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Derive Rasterizer from Function<>.
authorNicolas Capens <capn@google.com>
Wed, 13 Jan 2016 13:34:30 +0000 (08:34 -0500)
committerNicolas Capens <capn@google.com>
Fri, 15 Jan 2016 15:19:02 +0000 (15:19 +0000)
Bug 22652760

Change-Id: I1a8ff978fdc7ad795e469218a931523d624e7cde
Reviewed-on: https://swiftshader-review.googlesource.com/4546
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
src/Renderer/PixelProcessor.cpp
src/Renderer/QuadRasterizer.cpp
src/Renderer/QuadRasterizer.hpp
src/Renderer/Rasterizer.cpp
src/Renderer/Rasterizer.hpp
src/Shader/PixelPipeline.cpp
src/Shader/PixelPipeline.hpp
src/Shader/PixelProgram.cpp
src/Shader/PixelProgram.hpp
src/Shader/PixelRoutine.cpp
src/Shader/PixelRoutine.hpp

index e2a4764..c2c477e 100644 (file)
@@ -644,7 +644,7 @@ namespace sw
                factor.blendConstant4W[3][1] = blendConstantA;
                factor.blendConstant4W[3][2] = blendConstantA;
                factor.blendConstant4W[3][3] = blendConstantA;
-       
+
                // FIXME: Compact into generic function   // FIXME: Clamp
                short invBlendConstantR = iround(65535 * (1 - blendConstant.r));
                short invBlendConstantG = iround(65535 * (1 - blendConstant.g));
@@ -680,12 +680,12 @@ namespace sw
                factor.blendConstant4F[1][1] = blendConstant.g;
                factor.blendConstant4F[1][2] = blendConstant.g;
                factor.blendConstant4F[1][3] = blendConstant.g;
-               
+
                factor.blendConstant4F[2][0] = blendConstant.b;
                factor.blendConstant4F[2][1] = blendConstant.b;
                factor.blendConstant4F[2][2] = blendConstant.b;
                factor.blendConstant4F[2][3] = blendConstant.b;
-               
+
                factor.blendConstant4F[3][0] = blendConstant.a;
                factor.blendConstant4F[3][1] = blendConstant.a;
                factor.blendConstant4F[3][2] = blendConstant.a;
@@ -700,12 +700,12 @@ namespace sw
                factor.invBlendConstant4F[1][1] = 1 - blendConstant.g;
                factor.invBlendConstant4F[1][2] = 1 - blendConstant.g;
                factor.invBlendConstant4F[1][3] = 1 - blendConstant.g;
-               
+
                factor.invBlendConstant4F[2][0] = 1 - blendConstant.b;
                factor.invBlendConstant4F[2][1] = 1 - blendConstant.b;
                factor.invBlendConstant4F[2][2] = 1 - blendConstant.b;
                factor.invBlendConstant4F[2][3] = 1 - blendConstant.b;
-               
+
                factor.invBlendConstant4F[3][0] = 1 - blendConstant.a;
                factor.invBlendConstant4F[3][1] = 1 - blendConstant.a;
                factor.invBlendConstant4F[3][2] = 1 - blendConstant.a;
@@ -873,7 +873,7 @@ namespace sw
 
                state.depthOverride = context->pixelShader && context->pixelShader->depthOverride();
                state.shaderContainsKill = context->pixelShader ? context->pixelShader->containsKill() : false;
-               
+
                if(context->alphaTestActive())
                {
                        state.alphaCompareMode = context->alphaCompareMode;
@@ -1026,7 +1026,7 @@ namespace sw
                                        if(context->colorActive(color, component))
                                        {
                                                state.color[color].component |= 1 << component;
-                                               
+
                                                if(point || flatShading)
                                                {
                                                        state.color[color].flat |= 1 << component;
@@ -1038,7 +1038,7 @@ namespace sw
                        if(context->fogActive())
                        {
                                state.fog.component = true;
-                               
+
                                if(point)
                                {
                                        state.fog.flat = true;
@@ -1096,6 +1096,7 @@ namespace sw
                {
                        const bool integerPipeline = (context->pixelShaderVersion() <= 0x0104);
                        Rasterizer *generator = nullptr;
+
                        if(integerPipeline)
                        {
                                generator = new PixelPipeline(state, context->pixelShader);
@@ -1104,8 +1105,9 @@ namespace sw
                        {
                                generator = new PixelProgram(state, context->pixelShader);
                        }
+
                        generator->generate();
-                       routine = generator->getRoutine();
+                       routine = (*generator)(L"PixelRoutine_%0.8X", state.shaderID);
                        delete generator;
 
                        routineCache->add(state, routine);
index 5ca2622..3fec795 100644 (file)
@@ -25,18 +25,6 @@ namespace sw
 
        extern int clusterCount;
 
-       QuadRasterizer::Registers::Registers()
-       {
-               occlusion = 0;
-
-#if PERF_PROFILE
-               for(int i = 0; i < PERF_TIMERS; i++)
-               {
-                       cycles[i] = 0;
-               }
-#endif
-       }
-
        QuadRasterizer::QuadRasterizer(const PixelProcessor::State &state, const PixelShader *pixelShader) : Rasterizer(state), shader(pixelShader)
        {
        }
@@ -47,69 +35,63 @@ namespace sw
 
        void QuadRasterizer::generate()
        {
-               Function<Void(Pointer<Byte>, Int, Int, Pointer<Byte>)> function;
-               {
-                       #if PERF_PROFILE
-                               Long pixelTime = Ticks();
-                       #endif
-
-                       Pointer<Byte> primitive(function.Arg<0>());
-                       Int count(function.Arg<1>());
-                       Int cluster(function.Arg<2>());
-                       Pointer<Byte> data(function.Arg<3>());
-
-                       Registers& r = *createRegisters(shader);
-                       r.constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData,constants));
-                       r.cluster = cluster;
-                       r.data = data;
-
-                       Do
+               #if PERF_PROFILE
+                       for(int i = 0; i < PERF_TIMERS; i++)
                        {
-                               r.primitive = primitive;
+                               cycles[i] = 0;
+                       }
 
-                               Int yMin = *Pointer<Int>(primitive + OFFSET(Primitive,yMin));
-                               Int yMax = *Pointer<Int>(primitive + OFFSET(Primitive,yMax));
+                       Long pixelTime = Ticks();
+               #endif
 
-                               Int cluster2 = r.cluster + r.cluster;
-                               yMin += clusterCount * 2 - 2 - cluster2;
-                               yMin &= -clusterCount * 2;
-                               yMin += cluster2;
+               primitive = Arg<0>();
+               Int count = Arg<1>();
+               Int cluster = Arg<2>();
+               data = Arg<3>();
 
-                               If(yMin < yMax)
-                               {
-                                       rasterize(r, yMin, yMax);
-                               }
+               constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants));
+               occlusion = 0;
 
-                               primitive += sizeof(Primitive) * state.multiSample;
-                               count--;
-                       }
-                       Until(count == 0)
+               Do
+               {
+                       Int yMin = *Pointer<Int>(primitive + OFFSET(Primitive,yMin));
+                       Int yMax = *Pointer<Int>(primitive + OFFSET(Primitive,yMax));
 
