_VOID) s0 = reg(r, src0);
-                       if(src1.type != Src::PARAMETER_VOID) s1 = reg(r, src1);
-                       if(src2.type != Src::PARAMETER_VOID) s2 = reg(r, src2);
-                       if(src3.type != Src::PARAMETER_VOID) s3 = reg(r, src3);
+                       Dst dst = instruction->dst;
+                       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;
+                       bool integer = dst.type == Shader::PARAMETER_ADDR;
+                       bool pp = dst.partialPrecision;
+
+                       Vector4f d;
+                       Vector4f s0;
+                       Vector4f s1;
+                       Vector4f s2;
+                       Vector4f s3;
+                       Vector4f s4;
+
+                       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 Op::OPCODE_VS_1_0:                                                                         break;
-                       case Op::OPCODE_VS_1_1:                                                                         break;
-                       case Op::OPCODE_VS_2_0:                                                                         break;
-                       case Op::OPCODE_VS_2_x:                                                                         break;
-                       case Op::OPCODE_VS_2_sw:                                                                        break;
-                       case Op::OPCODE_VS_3_0:                                                                         break;
-                       case Op::OPCODE_VS_3_sw:                                                                        break;
-                       case Op::OPCODE_DCL:                                                                            break;
-                       case Op::OPCODE_DEF:                                                                            break;
-                       case Op::OPCODE_DEFI:                                                                           break;
-                       case Op::OPCODE_DEFB:                                                                           break;
-                       case Op::OPCODE_NOP:                                                                            break;
-                       case Op::OPCODE_ABS:            abs(d, s0);                                             break;
-                       case Op::OPCODE_ADD:            add(d, s0, s1);                                 break;
-                       case Op::OPCODE_CRS:            crs(d, s0, s1);                                 break;
-                       case Op::OPCODE_DP3:            dp3(d, s0, s1);                                 break;
-                       case Op::OPCODE_DP4:            dp4(d, s0, s1);                                 break;
-                       case Op::OPCODE_DST:            dst(d, s0, s1);                                 break;
-                       case Op::OPCODE_EXP:            exp(d, s0, pp);                                 break;
-                       case Op::OPCODE_EXPP:           expp(d, s0, version);                   break;
-                       case Op::OPCODE_FRC:            frc(d, s0);                                             break;
-                       case Op::OPCODE_LIT:            lit(d, s0);                                             break;
-                       case Op::OPCODE_LOG:            log(d, s0, pp);                                 break;
-                       case Op::OPCODE_LOGP:           logp(d, s0, version);                   break;
-                       case Op::OPCODE_LRP:            lrp(d, s0, s1, s2);                             break;
-                       case Op::OPCODE_M3X2:           M3X2(r, d, s0, src1);                   break;
-                       case Op::OPCODE_M3X3:           M3X3(r, d, s0, src1);                   break;
-                       case Op::OPCODE_M3X4:           M3X4(r, d, s0, src1);                   break;
-                       case Op::OPCODE_M4X3:           M4X3(r, d, s0, src1);                   break;
-                       case Op::OPCODE_M4X4:           M4X4(r, d, s0, src1);                   break;
-                       case Op::OPCODE_MAD:            mad(d, s0, s1, s2);                             break;
-                       case Op::OPCODE_MAX:            max(d, s0, s1);                                 break;
-                       case Op::OPCODE_MIN:            min(d, s0, s1);                                 break;
-                       case Op::OPCODE_MOV:            mov(d, s0, integer);                    break;
-                       case Op::OPCODE_MOVA:           mov(d, s0);                                             break;
-                       case Op::OPCODE_MUL:            mul(d, s0, s1);                                 break;
-                       case Op::OPCODE_NRM:            nrm(d, s0, pp);                                 break;
-                       case Op::OPCODE_POW:            pow(d, s0, s1, pp);                             break;
-                       case Op::OPCODE_RCP:            rcp(d, s0, pp);                                 break;
-                       case Op::OPCODE_RSQ:            rsq(d, s0, pp);                                 break;
-                       case Op::OPCODE_SGE:            sge(d, s0, s1);                                 break;
-                       case Op::OPCODE_SGN:            sgn(d, s0);                                             break;
-                       case Op::OPCODE_SINCOS:         sincos(d, s0, pp);                              break;
-                       case Op::OPCODE_SLT:            slt(d, s0, s1);                                 break;
-                       case Op::OPCODE_SUB:            sub(d, s0, s1);                                 break;
-                       case Op::OPCODE_BREAK:          BREAK(r);                                               break;
-                       case Op::OPCODE_BREAKC:         BREAKC(r, s0, s1, control);             break;
-                       case Op::OPCODE_BREAKP:         BREAKP(r, src0);                                break;
-                       case Op::OPCODE_CALL:           CALL(r, dest.index);                    break;
-                       case Op::OPCODE_CALLNZ:         CALLNZ(r, dest.index, src0);    break;
-                       case Op::OPCODE_ELSE:           ELSE(r);                                                break;
-                       case Op::OPCODE_ENDIF:          ENDIF(r);                                               break;
-                       case Op::OPCODE_ENDLOOP:        ENDLOOP(r);                                             break;
-                       case Op::OPCODE_ENDREP:         ENDREP(r);                                              break;
-                       case Op::OPCODE_IF:                     IF(r, src0);                                    break;
-                       case Op::OPCODE_IFC:            IFC(r, s0, s1, control);                break;
-                       case Op::OPCODE_LABEL:          LABEL(dest.index);                              break;
-                       case Op::OPCODE_LOOP:           LOOP(r, src1);                                  break;
-                       case Op::OPCODE_REP:            REP(r, src0);                                   break;
-                       case Op::OPCODE_RET:            RET(r);                                                 break;
-                       case Op::OPCODE_SETP:           setp(d, s0, s1, control);               break;
-                       case Op::OPCODE_TEXLDL:         TEXLDL(r, d, s0, src1);                 break;
-                       case Op::OPCODE_END:                                                                            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_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_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_FLOATBITSTOINT:
+                       case Shader::OPCODE_FLOATBITSTOUINT:
+                       case Shader::OPCODE_INTBITSTOFLOAT:
+                       case Shader::OPCODE_UINTBITSTOFLOAT: d = s0;                    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_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_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_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_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_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_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_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();                        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:        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(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);
                        }
 
-                       if(dest.type != Dst::PARAMETER_VOID && dest.type != Dst::PARAMETER_LABEL)
+                       if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
                        {
-                               if(dest.saturate)
+                               if(dst.integer)
                                {
-                                       if(dest.x) d.r = Max(d.r, Float4(0.0f, 0.0f, 0.0f, 0.0f));
-                                       if(dest.y) d.g = Max(d.g, Float4(0.0f, 0.0f, 0.0f, 0.0f));
-                                       if(dest.z) d.b = Max(d.b, Float4(0.0f, 0.0f, 0.0f, 0.0f));
-                                       if(dest.w) d.a = Max(d.a, Float4(0.0f, 0.0f, 0.0f, 0.0f));
-
-                                       if(dest.x) d.r = Min(d.r, Float4(1.0f, 1.0f, 1.0f, 1.0f));
-                                       if(dest.y) d.g = Min(d.g, Float4(1.0f, 1.0f, 1.0f, 1.0f));
-                                       if(dest.z) d.b = Min(d.b, Float4(1.0f, 1.0f, 1.0f, 1.0f));
-                                       if(dest.w) d.a = Min(d.a, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+                                       switch(opcode)
+                                       {
+                                       case Shader::OPCODE_DIV:
+                                               if(dst.x) d.x = Trunc(d.x);
+                                               if(dst.y) d.y = Trunc(d.y);
+                                               if(dst.z) d.z = Trunc(d.z);
+                                               if(dst.w) d.w = Trunc(d.w);
+                                               break;
+                                       default:
+                                               break;   // No truncation to integer required when arguments are integer
+                                       }
                                }
 
-                               if(vertexShader->containsDynamicBranching())
+                               if(dst.saturate)
                                {
-                                       Color4f pDst;   // FIXME: Rename
+                                       if(dst.x) d.x = Max(d.x, Float4(0.0f));
+                                       if(dst.y) d.y = Max(d.y, Float4(0.0f));
+                                       if(dst.z) d.z = Max(d.z, Float4(0.0f));
+                                       if(dst.w) d.w = Max(d.w, Float4(0.0f));
+
+                                       if(dst.x) d.x = Min(d.x, Float4(1.0f));
+                                       if(dst.y) d.y = Min(d.y, Float4(1.0f));
+                                       if(dst.z) d.z = Min(d.z, Float4(1.0f));
+                                       if(dst.w) d.w = Min(d.w, Float4(1.0f));
+                               }
 
-                                       switch(dest.type)
+                               if(instruction->isPredicated())
+                               {
+                                       Vector4f pDst;   // FIXME: Rename
+
+                                       switch(dst.type)
                                        {
-                                       case Dst::PARAMETER_VOID:                                                                                                                                               break;
-                                       case Dst::PARAMETER_TEMP:               pDst = r.r[dest.index];                                                                                 break;
-                                       case Dst::PARAMETER_ADDR:               pDst = r.a0;                                                                                                    break;
-                                       case Dst::PARAMETER_RASTOUT:
-                                               switch(dest.index)
+                                       case Shader::PARAMETER_VOID: break;
+                                       case Shader::PARAMETER_TEMP:
+                                               if(dst.rel.type == Shader::PARAMETER_VOID)
+                                               {
+                                                       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(dst);
+
+                                                       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 = a0; break;
+                                       case Shader::PARAMETER_RASTOUT:
+                                               switch(dst.index)
                                                {
                                                case 0:
-                                                       if(dest.x) pDst.x = r.ox[Pos];
-                                                       if(dest.y) pDst.y = r.oy[Pos];
-                                                       if(dest.z) pDst.z = r.oz[Pos];
-                                                       if(dest.w) pDst.w = r.ow[Pos];
+                                                       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.ox[Fog];
+                                                       pDst.x = o[Fog].x;
                                                        break;
                                                case 2:
-                                                       pDst.x = r.oy[Pts];
+                                                       pDst.x = o[Pts].y;
                                                        break;
                                                default:
                                                        ASSERT(false);
                                                }
                                                break;
-                                       case Dst::PARAMETER_ATTROUT:
-                                               if(dest.x) pDst.x = r.ox[D0 + dest.index];
-                                               if(dest.y) pDst.y = r.oy[D0 + dest.index];
-                                               if(dest.z) pDst.z = r.oz[D0 + dest.index];
-                                               if(dest.w) pDst.w = r.ow[D0 + dest.index];
+                                       case Shader::PARAMETER_ATTROUT:
+                                               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 Dst::PARAMETER_TEXCRDOUT:
-                               //      case Dst::PARAMETER_OUTPUT:
+                                       case Shader::PARAMETER_TEXCRDOUT:
+                               //      case Shader::PARAMETER_OUTPUT:
                                                if(version < 0x0300)
                                                {
-                                                       if(dest.x) pDst.x = r.ox[T0 + dest.index];
-                                                       if(dest.y) pDst.y = r.oy[T0 + dest.index];
-                                                       if(dest.z) pDst.z = r.oz[T0 + dest.index];
-                                                       if(dest.w) pDst.w = r.ow[T0 + dest.index];
+                                                       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(!dest.relative)
+                                                       if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative
                                                        {
-                                                               if(dest.x) pDst.x = r.ox[dest.index];
-                                                               if(dest.y) pDst.y = r.oy[dest.index];
-                                                               if(dest.z) pDst.z = r.oz[dest.index];
-                                                               if(dest.w) pDst.w = r.ow[dest.index];
+                                                               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 aL = r.aL[r.loopDepth];
+                                                               Int a = relativeAddress(dst);
 