-                       if(state.occlusionEnabled)
+                       Int cluster2 = cluster + cluster;
+                       yMin += clusterCount * 2 - 2 - cluster2;
+                       yMin &= -clusterCount * 2;
+                       yMin += cluster2;
+
+                       If(yMin < yMax)
                        {
-                               UInt clusterOcclusion = *Pointer<UInt>(data + OFFSET(DrawData,occlusion) + 4 * cluster);
-                               clusterOcclusion += r.occlusion;
-                               *Pointer<UInt>(data + OFFSET(DrawData,occlusion) + 4 * cluster) = clusterOcclusion;
+                               rasterize(yMin, yMax);
                        }
 
-                       #if PERF_PROFILE
-                               r.cycles[PERF_PIXEL] = Ticks() - pixelTime;
+                       primitive += sizeof(Primitive) * state.multiSample;
+                       count--;
+               }
+               Until(count == 0)
 
-                               for(int i = 0; i < PERF_TIMERS; i++)
-                               {
-                                       *Pointer<Long>(data + OFFSET(DrawData,cycles[i]) + 8 * cluster) += r.cycles[i];
-                               }
-                       #endif
+               if(state.occlusionEnabled)
+               {
+                       UInt clusterOcclusion = *Pointer<UInt>(data + OFFSET(DrawData,occlusion) + 4 * cluster);
+                       clusterOcclusion += occlusion;
+                       *Pointer<UInt>(data + OFFSET(DrawData,occlusion) + 4 * cluster) = clusterOcclusion;
+               }
 
-                       Return();
+               #if PERF_PROFILE
+                       cycles[PERF_PIXEL] = Ticks() - pixelTime;
 
-                       delete &r;
-               }
+                       for(int i = 0; i < PERF_TIMERS; i++)
+                       {
+                               *Pointer<Long>(data + OFFSET(DrawData,cycles[i]) + 8 * cluster) += cycles[i];
+                       }
+               #endif
 
-               routine = function(L"PixelRoutine_%0.8X", state.shaderID);
+               Return();
        }
 
-       void QuadRasterizer::rasterize(Registers &r, Int &yMin, Int &yMax)
+       void QuadRasterizer::rasterize(Int &yMin, Int &yMax)
        {
                Pointer<Byte> cBuffer[RENDERTARGETS];
                Pointer<Byte> zBuffer;
@@ -119,49 +101,49 @@ namespace sw
                {
                        if(state.colorWriteActive(index))
                        {
-                               cBuffer[index] = *Pointer<Pointer<Byte> >(r.data + OFFSET(DrawData,colorBuffer[index])) + yMin * *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                               cBuffer[index] = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,colorBuffer[index])) + yMin * *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
                        }
                }
 
                if(state.depthTestActive)
                {
-                       zBuffer = *Pointer<Pointer<Byte> >(r.data + OFFSET(DrawData,depthBuffer)) + yMin * *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
+                       zBuffer = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,depthBuffer)) + yMin * *Pointer<Int>(data + OFFSET(DrawData,depthPitchB));
                }
 
                if(state.stencilActive)
                {
-                       sBuffer = *Pointer<Pointer<Byte> >(r.data + OFFSET(DrawData,stencilBuffer)) + yMin * *Pointer<Int>(r.data + OFFSET(DrawData,stencilPitchB));
+                       sBuffer = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,stencilBuffer)) + yMin * *Pointer<Int>(data + OFFSET(DrawData,stencilPitchB));
                }
 
                Int y = yMin;
 
                Do
                {
-                       Int x0a = Int(*Pointer<Short>(r.primitive + OFFSET(Primitive,outline->left) + (y + 0) * sizeof(Primitive::Span)));
-                       Int x0b = Int(*Pointer<Short>(r.primitive + OFFSET(Primitive,outline->left) + (y + 1) * sizeof(Primitive::Span)));
+                       Int x0a = Int(*Pointer<Short>(primitive + OFFSET(Primitive,outline->left) + (y + 0) * sizeof(Primitive::Span)));
+                       Int x0b = Int(*Pointer<Short>(primitive + OFFSET(Primitive,outline->left) + (y + 1) * sizeof(Primitive::Span)));
                        Int x0 = Min(x0a, x0b);
 
                        for(unsigned int q = 1; q < state.multiSample; q++)
                        {
-                               x0a = Int(*Pointer<Short>(r.primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->left) + (y + 0) * sizeof(Primitive::Span)));
-                               x0b = Int(*Pointer<Short>(r.primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->left) + (y + 1) * sizeof(Primitive::Span)));
+                               x0a = Int(*Pointer<Short>(primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->left) + (y + 0) * sizeof(Primitive::Span)));
+                               x0b = Int(*Pointer<Short>(primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->left) + (y + 1) * sizeof(Primitive::Span)));
                                x0 = Min(x0, Min(x0a, x0b));
                        }
 
                        x0 &= 0xFFFFFFFE;
 
-                       Int x1a = Int(*Pointer<Short>(r.primitive + OFFSET(Primitive,outline->right) + (y + 0) * sizeof(Primitive::Span)));
-                       Int x1b = Int(*Pointer<Short>(r.primitive + OFFSET(Primitive,outline->right) + (y + 1) * sizeof(Primitive::Span)));
+                       Int x1a = Int(*Pointer<Short>(primitive + OFFSET(Primitive,outline->right) + (y + 0) * sizeof(Primitive::Span)));
+                       Int x1b = Int(*Pointer<Short>(primitive + OFFSET(Primitive,outline->right) + (y + 1) * sizeof(Primitive::Span)));
                        Int x1 = Max(x1a, x1b);
 
                        for(unsigned int q = 1; q < state.multiSample; q++)
                        {
-                               x1a = Int(*Pointer<Short>(r.primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->right) + (y + 0) * sizeof(Primitive::Span)));
-                               x1b = Int(*Pointer<Short>(r.primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->right) + (y + 1) * sizeof(Primitive::Span)));
+                               x1a = Int(*Pointer<Short>(primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->right) + (y + 0) * sizeof(Primitive::Span)));
+                               x1b = Int(*Pointer<Short>(primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->right) + (y + 1) * sizeof(Primitive::Span)));
                                x1 = Max(x1, Max(x1a, x1b));
                        }
 
-                       Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,yQuad), 16);
+                       Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16);
 
                        if(interpolateZ())
                        {
@@ -171,10 +153,10 @@ namespace sw
 
                                        if(state.multiSample > 1)
                                        {
-                                               y -= *Pointer<Float4>(r.constants + OFFSET(Constants,Y) + q * sizeof(float4));
+                                               y -= *Pointer<Float4>(constants + OFFSET(Constants,Y) + q * sizeof(float4));
                                        }
 
-                                       r.Dz[q] = *Pointer<Float4>(r.primitive + OFFSET(Primitive,z.C), 16) + y * *Pointer<Float4>(r.primitive + OFFSET(Primitive,z.B), 16);
+                                       Dz[q] = *Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) + y * *Pointer<Float4>(primitive + OFFSET(Primitive,z.B), 16);
                                }
                        }
 
@@ -182,7 +164,7 @@ namespace sw
                        {
                                if(!state.stencilActive && state.depthTestActive && (state.depthCompareMode == DEPTH_LESSEQUAL || state.depthCompareMode == DEPTH_LESS))   // FIXME: Both modes ok?
                                {
-                                       Float4 xxxx = Float4(Float(x0)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16);
+                                       Float4 xxxx = Float4(Float(x0)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16);
 