-                                                               if(dest.x) pDst.x = r.ox[dest.index + aL];
-                                                               if(dest.y) pDst.y = r.oy[dest.index + aL];
-                                                               if(dest.z) pDst.z = r.oz[dest.index + aL];
-                                                               if(dest.w) pDst.w = r.ow[dest.index + aL];
+                                                               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 Dst::PARAMETER_LABEL:                                                                                                                                              break;
-                                       case Dst::PARAMETER_PREDICATE:  pDst = r.p0;                                                                                                    break;
-                                       case Dst::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 = r.enableStack[r.enableIndex] & r.enableBreak;
+                                       Int4 enable = enableMask(instruction);
 
                                        Int4 xEnable = enable;
                                        Int4 yEnable = enable;
@@ -358,160 +475,171 @@ namespace sw
 
                                        if(predicate)
                                        {
-                                               unsigned char pSwizzle = instruction->getPredicateSwizzle();
+                                               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->isPredicateNot())
+                                               if(!instruction->predicateNot)
                                                {
-                                                       if(dest.x) xEnable = xEnable & As<Int4>(xPredicate);
-                                                       if(dest.y) yEnable = yEnable & As<Int4>(yPredicate);
-                                                       if(dest.z) zEnable = zEnable & As<Int4>(zPredicate);
-                                                       if(dest.w) wEnable = wEnable & As<Int4>(wPredicate);
+                                                       if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
+                                                       if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
+                                                       if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
+                                                       if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
                                                }
                                                else
                                                {
-                                                       if(dest.x) xEnable = xEnable & ~As<Int4>(xPredicate);
-                                                       if(dest.y) yEnable = yEnable & ~As<Int4>(yPredicate);
-                                                       if(dest.z) zEnable = zEnable & ~As<Int4>(zPredicate);
-                                                       if(dest.w) wEnable = wEnable & ~As<Int4>(wPredicate);
+                                                       if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
+                                                       if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
+                                                       if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
+                                                       if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
                                                }
                                        }
 
-                                       if(dest.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
-                                       if(dest.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
-                                       if(dest.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
-                                       if(dest.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
+                                       if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
+                                       if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
+                                       if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
+                                       if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
 
-                                       if(dest.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
-                                       if(dest.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
-                                       if(dest.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
-                                       if(dest.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
+                                       if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
+                                       if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
+                                       if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
+                                       if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
                                }
 
-                               switch(dest.type)
+                               switch(dst.type)
                                {
-                               case Dst::PARAMETER_VOID:
+                               case Shader::PARAMETER_VOID:
                                        break;
-                               case Dst::PARAMETER_TEMP:
-                                       if(dest.x) r.r[dest.index].x = d.x;
-                                       if(dest.y) r.r[dest.index].y = d.y;
-                                       if(dest.z) r.r[dest.index].z = d.z;
-                                       if(dest.w) r.r[dest.index].w = d.w;
+                               case Shader::PARAMETER_TEMP:
+                                       if(dst.rel.type == Shader::PARAMETER_VOID)
+                                       {
+                                               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(dst);
+
+                                               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 Dst::PARAMETER_ADDR:
-                                       if(dest.x) r.a0.x = d.x;
-                                       if(dest.y) r.a0.y = d.y;
-                                       if(dest.z) r.a0.z = d.z;
-                                       if(dest.w) r.a0.w = d.w;
+                               case Shader::PARAMETER_ADDR:
+                                       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 Dst::PARAMETER_RASTOUT:
-                                       switch(dest.index)
+                               case Shader::PARAMETER_RASTOUT:
+                                       switch(dst.index)
                                        {
                                        case 0:
-                                               if(dest.x) r.ox[Pos] = d.x;
-                                               if(dest.y) r.oy[Pos] = d.y;
-                                               if(dest.z) r.oz[Pos] = d.z;
-                                               if(dest.w) r.ow[Pos] = 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.ox[Fog] = d.x;
+                                               o[Fog].x = d.x;
                                                break;
-                                       case 2:         
-                                               r.oy[Pts] = d.x;
+                                       case 2:
+                                               o[Pts].y = d.x;
                                                break;
                                        default:        ASSERT(false);
                                        }
                                        break;
-                               case Dst::PARAMETER_ATTROUT:    
-                                       if(dest.x) r.ox[D0 + dest.index] = d.x;
-                                       if(dest.y) r.oy[D0 + dest.index] = d.y;
-                                       if(dest.z) r.oz[D0 + dest.index] = d.z;
-                                       if(dest.w) r.ow[D0 + dest.index] = 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 Dst::PARAMETER_TEXCRDOUT:
-                       //      case Dst::PARAMETER_OUTPUT:
+                               case Shader::PARAMETER_TEXCRDOUT:
+                       //      case Shader::PARAMETER_OUTPUT:
                                        if(version < 0x0300)
                                        {
-                                               if(dest.x) r.ox[T0 + dest.index] = d.x;
-                                               if(dest.y) r.oy[T0 + dest.index] = d.y;
-                                               if(dest.z) r.oz[T0 + dest.index] = d.z;
-                                               if(dest.w) r.ow[T0 + dest.index] = 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(!dest.relative)
+                                               if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative
                                                {
-                                                       if(dest.x) r.ox[dest.index] = d.x;
-                                                       if(dest.y) r.oy[dest.index] = d.y;
-                                                       if(dest.z) r.oz[dest.index] = d.z;
-                                                       if(dest.w) r.ow[dest.index] = 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 aL = r.aL[r.loopDepth];
+                                                       Int a = relativeAddress(dst);
 