                                        Pointer<Byte> buffer;
                                        Int pitch;
@@ -190,7 +172,7 @@ namespace sw
                                        if(!state.quadLayoutDepthBuffer)
                                        {
                                                buffer = zBuffer + 4 * x0;
-                                               pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
+                                               pitch = *Pointer<Int>(data + OFFSET(DrawData,depthPitchB));
                                        }
                                        else
                                        {
@@ -199,7 +181,7 @@ namespace sw
 
                                        For(Int x = x0, x < x1, x += 2)
                                        {
-                                               Float4 z = interpolate(xxxx, r.Dz[0], z, r.primitive + OFFSET(Primitive,z), false, false);
+                                               Float4 z = interpolate(xxxx, Dz[0], z, primitive + OFFSET(Primitive,z), false, false);
 
                                                Float4 zValue;
 
@@ -254,7 +236,7 @@ namespace sw
                        {
                                if(interpolateW())
                                {
-                                       r.Dw = *Pointer<Float4>(r.primitive + OFFSET(Primitive,w.C), 16) + yyyy * *Pointer<Float4>(r.primitive + OFFSET(Primitive,w.B), 16);
+                                       Dw = *Pointer<Float4>(primitive + OFFSET(Primitive,w.C), 16) + yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive,w.B), 16);
                                }
 
                                for(int interpolant = 0; interpolant < 10; interpolant++)
@@ -263,11 +245,11 @@ namespace sw
                                        {
                                                if(state.interpolant[interpolant].component & (1 << component))
                                                {
-                                                       r.Dv[interpolant][component] = *Pointer<Float4>(r.primitive + OFFSET(Primitive,V[interpolant][component].C), 16);
+                                                       Dv[interpolant][component] = *Pointer<Float4>(primitive + OFFSET(Primitive,V[interpolant][component].C), 16);
 
                                                        if(!(state.interpolant[interpolant].flat & (1 << component)))
                                                        {
-                                                               r.Dv[interpolant][component] += yyyy * *Pointer<Float4>(r.primitive + OFFSET(Primitive,V[interpolant][component].B), 16);
+                                                               Dv[interpolant][component] += yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive,V[interpolant][component].B), 16);
                                                        }
                                                }
                                        }
@@ -275,11 +257,11 @@ namespace sw
 
                                if(state.fog.component)
                                {
-                                       r.Df = *Pointer<Float4>(r.primitive + OFFSET(Primitive,f.C), 16);
+                                       Df = *Pointer<Float4>(primitive + OFFSET(Primitive,f.C), 16);
 
                                        if(!state.fog.flat)
                                        {
-                                               r.Df += yyyy * *Pointer<Float4>(r.primitive + OFFSET(Primitive,f.B), 16);
+                                               Df += yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive,f.B), 16);
                                        }
                                }
 
@@ -288,7 +270,7 @@ namespace sw
 
                                for(unsigned int q = 0; q < state.multiSample; q++)
                                {
-                                       xLeft[q] = *Pointer<Short4>(r.primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline) + y * sizeof(Primitive::Span));
+                                       xLeft[q] = *Pointer<Short4>(primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline) + y * sizeof(Primitive::Span));
                                        xRight[q] = xLeft[q];
 
                                        xLeft[q] = Swizzle(xLeft[q], 0xA0) - Short4(1, 2, 1, 2);
@@ -306,7 +288,7 @@ namespace sw
                                                cMask[q] = SignMask(Pack(mask, mask)) & 0x0000000F;
                                        }
 
-                                       quad(r, cBuffer, zBuffer, sBuffer, cMask, x, y);
+                                       quad(cBuffer, zBuffer, sBuffer, cMask, x, y);
                                }
                        }
 
@@ -314,18 +296,18 @@ namespace sw
                        {
                                if(state.colorWriteActive(index))
                                {
-                                       cBuffer[index] += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])) << (1 + sw::log2(clusterCount));   // FIXME: Precompute
+                                       cBuffer[index] += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])) << (1 + sw::log2(clusterCount));   // FIXME: Precompute
                                }
                        }
 
                        if(state.depthTestActive)
                        {
-                               zBuffer += *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB)) << (1 + sw::log2(clusterCount));   // FIXME: Precompute
+                               zBuffer += *Pointer<Int>(data + OFFSET(DrawData,depthPitchB)) << (1 + sw::log2(clusterCount));   // FIXME: Precompute
                        }
 
                        if(state.stencilActive)
                        {
-                               sBuffer += *Pointer<Int>(r.data + OFFSET(DrawData,stencilPitchB)) << (1 + sw::log2(clusterCount));   // FIXME: Precompute
+                               sBuffer += *Pointer<Int>(data + OFFSET(DrawData,stencilPitchB)) << (1 + sw::log2(clusterCount));   // FIXME: Precompute
                        }
 
                        y += 2 * clusterCount;
index a9359eb..2b8e51e 100644 (file)
@@ -27,31 +27,22 @@ namespace sw
 
                virtual ~QuadRasterizer();
 
-               struct Registers
-               {
-                       Registers();
-                       virtual ~Registers() {};
+               Pointer<Byte> constants;
+               Pointer<Byte> primitive;
+               Pointer<Byte> data;
 
-                       Pointer<Byte> constants;
+               Float4 Dz[4];
+               Float4 Dw;
+               Float4 Dv[10][4];
+               Float4 Df;
 
-                       Pointer<Byte> primitive;
-                       Int cluster;
-                       Pointer<Byte> data;
-
-                       Float4 Dz[4];
-                       Float4 Dw;
-                       Float4 Dv[10][4];
-                       Float4 Df;
-
-                       UInt occlusion;
+               UInt occlusion;
 
 #if PERF_PROFILE
-                       Long cycles[PERF_TIMERS];
+               Long cycles[PERF_TIMERS];
 #endif
-               };
 
-               virtual void quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y) = 0;
-               virtual Registers* createRegisters(const PixelShader *shader) = 0;
+               virtual void quad(Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y) = 0;
 
                bool interpolateZ() const;
                bool interpolateW() const;
@@ -62,7 +53,7 @@ namespace sw
        private:
                void generate();
 
-               void rasterize(Registers &r, Int &yMin, Int &yMax);
+               void rasterize(Int &yMin, Int &yMax);
        };
 }
 
index 733c7e9..ccaab9f 100644 (file)
@@ -20,9 +20,4 @@ namespace sw
        Rasterizer::~Rasterizer()
        {
        }
-
-       Routine *Rasterizer::getRoutine()
-       {
-               return routine;
-       }
 }
index 0037379..eddd42a 100644 (file)
@@ -19,7 +19,7 @@
 
 namespace sw
 {
-       class Rasterizer
+       class Rasterizer : public Function<Void(Pointer<Byte>, Int, Int, Pointer<Byte>)>
        {
        public:
                Rasterizer(const PixelProcessor::State &state);
@@ -27,11 +27,8 @@ namespace sw
                virtual ~Rasterizer();
 
                virtual void generate() = 0;
-               Routine *getRoutine();
 
        protected:
-               Routine *routine;
-
                const PixelProcessor::State &state;
        };
 }
index 0879ce9..7669163 100644 (file)
@@ -17,24 +17,22 @@ namespace sw
 {
        extern bool postBlendSRGB;
 
-       void PixelPipeline::setBuiltins(PixelRoutine::Registers &rBase, Int &x, Int &y, Float4(&z)[4], Float4 &w)
+       void PixelPipeline::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w)
        {
-               Registers& r = *static_cast<Registers*>(&rBase);
-
-               if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.v[0].x); else r.diffuse.x = Short4(0x1000);
-               if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.v[0].y); else r.diffuse.y = Short4(0x1000);
-               if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.v[0].z); else r.diffuse.z = Short4(0x1000);
-               if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.v[0].w); else r.diffuse.w = Short4(0x1000);
-
-               if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.v[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
-               if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.v[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
-               if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.v[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
-               if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.v[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+               if(state.color[0].component & 0x1) diffuse.x = convertFixed12(v[0].x); else diffuse.x = Short4(0x1000);
+               if(state.color[0].component & 0x2) diffuse.y = convertFixed12(v[0].y); else diffuse.y = Short4(0x1000);
+               if(state.color[0].component & 0x4) diffuse.z = convertFixed12(v[0].z); else diffuse.z = Short4(0x1000);
+               if(state.color[0].component & 0x8) diffuse.w = convertFixed12(v[0].w); else diffuse.w = Short4(0x1000);
+
+               if(state.color[1].component & 0x1) specular.x = convertFixed12(v[1].x); else specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+               if(state.color[1].component & 0x2) specular.y = convertFixed12(v[1].y); else specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+               if(state.color[1].component & 0x4) specular.z = convertFixed12(v[1].z); else specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+               if(state.color[1].component & 0x8) specular.w = convertFixed12(v[1].w); else specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
        }
 
-       void PixelPipeline::fixedFunction(Registers& r)
+       void PixelPipeline::fixedFunction()
        {
-               r.current = r.diffuse;
+               current = diffuse;
                Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
 
                for(int stage = 0; stage < 8; stage++)
@@ -48,22 +46,20 @@ namespace sw
 
                        if(state.textureStage[stage].usesTexture)
                        {
-                               sampleTexture(r, texture, stage, stage);
+                               sampleTexture(texture, stage, stage);
                        }
 
-                       blendTexture(r, temp, texture, stage);
+                       blendTexture(temp, texture, stage);
                }
 
-               specularPixel(r.current, r.specular);
+               specularPixel(current, specular);
        }
 
-       void PixelPipeline::applyShader(PixelRoutine::Registers &rBase, Int cMask[4])
+       void PixelPipeline::applyShader(Int cMask[4])
        {
-               Registers& r = *static_cast<Registers*>(&rBase);
-
                if(!shader)
                {
-                       fixedFunction(r);
+                       fixedFunction();
                        return;
                }
 
@@ -98,14 +94,14 @@ namespace sw
                        Vector4s s1;
                        Vector4s s2;
 
-                       if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(r, src0);
-                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(r, src1);
-                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(r, src2);
+                       if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(src0);
+                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(src1);
+                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(src2);
 
-                       Float4 u = version < 0x0104 ? r.v[2 + dst.index].x : r.v[2 + src0.index].x;
-                       Float4 v = version < 0x0104 ? r.v[2 + dst.index].y : r.v[2 + src0.index].y;
-                       Float4 s = version < 0x0104 ? r.v[2 + dst.index].z : r.v[2 + src0.index].z;
-                       Float4 t = version < 0x0104 ? r.v[2 + dst.index].w : r.v[2 + src0.index].w;
+                       Float4 x = version < 0x0104 ? v[2 + dst.index].x : v[2 + src0.index].x;
+                       Float4 y = version < 0x0104 ? v[2 + dst.index].y : v[2 + src0.index].y;
+                       Float4 z = version < 0x0104 ? v[2 + dst.index].z : v[2 + src0.index].z;
+                       Float4 w = version < 0x0104 ? v[2 + dst.index].w : v[2 + src0.index].w;
 