-                                                       if(dest.x) r.ox[dest.index + aL] = d.x;
-                                                       if(dest.y) r.oy[dest.index + aL] = d.y;
-                                                       if(dest.z) r.oz[dest.index + aL] = d.z;
-                                                       if(dest.w) r.ow[dest.index + aL] = 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 Dst::PARAMETER_LABEL:                                                                                                                                              break;
-                               case Dst::PARAMETER_PREDICATE:  r.p0 = d;                                                                                                               break;
-                               case Dst::PARAMETER_INPUT:                                                                                                                                              break;
+                               case Shader::PARAMETER_LABEL:             break;
+                               case Shader::PARAMETER_PREDICATE: p0 = d; break;
+                               case Shader::PARAMETER_INPUT:             break;
                                default:
                                        ASSERT(false);
                                }
                        }
                }
 
-               if(returns)
+               if(currentLabel != -1)
                {
                        Nucleus::setInsertBlock(returnBlock);
                }
        }
 
-       void VertexProgram::passThrough(Registers &r)
+       void VertexProgram::passThrough()
        {
-               if(vertexShader)
+               if(shader)
                {
-                       for(int i = 0; i < 12; i++)
+                       for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
                        {
-                               unsigned char usage = vertexShader->output[i][0].usage;
-                               unsigned char index = vertexShader->output[i][0].index;
+                               unsigned char usage = shader->getOutput(i, 0).usage;
 
                                switch(usage)
                                {
                                case 0xFF:
                                        continue;
-                               case ShaderOperation::USAGE_PSIZE:
-                                       r.oy[i] = r.v[i].x;
+                               case Shader::USAGE_PSIZE:
+                                       o[i].y = v[i].x;
                                        break;
-                               case ShaderOperation::USAGE_TEXCOORD:
-                                       r.ox[i] = r.v[i].x;
-                                       r.oy[i] = r.v[i].y;
-                                       r.oz[i] = r.v[i].z;
-                                       r.ow[i] = r.v[i].w;
+                               case Shader::USAGE_TEXCOORD:
+                                       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 ShaderOperation::USAGE_POSITION:
-                                       r.ox[i] = r.v[i].x;
-                                       r.oy[i] = r.v[i].y;
-                                       r.oz[i] = r.v[i].z;
-                                       r.ow[i] = r.v[i].w;
+                               case Shader::USAGE_POSITION:
+                                       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 ShaderOperation::USAGE_COLOR:
-                                       r.ox[i] = r.v[i].x;
-                                       r.oy[i] = r.v[i].y;
-                                       r.oz[i] = r.v[i].z;
-                                       r.ow[i] = r.v[i].w;
+                               case Shader::USAGE_COLOR:
+                                       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 ShaderOperation::USAGE_FOG:
-                                       r.ox[i] = r.v[i].x;
+                               case Shader::USAGE_FOG:
+                                       o[i].x = v[i].x;
                                        break;
                                default:
                                        ASSERT(false);
@@ -520,117 +648,146 @@ namespace sw
                }
                else
                {
-                       r.ox[Pos] = r.v[PositionT].x;
-                       r.oy[Pos] = r.v[PositionT].y;
-                       r.oz[Pos] = r.v[PositionT].z;
-                       r.ow[Pos] = 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.ox[D0 + i] = r.v[Color0 + i].x;
-                               r.oy[D0 + i] = r.v[Color0 + i].y;
-                               r.oz[D0 + i] = r.v[Color0 + i].z;
-                               r.ow[D0 + i] = 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.ox[T0 + i] = r.v[TexCoord0 + i].x;
-                               r.oy[T0 + i] = r.v[TexCoord0 + i].y;
-                               r.oz[T0 + i] = r.v[TexCoord0 + i].z;
-                               r.ow[T0 + i] = 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.oy[Pts] = r.v[PSize].x;
+                       o[Pts].y = v[PointSize].x;
                }
        }
 
-       Color4f VertexProgram::reg(Registers &r, const Src &src, int offset)
+       Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset)
        {
-               int i = src.index + offset;
-
-               Color4f reg;
+               Vector4f reg;
+               unsigned int i = src.index + offset;
 
-               if(src.type == Src::PARAMETER_CONST)
-               {
-                       reg = readConstant(r, src, offset);
-               }
-               
                switch(src.type)
                {
-               case Src::PARAMETER_TEMP:                       reg = r.r[i];   break;
-               case Src::PARAMETER_CONST:                                                      break;
-               case Src::PARAMETER_INPUT:                      reg = r.v[i];   break;
-               case Src::PARAMETER_VOID:                       return r.r[0];   // Dummy
-               case Src::PARAMETER_FLOATLITERAL:       return r.r[0];   // Dummy
-               case Src::PARAMETER_ADDR:                       reg = r.a0;             break;
-               case Src::PARAMETER_CONSTBOOL:          return r.r[0];   // Dummy
-               case Src::PARAMETER_CONSTINT:           return r.r[0];   // Dummy
-               case Src::PARAMETER_LOOP:                       return r.r[0];   // Dummy
-               case Src::PARAMETER_PREDICATE:          return r.r[0];   // Dummy
-               case Src::PARAMETER_SAMPLER:            return r.r[0];   // Dummy
+               case Shader::PARAMETER_TEMP:
+                       if(src.rel.type == Shader::PARAMETER_VOID)
+                       {
+                               reg = r[i];
+                       }
+                       else
+                       {
+                               reg = r[i + relativeAddress(src, src.bufferIndex)];
+                       }
+                       break;
+               case Shader::PARAMETER_CONST:
+                       reg = readConstant(src, offset);
+                       break;
+               case Shader::PARAMETER_INPUT:
+                       if(src.rel.type == Shader::PARAMETER_VOID)
+                       {
+                               reg = v[i];
+                       }
+                       else
+                       {
+                               reg = v[i + relativeAddress(src, src.bufferIndex)];
+                       }
+                       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 = 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)
+                       {
+                               reg.x = As<Float4>(Int4(i));
+                       }
+                       else if(src.rel.type == Shader::PARAMETER_TEMP)
+                       {
+                               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)
+                       {
+                               reg = o[i];
+                       }
+                       else
+                       {
+                               reg = o[i + relativeAddress(src, src.bufferIndex)];
+                       }
+                       break;
+               case Shader::PARAMETER_MISCTYPE:
+                       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);
                }
 