                        switch(opcode)
                        {
@@ -129,34 +125,34 @@ namespace sw
                        case Shader::OPCODE_TEXCOORD:
                                if(version < 0x0104)
                                {
-                                       TEXCOORD(d, u, v, s, dst.index);
-                               }
+                                       TEXCOORD(d, x, y, z, dst.index);
+                       }
                                else
                                {
                                        if((src0.swizzle & 0x30) == 0x20)   // .xyz
                                        {
-                                               TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+                                               TEXCRD(d, x, y, z, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
                                        }
-                                       else   // .xyw
+                                       else   // .xwy
                                        {
-                                               TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+                                               TEXCRD(d, x, y, w, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
                                        }
                                }
                                break;
                        case Shader::OPCODE_TEXKILL:
                                if(version < 0x0104)
                                {
-                                       TEXKILL(cMask, u, v, s);
+                                       TEXKILL(cMask, x, y, z);
                                }
                                else if(version == 0x0104)
                                {
                                        if(dst.type == Shader::PARAMETER_TEXTURE)
                                        {
-                                               TEXKILL(cMask, u, v, s);
+                                               TEXKILL(cMask, x, y, z);
                                        }
                                        else
                                        {
-                                               TEXKILL(cMask, r.rs[dst.index]);
+                                               TEXKILL(cMask, rs[dst.index]);
                                        }
                                }
                                else ASSERT(false);
@@ -164,7 +160,7 @@ namespace sw
                        case Shader::OPCODE_TEX:
                                if(version < 0x0104)
                                {
-                                       TEX(r, d, u, v, s, dst.index, false);
+                                       TEX(d, x, y, z, dst.index, false);
                                }
                                else if(version == 0x0104)
                                {
@@ -172,41 +168,41 @@ namespace sw
                                        {
                                                if((src0.swizzle & 0x30) == 0x20)   // .xyz
                                                {
-                                                       TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+                                                       TEX(d, x, y, z, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
                                                }
                                                else   // .xyw
                                                {
-                                                       TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+                                                       TEX(d, x, y, w, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
                                                }
                                        }
                                        else
                                        {
-                                               TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+                                               TEXLD(d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
                                        }
                                }
                                else ASSERT(false);
                                break;
-                       case Shader::OPCODE_TEXBEM:       TEXBEM(r, d, s0, u, v, s, dst.index);                                             break;
-                       case Shader::OPCODE_TEXBEML:      TEXBEML(r, d, s0, u, v, s, dst.index);                                            break;
-                       case Shader::OPCODE_TEXREG2AR:    TEXREG2AR(r, d, s0, dst.index);                                                   break;
-                       case Shader::OPCODE_TEXREG2GB:    TEXREG2GB(r, d, s0, dst.index);                                                   break;
-                       case Shader::OPCODE_TEXM3X2PAD:   TEXM3X2PAD(r, u, v, s, s0, 0, src0.modifier == Shader::MODIFIER_SIGN);            break;
-                       case Shader::OPCODE_TEXM3X2TEX:   TEXM3X2TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
-                       case Shader::OPCODE_TEXM3X3PAD:   TEXM3X3PAD(r, u, v, s, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN);    break;
-                       case Shader::OPCODE_TEXM3X3TEX:   TEXM3X3TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
-                       case Shader::OPCODE_TEXM3X3SPEC:  TEXM3X3SPEC(r, d, u, v, s, dst.index, s0, s1);                                    break;
-                       case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(r, d, u, v, s, dst.index, s0);                                       break;
-                       case Shader::OPCODE_CND:          CND(d, s0, s1, s2);                                                               break;
-                       case Shader::OPCODE_TEXREG2RGB:   TEXREG2RGB(r, d, s0, dst.index);                                                  break;
-                       case Shader::OPCODE_TEXDP3TEX:    TEXDP3TEX(r, d, u, v, s, dst.index, s0);                                          break;
-                       case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN);          break;
-                       case Shader::OPCODE_TEXDP3:       TEXDP3(r, d, u, v, s, s0);                                                        break;
-                       case Shader::OPCODE_TEXM3X3:      TEXM3X3(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN);               break;
-                       case Shader::OPCODE_TEXDEPTH:     TEXDEPTH(r);                                                                      break;
-                       case Shader::OPCODE_CMP0:         CMP(d, s0, s1, s2);                                                               break;
-                       case Shader::OPCODE_BEM:          BEM(r, d, s0, s1, dst.index);                                                     break;
-                       case Shader::OPCODE_PHASE:                                                                                          break;
-                       case Shader::OPCODE_END:                                                                                            break;
+                       case Shader::OPCODE_TEXBEM:       TEXBEM(d, s0, x, y, z, dst.index);                                             break;
+                       case Shader::OPCODE_TEXBEML:      TEXBEML(d, s0, x, y, z, dst.index);                                            break;
+                       case Shader::OPCODE_TEXREG2AR:    TEXREG2AR(d, s0, dst.index);                                                   break;
+                       case Shader::OPCODE_TEXREG2GB:    TEXREG2GB(d, s0, dst.index);                                                   break;
+                       case Shader::OPCODE_TEXM3X2PAD:   TEXM3X2PAD(x, y, z, s0, 0, src0.modifier == Shader::MODIFIER_SIGN);            break;
+                       case Shader::OPCODE_TEXM3X2TEX:   TEXM3X2TEX(d, x, y, z, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+                       case Shader::OPCODE_TEXM3X3PAD:   TEXM3X3PAD(x, y, z, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN);    break;
+                       case Shader::OPCODE_TEXM3X3TEX:   TEXM3X3TEX(d, x, y, z, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+                       case Shader::OPCODE_TEXM3X3SPEC:  TEXM3X3SPEC(d, x, y, z, dst.index, s0, s1);                                    break;
+                       case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(d, x, y, z, dst.index, s0);                                       break;
+                       case Shader::OPCODE_CND:          CND(d, s0, s1, s2);                                                            break;
+                       case Shader::OPCODE_TEXREG2RGB:   TEXREG2RGB(d, s0, dst.index);                                                  break;
+                       case Shader::OPCODE_TEXDP3TEX:    TEXDP3TEX(d, x, y, z, dst.index, s0);                                          break;
+                       case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(d, x, y, z, s0, src0.modifier == Shader::MODIFIER_SIGN);          break;
+                       case Shader::OPCODE_TEXDP3:       TEXDP3(d, x, y, z, s0);                                                        break;
+                       case Shader::OPCODE_TEXM3X3:      TEXM3X3(d, x, y, z, s0, src0.modifier == Shader::MODIFIER_SIGN);               break;
+                       case Shader::OPCODE_TEXDEPTH:     TEXDEPTH();                                                                    break;
+                       case Shader::OPCODE_CMP0:         CMP(d, s0, s1, s2);                                                            break;
+                       case Shader::OPCODE_BEM:          BEM(d, s0, s1, dst.index);                                                     break;
+                       case Shader::OPCODE_PHASE:                                                                                       break;
+                       case Shader::OPCODE_END:                                                                                         break;
                        default:
                                ASSERT(false);
                        }
@@ -248,25 +244,23 @@ namespace sw
                                {
                                        const Dst &dst = shader->getInstruction(i - 1)->dst;
 
-                                       writeDestination(r, dPairing, dst);
+                                       writeDestination(dPairing, dst);
                                }
 
                                if(!pairing)
                                {
-                                       writeDestination(r, d, dst);
+                                       writeDestination(d, dst);
                                }
                        }
                }
        }
 
-       Bool PixelPipeline::alphaTest(PixelRoutine::Registers &rBase, Int cMask[4])
+       Bool PixelPipeline::alphaTest(Int cMask[4])
        {
-               Registers& r = *static_cast<Registers*>(&rBase);
-
-               r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-               r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-               r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-               r.current.w = Min(r.current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.w = Max(r.current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+               current.x = Min(current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.x = Max(current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+               current.y = Min(current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.y = Max(current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+               current.z = Min(current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.z = Max(current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+               current.w = Min(current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.w = Max(current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
 
                if(!state.alphaTestActive())
                {
@@ -277,7 +271,7 @@ namespace sw
 
                if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
                {
-                       PixelRoutine::alphaTest(r, aMask, r.current.w);
+                       PixelRoutine::alphaTest(aMask, current.w);
 
                        for(unsigned int q = 0; q < state.multiSample; q++)
                        {
@@ -286,9 +280,9 @@ namespace sw
                }
                else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
                {
-                       Float4 alpha = Float4(r.current.w) * Float4(1.0f / 0x1000);
+                       Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
 
-                       alphaToCoverage(r, cMask, alpha);
+                       alphaToCoverage(cMask, alpha);
                }
                else ASSERT(false);
 
@@ -302,10 +296,8 @@ namespace sw
                return pass != 0x0;
        }
 
-       void PixelPipeline::rasterOperation(PixelRoutine::Registers &rBase, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
+       void PixelPipeline::rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
        {
-               Registers& r = *static_cast<Registers*>(&rBase);
-
                if(!state.colorWriteActive(0))
                {
                        return;
@@ -325,53 +317,53 @@ namespace sw
                case FORMAT_A16B16G16R16:
                        if(!postBlendSRGB && state.writeSRGB)
                        {
-                               linearToSRGB12_16(r, r.current);
+                               linearToSRGB12_16(current);
                        }
                        else
                        {
-                               r.current.x <<= 4;
-                               r.current.y <<= 4;
-                               r.current.z <<= 4;
-                               r.current.w <<= 4;
+                               current.x <<= 4;
+                               current.y <<= 4;
+                               current.z <<= 4;
+                               current.w <<= 4;
                        }
 
                        if(state.targetFormat[0] == FORMAT_R5G6B5)
                        {
-                               r.current.x &= Short4(0xF800u);
-                               r.current.y &= Short4(0xFC00u);
-                               r.current.z &= Short4(0xF800u);
+                               current.x &= Short4(0xF800u);
+                               current.y &= Short4(0xFC00u);
+                               current.z &= Short4(0xF800u);
                        }
 
-                       fogBlend(r, r.current, fog);
+                       fogBlend(current, fog);
 
                        for(unsigned int q = 0; q < state.multiSample; q++)
                        {
-                               Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[0]));
-                               Vector4s color = r.current;
+                               Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[0]));
+                               Vector4s color = current;
 
                                if(state.multiSampleMask & (1 << q))
                                {
-                                       alphaBlend(r, 0, buffer, color, x);
-                                       logicOperation(r, 0, buffer, color, x);
-                                       writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+                                       alphaBlend(0, buffer, color, x);
+                                       logicOperation(0, buffer, color, x);
+                                       writeColor(0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
                                }
                        }
                        break;
                case FORMAT_R32F:
                case FORMAT_G32R32F:
                case FORMAT_A32B32G32R32F:
-                       convertSigned12(oC, r.current);
-                       PixelRoutine::fogBlend(r, oC, fog);
+                       convertSigned12(oC, current);
+                       PixelRoutine::fogBlend(oC, fog);
 
                        for(unsigned int q = 0; q < state.multiSample; q++)
                        {
-                               Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[0]));
+                               Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[0]));
                                Vector4f color = oC;
 
                                if(state.multiSampleMask & (1 << q))
                                {
-                                       alphaBlend(r, 0, buffer, color, x);
-                                       writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+                                       alphaBlend(0, buffer, color, x);
+                                       writeColor(0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
                                }
                        }
                        break;
@@ -380,7 +372,7 @@ namespace sw
                }
        }
 
-       void PixelPipeline::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage)
+       void PixelPipeline::blendTexture(Vector4s &temp, Vector4s &texture, int stage)
        {
                Vector4s *arg1;
                Vector4s *arg2;
@@ -399,10 +391,10 @@ namespace sw
                   textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
                   textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
                {
-                       constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].constantColor4[0]));
-                       constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].constantColor4[1]));
-                       constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].constantColor4[2]));
-                       constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].constantColor4[3]));
+                       constant.x = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[0]));
+                       constant.y = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[1]));
+                       constant.z = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[2]));
+                       constant.w = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[3]));
                }
 
                if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
@@ -412,10 +404,10 @@ namespace sw
                   textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
                   textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
                {
-                       tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[0]));
-                       tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[1]));
-                       tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[2]));
-                       tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]));
+                       tfactor.x = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[0]));
+                       tfactor.y = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[1]));
+                       tfactor.z = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[2]));
+                       tfactor.w = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]));
                }
 
                // Premodulate
@@ -423,22 +415,22 @@ namespace sw
                {
                        if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
                        {
-                               r.current.x = MulHigh(r.current.x, texture.x) << 4;
-                               r.current.y = MulHigh(r.current.y, texture.y) << 4;
-                               r.current.z = MulHigh(r.current.z, texture.z) << 4;
+                               current.x = MulHigh(current.x, texture.x) << 4;
+                               current.y = MulHigh(current.y, texture.y) << 4;
+                               current.z = MulHigh(current.z, texture.z) << 4;
                        }
 
                        if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
                        {
-                               r.current.w = MulHigh(r.current.w, texture.w) << 4;
+                               current.w = MulHigh(current.w, texture.w) << 4;
                        }
                }
 
                if(luminance)
                {
-                       texture.x = MulHigh(texture.x, r.L) << 4;
-                       texture.y = MulHigh(texture.y, r.L) << 4;
-                       texture.z = MulHigh(texture.z, r.L) << 4;
+                       texture.x = MulHigh(texture.x, L) << 4;
+                       texture.y = MulHigh(texture.y, L) << 4;
+                       texture.z = MulHigh(texture.z, L) << 4;
 
                        luminance = false;
                }
@@ -447,9 +439,9 @@ namespace sw
                {
                case TextureStage::SOURCE_TEXTURE:      arg1 = &texture;    break;
                case TextureStage::SOURCE_CONSTANT:     arg1 = &constant;   break;
-               case TextureStage::SOURCE_CURRENT:      arg1 = &r.current;  break;
-               case TextureStage::SOURCE_DIFFUSE:      arg1 = &r.diffuse;  break;
-               case TextureStage::SOURCE_SPECULAR:     arg1 = &r.specular; break;
+               case TextureStage::SOURCE_CURRENT:      arg1 = &current;  break;
+               case TextureStage::SOURCE_DIFFUSE:      arg1 = &diffuse;  break;
+               case TextureStage::SOURCE_SPECULAR:     arg1 = &specular; break;
                case TextureStage::SOURCE_TEMP:         arg1 = &temp;       break;
                case TextureStage::SOURCE_TFACTOR:      arg1 = &tfactor;    break;
                default:
@@ -460,9 +452,9 @@ namespace sw
                {
                case TextureStage::SOURCE_TEXTURE:      arg2 = &texture;    break;
                case TextureStage::SOURCE_CONSTANT:     arg2 = &constant;   break;
-               case TextureStage::SOURCE_CURRENT:      arg2 = &r.current;  break;
-               case TextureStage::SOURCE_DIFFUSE:      arg2 = &r.diffuse;  break;
-               case TextureStage::SOURCE_SPECULAR:     arg2 = &r.specular; break;
+               case TextureStage::SOURCE_CURRENT:      arg2 = &current;  break;
+               case TextureStage::SOURCE_DIFFUSE:      arg2 = &diffuse;  break;
+               case TextureStage::SOURCE_SPECULAR:     arg2 = &specular; break;
                case TextureStage::SOURCE_TEMP:         arg2 = &temp;       break;
                case TextureStage::SOURCE_TFACTOR:      arg2 = &tfactor;    break;
                default:
@@ -473,9 +465,9 @@ namespace sw
                {
                case TextureStage::SOURCE_TEXTURE:      arg3 = &texture;    break;
                case TextureStage::SOURCE_CONSTANT:     arg3 = &constant;   break;
-               case TextureStage::SOURCE_CURRENT:      arg3 = &r.current;  break;
-               case TextureStage::SOURCE_DIFFUSE:      arg3 = &r.diffuse;  break;
-               case TextureStage::SOURCE_SPECULAR:     arg3 = &r.specular; break;
+               case TextureStage::SOURCE_CURRENT:      arg3 = &current;  break;
+               case TextureStage::SOURCE_DIFFUSE:      arg3 = &diffuse;  break;
+               case TextureStage::SOURCE_SPECULAR:     arg3 = &specular; break;
                case TextureStage::SOURCE_TEMP:         arg3 = &temp;       break;
                case TextureStage::SOURCE_TFACTOR:      arg3 = &tfactor;    break;
                default:
@@ -692,19 +684,19 @@ namespace sw
                        }
                        break;
                case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
-                       res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.current.w) << 4; res.x = AddSat(res.x, arg2->x);
-                       res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.current.w) << 4; res.y = AddSat(res.y, arg2->y);
-                       res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.current.w) << 4; res.z = AddSat(res.z, arg2->z);
+                       res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, current.w) << 4; res.x = AddSat(res.x, arg2->x);
+                       res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, current.w) << 4; res.y = AddSat(res.y, arg2->y);
+                       res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, current.w) << 4; res.z = AddSat(res.z, arg2->z);
                        break;
                case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Alpha * (Arg1 - Arg2) + Arg2
-                       res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
-                       res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
-                       res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
+                       res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
+                       res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
+                       res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
                        break;
                case TextureStage::STAGE_BLENDFACTORALPHA: // Alpha * (Arg1 - Arg2) + Arg2
-                       res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.x = AddSat(res.x, arg2->x);
-                       res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.y = AddSat(res.y, arg2->y);
-                       res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.z = AddSat(res.z, arg2->z);
+                       res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.x = AddSat(res.x, arg2->x);
+                       res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.y = AddSat(res.y, arg2->y);
+                       res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.z = AddSat(res.z, arg2->z);
                        break;
                case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2
                        res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
@@ -751,62 +743,62 @@ namespace sw
                        break;
                case TextureStage::STAGE_BUMPENVMAP:
                        {
-                               r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
-                               r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
+                               du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
+                               dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
 