-               Color4f mod;
+               const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
+               const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
+               const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
+               const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
 
-               mod.x = reg[(src.swizzle >> 0) & 0x03];
-               mod.y = reg[(src.swizzle >> 2) & 0x03];
-               mod.z = reg[(src.swizzle >> 4) & 0x03];
-               mod.w = reg[(src.swizzle >> 6) & 0x03];
+               Vector4f mod;
 
                switch(src.modifier)
                {
-               case Src::MODIFIER_NONE:
-                       break;
-               case Src::MODIFIER_NEGATE:
-                       mod.x = -mod.x;
-                       mod.y = -mod.y;
-                       mod.z = -mod.z;
-                       mod.w = -mod.w;
-                       break;
-               case Src::MODIFIER_BIAS:
-                       ASSERT(false);   // NOTE: Unimplemented
-                       break;
-               case Src::MODIFIER_BIAS_NEGATE:
-                       ASSERT(false);   // NOTE: Unimplemented
-                       break;
-               case Src::MODIFIER_SIGN:
-                       ASSERT(false);   // NOTE: Unimplemented
-                       break;
-               case Src::MODIFIER_SIGN_NEGATE:
-                       ASSERT(false);   // NOTE: Unimplemented
+               case Shader::MODIFIER_NONE:
+                       mod.x = x;
+                       mod.y = y;
+                       mod.z = z;
+                       mod.w = w;
                        break;
-               case Src::MODIFIER_COMPLEMENT:
-                       ASSERT(false);   // NOTE: Unimplemented
+               case Shader::MODIFIER_NEGATE:
+                       mod.x = -x;
+                       mod.y = -y;
+                       mod.z = -z;
+                       mod.w = -w;
                        break;
-               case Src::MODIFIER_X2:
-                       ASSERT(false);   // NOTE: Unimplemented
+               case Shader::MODIFIER_ABS:
+                       mod.x = Abs(x);
+                       mod.y = Abs(y);
+                       mod.z = Abs(z);
+                       mod.w = Abs(w);
                        break;
-               case Src::MODIFIER_X2_NEGATE:
-                       ASSERT(false);   // NOTE: Unimplemented
+               case Shader::MODIFIER_ABS_NEGATE:
+                       mod.x = -Abs(x);
+                       mod.y = -Abs(y);
+                       mod.z = -Abs(z);
+                       mod.w = -Abs(w);
                        break;
-               case Src::MODIFIER_DZ:
-                       ASSERT(false);   // NOTE: Unimplemented
-                       break;
-               case Src::MODIFIER_DW:
-                       ASSERT(false);   // NOTE: Unimplemented
-                       break;
-               case Src::MODIFIER_ABS:
-                       mod.x = Abs(mod.x);
-                       mod.y = Abs(mod.y);
-                       mod.z = Abs(mod.z);
-                       mod.w = Abs(mod.w);
-                       break;
-               case Src::MODIFIER_ABS_NEGATE:
-                       mod.x = -Abs(mod.x);
-                       mod.y = -Abs(mod.y);
-                       mod.z = -Abs(mod.z);
-                       mod.w = -Abs(mod.w);
-                       break;
-               case Src::MODIFIER_NOT:
-                       UNIMPLEMENTED();
+               case Shader::MODIFIER_NOT:
+                       mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
+                       mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
+                       mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
+                       mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
                        break;
                default:
                        ASSERT(false);
@@ -639,32 +796,209 @@ namespace sw
                return mod;
        }
 