                                Float4 du2;
                                Float4 dv2;
 
-                               du2 = r.du;
-                               dv2 = r.dv;
-                               r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
-                               dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
-                               r.du += dv2;
-                               r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
-                               du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
-                               r.dv += du2;
+                               du2 = du;
+                               dv2 = dv;
+                               du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
+                               dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
+                               du += dv2;
+                               dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
+                               du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
+                               dv += du2;
 
                                perturbate = true;
 
-                               res.x = r.current.x;
-                               res.y = r.current.y;
-                               res.z = r.current.z;
-                               res.w = r.current.w;
+                               res.x = current.x;
+                               res.y = current.y;
+                               res.z = current.z;
+                               res.w = current.w;
                        }
                        break;
                case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
                        {
-                               r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
-                               r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
+                               du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
+                               dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
 
                                Float4 du2;
                                Float4 dv2;
 
-                               du2 = r.du;
-                               dv2 = r.dv;
+                               du2 = du;
+                               dv2 = dv;
 
-                               r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
-                               dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
-                               r.du += dv2;
-                               r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
-                               du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
-                               r.dv += du2;
+                               du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
+                               dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
+                               du += dv2;
+                               dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
+                               du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
+                               dv += du2;
 
                                perturbate = true;
 
-                               r.L = texture.z;
-                               r.L = MulHigh(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
-                               r.L = r.L << 4;
-                               r.L = AddSat(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
-                               r.L = Max(r.L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-                               r.L = Min(r.L, Short4(0x1000));
+                               L = texture.z;
+                               L = MulHigh(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
+                               L = L << 4;
+                               L = AddSat(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
+                               L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+                               L = Min(L, Short4(0x1000));
 
                                luminance = true;
 
-                               res.x = r.current.x;
-                               res.y = r.current.y;
-                               res.z = r.current.z;
-                               res.w = r.current.w;
+                               res.x = current.x;
+                               res.y = current.y;
+                               res.z = current.z;
+                               res.w = current.w;
                        }
                        break;
                default:
@@ -819,9 +811,9 @@ namespace sw
                        {
                        case TextureStage::SOURCE_TEXTURE:      arg1 = &texture;                break;
                        case TextureStage::SOURCE_CONSTANT:     arg1 = &constant;               break;
-                       case TextureStage::SOURCE_CURRENT:      arg1 = &r.current;              break;
-                       case TextureStage::SOURCE_DIFFUSE:      arg1 = &r.diffuse;              break;
-                       case TextureStage::SOURCE_SPECULAR:     arg1 = &r.specular;             break;
+                       case TextureStage::SOURCE_CURRENT:      arg1 = &current;                break;
+                       case TextureStage::SOURCE_DIFFUSE:      arg1 = &diffuse;                break;
+                       case TextureStage::SOURCE_SPECULAR:     arg1 = &specular;               break;
                        case TextureStage::SOURCE_TEMP:         arg1 = &temp;                   break;
                        case TextureStage::SOURCE_TFACTOR:      arg1 = &tfactor;                break;
                        default:
@@ -832,9 +824,9 @@ namespace sw
                        {
                        case TextureStage::SOURCE_TEXTURE:      arg2 = &texture;                break;
                        case TextureStage::SOURCE_CONSTANT:     arg2 = &constant;               break;
-                       case TextureStage::SOURCE_CURRENT:      arg2 = &r.current;              break;
-                       case TextureStage::SOURCE_DIFFUSE:      arg2 = &r.diffuse;              break;
-                       case TextureStage::SOURCE_SPECULAR:     arg2 = &r.specular;             break;
+                       case TextureStage::SOURCE_CURRENT:      arg2 = &current;                break;
+                       case TextureStage::SOURCE_DIFFUSE:      arg2 = &diffuse;                break;
+                       case TextureStage::SOURCE_SPECULAR:     arg2 = &specular;               break;
                        case TextureStage::SOURCE_TEMP:         arg2 = &temp;                   break;
                        case TextureStage::SOURCE_TFACTOR:      arg2 = &tfactor;                break;
                        default:
@@ -845,9 +837,9 @@ namespace sw
                        {
                        case TextureStage::SOURCE_TEXTURE:      arg3 = &texture;                break;
                        case TextureStage::SOURCE_CONSTANT:     arg3 = &constant;               break;
-                       case TextureStage::SOURCE_CURRENT:      arg3 = &r.current;              break;
-                       case TextureStage::SOURCE_DIFFUSE:      arg3 = &r.diffuse;              break;
-                       case TextureStage::SOURCE_SPECULAR:     arg3 = &r.specular;             break;
+                       case TextureStage::SOURCE_CURRENT:      arg3 = &current;                break;
+                       case TextureStage::SOURCE_DIFFUSE:      arg3 = &diffuse;                break;
+                       case TextureStage::SOURCE_SPECULAR:     arg3 = &specular;               break;
                        case TextureStage::SOURCE_TEMP:         arg3 = &temp;                   break;
                        case TextureStage::SOURCE_TFACTOR:      arg3 = &tfactor;                break;
                        default:
@@ -970,13 +962,13 @@ namespace sw
                        case TextureStage::STAGE_DOT3:
                                break;   // Already computed in color channel
                        case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
-                               res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.current.w) << 4; res.w = AddSat(res.w, arg2->w);
+                               res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, current.w) << 4; res.w = AddSat(res.w, arg2->w);
                                break;
                        case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
-                               res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
+                               res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
                                break;
                        case TextureStage::STAGE_BLENDFACTORALPHA:
-                               res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.w = AddSat(res.w, arg2->w);
+                               res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.w = AddSat(res.w, arg2->w);
                                break;
                        case TextureStage::STAGE_BLENDTEXTUREALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
                                res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
@@ -1158,10 +1150,10 @@ namespace sw
                switch(textureStage.destinationArgument)
                {
                case TextureStage::DESTINATION_CURRENT:
-                       r.current.x = res.x;
-                       r.current.y = res.y;
-                       r.current.z = res.z;
-                       r.current.w = res.w;
+                       current.x = res.x;
+                       current.y = res.y;
+                       current.z = res.z;
+                       current.w = res.w;
                        break;
                case TextureStage::DESTINATION_TEMP:
                        temp.x = res.x;
@@ -1174,7 +1166,7 @@ namespace sw
                }
        }
 
-       void PixelPipeline::fogBlend(Registers &r, Vector4s &current, Float4 &f)
+       void PixelPipeline::fogBlend(Vector4s &current, Float4 &f)
        {
                if(!state.fogActive)
                {
@@ -1183,7 +1175,7 @@ namespace sw
 
                if(state.pixelFogMode != FOG_NONE)
                {
-                       pixelFog(r, f);
+                       pixelFog(f);
                }
 
                UShort4 fog = convertFixed16(f, true);
@@ -1194,9 +1186,9 @@ namespace sw
 
                UShort4 invFog = UShort4(0xFFFFu) - fog;
 