-       void VertexProgram::M3X2(Registers &r, Color4f &dst, Color4f &src0, Src &src1)
+       RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
+       {
+               if(bufferIndex == -1)
+               {
+                       return data + OFFSET(DrawData, vs.c[index]);
+               }
+               else
+               {
+                       return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
+               }
+       }
+
+       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>(uniformAddress(src.bufferIndex, i));
+
+                       c.x = c.x.xxxx;
+                       c.y = c.y.yyyy;
+                       c.z = c.z.zzzz;
+                       c.w = c.w.wwww;
+
+                       if(shader->containsDefineInstruction())   // Constant may be known at compile time
+                       {
+                               for(size_t j = 0; j < shader->getLength(); j++)
+                               {
+                                       const Shader::Instruction &instruction = *shader->getInstruction(j);
+
+                                       if(instruction.opcode == Shader::OPCODE_DEF)
+                                       {
+                                               if(instruction.dst.index == i)
+                                               {
+                                                       c.x = Float4(instruction.src[0].value[0]);
+                                                       c.y = Float4(instruction.src[0].value[1]);
+                                                       c.z = Float4(instruction.src[0].value[2]);
+                                                       c.w = Float4(instruction.src[0].value[3]);
+
+                                                       break;
+                                               }
+                                       }
+                               }
+                       }
+               }
+               else if(src.rel.type == Shader::PARAMETER_LOOP)
+               {
+                       Int loopCounter = aL[loopDepth];
+
+                       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;
+                       c.z = c.z.zzzz;
+                       c.w = c.w.wwww;
+               }
+               else
+               {
+                       if(src.rel.deterministic)
+                       {
+                               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;
+                               c.z = c.z.zzzz;
+                               c.w = c.w.wwww;
+                       }
+                       else
+                       {
+                               int component = src.rel.swizzle & 0x03;
+                               Float4 a;
+
+                               switch(src.rel.type)
+                               {
+                               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(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>(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);
+                       }
+               }
+
+               return c;
+       }
+
+       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[var.rel.index].x, 0)) * var.rel.scale;
+               }
+               else if(var.rel.type == Shader::PARAMETER_INPUT)
+               {
+                       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(o[var.rel.index].x, 0)) * var.rel.scale;
+               }
+               else if(var.rel.type == Shader::PARAMETER_CONST)
+               {
+                       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(const Shader::Instruction *instruction)
+       {
+               Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
+
+               if(!whileTest)
+               {
+                       if(shader->containsBreakInstruction() && instruction->analysisBreak)
+                       {
+                               enable &= enableBreak;
+                       }
+
+                       if(shader->containsContinueInstruction() && instruction->analysisContinue)
+                       {
+                               enable &= enableContinue;
+                       }
+
+                       if(shader->containsLeaveInstruction() && instruction->analysisLeave)
+                       {
+                               enable &= enableLeave;
+                       }
+               }
+
+               return enable;
+       }
+
+       void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Color4f row0 = reg(r, src1, 0);
-               Color4f row1 = reg(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, Color4f &dst, Color4f &src0, Src &src1)
+       void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Color4f row0 = reg(r, src1, 0);
-               Color4f row1 = reg(r, src1, 1);
-               Color4f row2 = reg(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, Color4f &dst, Color4f &src0, Src &src1)
+       void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Color4f row0 = reg(r, src1, 0);
-               Color4f row1 = reg(r, src1, 1);
-               Color4f row2 = reg(r, src1, 2);
-               Color4f row3 = reg(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);
@@ -672,23 +1006,23 @@ namespace sw
                dst.w = dot3(src0, row3);
        }
 
-       void VertexProgram::M4X3(Registers &r, Color4f &dst, Color4f &src0, Src &src1)
+       void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Color4f row0 = reg(r, src1, 0);
-               Color4f row1 = reg(r, src1, 1);
-               Color4f row2 = reg(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, Color4f &dst, Color4f &src0, Src &src1)
+       void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Color4f row0 = reg(r, src1, 0);
-               Color4f row1 = reg(r, src1, 1);
-               Color4f row2 = reg(r, src1, 2);
-               Color4f row3 = reg(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);
@@ -696,111 +1030,127 @@ 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)
                {
+                       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;
 
+                       enableIndex = enableIndex - breakDepth;
                        branch(allBreak, endBlock, deadBlock);
                }
 
                Nucleus::setInsertBlock(deadBlock);
+               enableIndex = enableIndex + breakDepth;
        }
 
-       void VertexProgram::BREAKC(Registers &r, Color4f &src0, Color4f &src1, Control control)
+       void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
        {
                Int4 condition;
 
                switch(control)
                {
-               case Op::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);       break;
-               case Op::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);         break;
-               case Op::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);        break;
-               case Op::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);        break;
-               case Op::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);        break;
-               case Op::CONTROL_LE: condition = CmpLE(src0.x, src1.x);         break;
+               case Shader::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);   break;
+               case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);             break;
+               case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);    break;
+               case Shader::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);    break;
+               case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);    break;
+               case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);             break;
                default:
                        ASSERT(false);
                }
 
-               condition &= r.enableStack[r.enableIndex];
-
-               llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
-
-               r.enableBreak = r.enableBreak & ~condition;
-               Bool allBreak = SignMask(r.enableBreak) == 0x0;
-
-               branch(allBreak, endBlock, continueBlock);
-               Nucleus::setInsertBlock(continueBlock);
+               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 == Src::MODIFIER_NOT)
+               if(predicateRegister.modifier == Shader::MODIFIER_NOT)
                {
                        condition = ~condition;
                }
 
-               condition &= r.enableStack[r.enableIndex];
+               BREAK(condition);
+       }
+
+       void VertexProgram::BREAK(Int4 &condition)
+       {
+               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;
 
+               enableIndex = enableIndex - breakDepth;
                branch(allBreak, endBlock, continueBlock);
+
                Nucleus::setInsertBlock(continueBlock);
+               enableIndex = enableIndex + breakDepth;
        }
 
-       void VertexProgram::CALL(Registers &r, int labelIndex)
+       void VertexProgram::CONTINUE()
+       {
+               enableContinue = enableContinue & ~enableStack[enableIndex];
+       }
+
+       void VertexProgram::TEST()
+       {
+               whileTest = true;
+       }
+
+       void VertexProgram::CALL(int labelIndex, int callSiteIndex)
        {
                if(!labelBlock[labelIndex])
                {
                        labelBlock[labelIndex] = Nucleus::createBasicBlock();
                }
 
-               llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
-               callRetBlock.push_back(retBlock);
+               if(callRetBlock[labelIndex].size() > 1)
+               {
+                       callStack[stackIndex++] = UInt(callSiteIndex);
+               }
 
-               r.callStack[r.stackIndex++] = UInt((unsigned int)callRetBlock.size() - 1);   // FIXME
+               Int4 restoreLeave = enableLeave;
 
                Nucleus::createBr(labelBlock[labelIndex]);
-               Nucleus::setInsertBlock(retBlock);
+               Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+               enableLeave = restoreLeave;
        }
 
-       void VertexProgram::CALLNZ(Registers &r, int labelIndex, const Src &src)
+       void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
        {
-               if(src.type == Src::PARAMETER_CONSTBOOL)
+               if(src.type == Shader::PARAMETER_CONSTBOOL)
                {
-                       CALLNZb(r, labelIndex, src);
+                       CALLNZb(labelIndex, callSiteIndex, src);
                }
-               else if(src.type == Src::PARAMETER_PREDICATE)
+               else if(src.type == Shader::PARAMETER_PREDICATE)
                {
-                       CALLNZp(r, labelIndex, src);
+                       CALLNZp(labelIndex, callSiteIndex, src);
                }
                else ASSERT(false);
        }
 
-       void VertexProgram::CALLNZb(Registers &r, int labelIndex, 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
-               
-               if(boolRegister.modifier == Src::MODIFIER_NOT)
+               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])
@@ -808,62 +1158,67 @@ namespace sw
                        labelBlock[labelIndex] = Nucleus::createBasicBlock();
                }
 
-               llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
-               callRetBlock.push_back(retBlock);
+               if(callRetBlock[labelIndex].size() > 1)
+               {
+                       callStack[stackIndex++] = UInt(callSiteIndex);
+               }
 
-               r.callStack[r.stackIndex++] = UInt((int)callRetBlock.size() - 1);   // FIXME
+               Int4 restoreLeave = enableLeave;
 
-               branch(condition, labelBlock[labelIndex], retBlock);
-               Nucleus::setInsertBlock(retBlock);
+               branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
+               Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+               enableLeave = restoreLeave;
        }
 
-       void VertexProgram::CALLNZp(Registers &r, int labelIndex, 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 == Src::MODIFIER_NOT)
+               if(predicateRegister.modifier == Shader::MODIFIER_NOT)
                {
                        condition = ~condition;
                }
 
-               condition &= r.enableStack[r.enableIndex];
+               condition &= enableStack[enableIndex];
 
                if(!labelBlock[labelIndex])
                {
                        labelBlock[labelIndex] = Nucleus::createBasicBlock();
                }
 
-               llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
-               callRetBlock.push_back(retBlock);
-
-               r.callStack[r.stackIndex++] = UInt((int)callRetBlock.size() - 1);   // FIXME
-
-               r.enableIndex++;
-               r.enableStack[r.enableIndex] = condition;
+               if(callRetBlock[labelIndex].size() > 1)
+               {
+                       callStack[stackIndex++] = UInt(callSiteIndex);
+               }
 
-               Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+               enableIndex++;
+               enableStack[enableIndex] = condition;
+               Int4 restoreLeave = enableLeave;
 
-               branch(notAllFalse, labelBlock[labelIndex], retBlock);
-               Nucleus::setInsertBlock(retBlock);
+               Bool notAllFalse = SignMask(condition) != 0;
+               branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
+               Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
 
-               r.enableIndex--;
+               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];
-                       Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+                       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
                {
@@ -876,11 +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);
@@ -888,66 +1243,98 @@ namespace sw
                if(isConditionalIf[ifDepth])
                {
                        breakDepth--;
-                       r.enableIndex--;
+                       enableIndex--;
                }
        }
 
-       void VertexProgram::ENDREP(Registers &r)
+       void VertexProgram::ENDLOOP()
        {
                loopRepDepth--;
 
-               llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+               aL[loopDepth] = aL[loopDepth] + increment[loopDepth];   // FIXME: +=
+
+               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::ENDLOOP(Registers &r)
+       void VertexProgram::ENDREP()
        {
                loopRepDepth--;
 
-               r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth];   // FIXME: +=
+               BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+               BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
 
-               llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
-               llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+               Nucleus::createBr(testBlock);
+               Nucleus::setInsertBlock(endBlock);
+
+               loopDepth--;
+               enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+       }
+
+       void VertexProgram::ENDWHILE()
+       {
+               loopRepDepth--;
+
+               BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+               BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
 
                Nucleus::createBr(testBlock);
                Nucleus::setInsertBlock(endBlock);
 
-               r.loopDepth--;
-               r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+               enableIndex--;
+               enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+               whileTest = false;
+       }
+
+       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(Registers &r, const Src &src)
+       void VertexProgram::IF(const Src &src)
        {
-               if(src.type == Src::PARAMETER_CONSTBOOL)
+               if(src.type == Shader::PARAMETER_CONSTBOOL)
                {
-                       IFb(r, src);
+                       IFb(src);
                }
-               else if(src.type == Src::PARAMETER_PREDICATE)
+               else if(src.type == Shader::PARAMETER_PREDICATE)
                {
-                       IFp(r, src);
+                       IFp(src);
+               }
+               else
+               {
+                       Int4 condition = As<Int4>(fetchRegister(src).x);
+                       IF(condition);
                }
-               else ASSERT(false);
        }
 
-       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 == Src::MODIFIER_NOT)
+               if(boolRegister.modifier == Shader::MODIFIER_NOT)
                {
-                       condition = !condition; 
+                       condition = !condition;
                }
 
-               llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+               BasicBlock *trueBlock = Nucleus::createBasicBlock();
+               BasicBlock *falseBlock = Nucleus::createBasicBlock();
 
                branch(condition, trueBlock, falseBlock);
 
@@ -957,59 +1344,48 @@ namespace sw
                ifDepth++;
        }
 
-       void VertexProgram::IFp(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with IFC
+       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 == Src::MODIFIER_NOT)
+               if(predicateRegister.modifier == Shader::MODIFIER_NOT)
                {
                        condition = ~condition;
                }
 
-               condition &= r.enableStack[r.enableIndex];
-
-               r.enableIndex++;
-               r.enableStack[r.enableIndex] = condition;
-
-               llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
-               llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
-
-               Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
-
-               branch(notAllFalse, trueBlock, falseBlock);
-
-               isConditionalIf[ifDepth] = true;
-               ifFalseBlock[ifDepth] = falseBlock;
-
-               ifDepth++;
-               breakDepth++;
+               IF(condition);
        }
 
-       void VertexProgram::IFC(Registers &r, Color4f &src0, Color4f &src1, Control control)
+       void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
        {
                Int4 condition;
 
                switch(control)
                {
-               case Op::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);       break;
-               case Op::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);         break;
-               case Op::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);        break;
-               case Op::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);        break;
-               case Op::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);        break;
-               case Op::CONTROL_LE: condition = CmpLE(src0.x, src1.x);         break;
+               case Shader::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);   break;
+               case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);             break;
+               case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);    break;
+               case Shader::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);    break;
+               case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);    break;
+               case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);             break;
                default:
                        ASSERT(false);
                }
 
-               condition &= r.enableStack[r.enableIndex];
+               IF(condition);
+       }
+
+       void VertexProgram::IF(Int4 &condition)
+       {
+               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 & r.enableBreak) != 0;
+               Bool notAllFalse = SignMask(condition) != 0;
 
                branch(notAllFalse, trueBlock, falseBlock);
 
@@ -1022,26 +1398,32 @@ namespace sw
 
        void VertexProgram::LABEL(int labelIndex)
        {
+               if(!labelBlock[labelIndex])
+               {
+                       labelBlock[labelIndex] = Nucleus::createBasicBlock();
+               }
+
                Nucleus::setInsertBlock(labelBlock[labelIndex]);
+               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;
@@ -1050,25 +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;
@@ -1077,36 +1459,97 @@ 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);
+
+               iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: --
+
+               loopRepDepth++;
+               breakDepth = 0;
+       }
+
+       void VertexProgram::WHILE(const Src &temporaryRegister)
+       {
+               enableIndex++;
+
+               BasicBlock *loopBlock = Nucleus::createBasicBlock();
+               BasicBlock *testBlock = Nucleus::createBasicBlock();
+               BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+               loopRepTestBlock[loopRepDepth] = testBlock;
+               loopRepEndBlock[loopRepDepth] = endBlock;
+
+               Int4 restoreBreak = enableBreak;
+               Int4 restoreContinue = enableContinue;
+
+               // FIXME: jump(testBlock)
+               Nucleus::createBr(testBlock);
+               Nucleus::setInsertBlock(testBlock);
+               enableContinue = restoreContinue;
+
+               const Vector4f &src = fetchRegister(temporaryRegister);
+               Int4 condition = As<Int4>(src.x);
+               condition &= enableStack[enableIndex - 1];
+               if(shader->containsLeaveInstruction()) condition &= enableLeave;
+               enableStack[enableIndex] = condition;
+
+               Bool notAllFalse = SignMask(condition) != 0;
+               branch(notAllFalse, loopBlock, endBlock);
+
+               Nucleus::setInsertBlock(endBlock);
+               enableBreak = restoreBreak;
+
                Nucleus::setInsertBlock(loopBlock);
 
-               r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
+               loopRepDepth++;
+               breakDepth = 0;
+       }
+
+       void VertexProgram::SWITCH()
+       {
+               enableIndex++;
+               enableStack[enableIndex] = Int4(0xFFFFFFFF);
+
+               BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+               loopRepTestBlock[loopRepDepth] = nullptr;
+               loopRepEndBlock[loopRepDepth] = endBlock;
 
                loopRepDepth++;
                breakDepth = 0;
        }
 
-       void VertexProgram::RET(Registers &r)
+       void VertexProgram::RET()
        {
-               if(!returns)
+               if(currentLabel == -1)
                {
                        returnBlock = Nucleus::createBasicBlock();
                        Nucleus::createBr(returnBlock);
-
-                       returns = true;
                }
                else
                {
-                       // FIXME: Encapsulate
-                       UInt index = r.callStack[--r.stackIndex];
-                       llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
-                       llvm::Value *value = Nucleus::createLoad(index.address);
-                       llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock.size());
-
-                       for(unsigned int i = 0; i < callRetBlock.size(); i++)
+                       BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
+
+                       if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack
+                       {
+                               // FIXME: Encapsulate
+                               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(switchCases, i, callRetBlock[currentLabel][i]);
+                               }
+                       }
+                       else if(callRetBlock[currentLabel].size() == 1)   // Jump directly to the unique return destination
+                       {
+                               Nucleus::createBr(callRetBlock[currentLabel][0]);
+                       }
+                       else   // Function isn't called
                        {
-                               Nucleus::addSwitchCase(switchInst, i, callRetBlock[i]);
+                               Nucleus::createBr(unreachableBlock);
                        }
 
                        Nucleus::setInsertBlock(unreachableBlock);
@@ -1114,17 +1557,92 @@ namespace sw
                }
        }
 
-       void VertexProgram::TEXLDL(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+       void VertexProgram::LEAVE()
        {
-               Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + src1.index * sizeof(Texture);
+               enableLeave = enableLeave & ~enableStack[enableIndex];
 
-               Color4f tmp;
+               // FIXME: Return from function if all instances left
+               // FIXME: Use enableLeave in other control-flow constructs
+       }
+
+       void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
+       {
+               sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
+       }
+
+       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::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
+       {
+               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);
+       }
+
+       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});
+       }
 
-               sampler[src1.index]->sampleTexture(texture, tmp, src0.x, src0.y, src0.z, src0.w, src0, src0, false, false, true);
+       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 = 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(fetchRegister(s).x.x));
+
+                       for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
+                       {
+                               if(shader->usesSampler(i))
+                               {
+                                       If(index == i)
+                                       {
+                                               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
+                                       }
+                               }
+                       }
+               }
 
-               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];
+               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];
        }
 }