-               current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[0]))));
-               current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[1]))));
-               current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[2]))));
+               current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[0]))));
+               current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[1]))));
+               current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[2]))));
        }
 
        void PixelPipeline::specularPixel(Vector4s &current, Vector4s &specular)
@@ -1211,39 +1203,39 @@ namespace sw
                current.z = AddSat(current.z, specular.z);
        }
 
-       void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project)
+       void PixelPipeline::sampleTexture(Vector4s &c, int coordinates, int stage, bool project)
        {
-               Float4 u = r.v[2 + coordinates].x;
-               Float4 v = r.v[2 + coordinates].y;
-               Float4 w = r.v[2 + coordinates].z;
-               Float4 q = r.v[2 + coordinates].w;
+               Float4 x = v[2 + coordinates].x;
+               Float4 y = v[2 + coordinates].y;
+               Float4 z = v[2 + coordinates].z;
+               Float4 w = v[2 + coordinates].w;
 
                if(perturbate)
                {
-                       u += r.du;
-                       v += r.dv;
+                       x += du;
+                       y += dv;
 
                        perturbate = false;
                }
 
-               sampleTexture(r, c, stage, u, v, w, q, project);
+               sampleTexture(c, stage, x, y, z, w, project);
        }
 
-       void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
+       void PixelPipeline::sampleTexture(Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
        {
                Vector4f dsx;
                Vector4f dsy;
 
-               sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, false);
+               sampleTexture(c, stage, u, v, w, q, dsx, dsy, project, bias, false);
        }
 
-       void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+       void PixelPipeline::sampleTexture(Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
        {
 #if PERF_PROFILE
                Long texTime = Ticks();
 #endif
 
-               Pointer<Byte> texture = r.data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
+               Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
 
                if(!project)
                {
@@ -1261,7 +1253,7 @@ namespace sw
                }
 
 #if PERF_PROFILE
-               r.cycles[PERF_TEX] += Ticks() - texTime;
+               cycles[PERF_TEX] += Ticks() - texTime;
 #endif
        }
 
@@ -1291,41 +1283,41 @@ namespace sw
                cf.w = convertSigned12(cs.w);
        }
 
-       void PixelPipeline::writeDestination(Registers &r, Vector4s &d, const Dst &dst)
+       void PixelPipeline::writeDestination(Vector4s &d, const Dst &dst)
        {
                switch(dst.type)
                {
                case Shader::PARAMETER_TEMP:
-                       if(dst.mask & 0x1) r.rs[dst.index].x = d.x;
-                       if(dst.mask & 0x2) r.rs[dst.index].y = d.y;
-                       if(dst.mask & 0x4) r.rs[dst.index].z = d.z;
-                       if(dst.mask & 0x8) r.rs[dst.index].w = d.w;
+                       if(dst.mask & 0x1) rs[dst.index].x = d.x;
+                       if(dst.mask & 0x2) rs[dst.index].y = d.y;
+                       if(dst.mask & 0x4) rs[dst.index].z = d.z;
+                       if(dst.mask & 0x8) rs[dst.index].w = d.w;
                        break;
                case Shader::PARAMETER_INPUT:
-                       if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
-                       if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
-                       if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
-                       if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
+                       if(dst.mask & 0x1) vs[dst.index].x = d.x;
+                       if(dst.mask & 0x2) vs[dst.index].y = d.y;
+                       if(dst.mask & 0x4) vs[dst.index].z = d.z;
+                       if(dst.mask & 0x8) vs[dst.index].w = d.w;
                        break;
                case Shader::PARAMETER_CONST: ASSERT(false); break;
                case Shader::PARAMETER_TEXTURE:
-                       if(dst.mask & 0x1) r.ts[dst.index].x = d.x;
-                       if(dst.mask & 0x2) r.ts[dst.index].y = d.y;
-                       if(dst.mask & 0x4) r.ts[dst.index].z = d.z;
-                       if(dst.mask & 0x8) r.ts[dst.index].w = d.w;
+                       if(dst.mask & 0x1) ts[dst.index].x = d.x;
+                       if(dst.mask & 0x2) ts[dst.index].y = d.y;
+                       if(dst.mask & 0x4) ts[dst.index].z = d.z;
+                       if(dst.mask & 0x8) ts[dst.index].w = d.w;
                        break;
                case Shader::PARAMETER_COLOROUT:
-                       if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
-                       if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
-                       if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
-                       if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
+                       if(dst.mask & 0x1) vs[dst.index].x = d.x;
+                       if(dst.mask & 0x2) vs[dst.index].y = d.y;
+                       if(dst.mask & 0x4) vs[dst.index].z = d.z;
+                       if(dst.mask & 0x8) vs[dst.index].w = d.w;
                        break;
                default:
                        ASSERT(false);
                }
        }
 
-       Vector4s PixelPipeline::fetchRegisterS(Registers &r, const Src &src)
+       Vector4s PixelPipeline::fetchRegisterS(const Src &src)
        {
                Vector4s *reg;
                int i = src.index;
@@ -1334,21 +1326,21 @@ namespace sw
 
                if(src.type == Shader::PARAMETER_CONST)
                {
-                       c.x = *Pointer<Short4>(r.data + OFFSET(DrawData, ps.cW[i][0]));
-                       c.y = *Pointer<Short4>(r.data + OFFSET(DrawData, ps.cW[i][1]));
-                       c.z = *Pointer<Short4>(r.data + OFFSET(DrawData, ps.cW[i][2]));
-                       c.w = *Pointer<Short4>(r.data + OFFSET(DrawData, ps.cW[i][3]));
+                       c.x = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][0]));
+                       c.y = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][1]));
+                       c.z = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][2]));
+                       c.w = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][3]));
                }
 
                switch(src.type)
                {
-               case Shader::PARAMETER_TEMP:          reg = &r.rs[i]; break;
-               case Shader::PARAMETER_INPUT:         reg = &r.vs[i]; break;
+               case Shader::PARAMETER_TEMP:          reg = &rs[i]; break;
+               case Shader::PARAMETER_INPUT:         reg = &vs[i]; break;
                case Shader::PARAMETER_CONST:         reg = &c;       break;
-               case Shader::PARAMETER_TEXTURE:       reg = &r.ts[i]; break;
-               case Shader::PARAMETER_VOID:          return r.rs[0]; // Dummy
-               case Shader::PARAMETER_FLOAT4LITERAL: return r.rs[0]; // Dummy
-               default: ASSERT(false); return r.rs[0];
+               case Shader::PARAMETER_TEXTURE:       reg = &ts[i]; break;
+               case Shader::PARAMETER_VOID:          return rs[0]; // Dummy
+               case Shader::PARAMETER_FLOAT4LITERAL: return rs[0]; // Dummy
+               default: ASSERT(false); return rs[0];
                }
 
                const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
@@ -1637,11 +1629,11 @@ namespace sw
                }
        }
 
-       void PixelPipeline::TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
+       void PixelPipeline::TEXDP3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
        {
-               TEXM3X3PAD(r, u, v, s, src, 0, false);
+               TEXM3X3PAD(u, v, s, src, 0, false);
 
-               Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
+               Short4 t0 = RoundShort4(u_ * Float4(0x1000));
 
                dst.x = t0;
                dst.y = t0;
@@ -1649,14 +1641,14 @@ namespace sw
                dst.w = t0;
        }
 
-       void PixelPipeline::TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
+       void PixelPipeline::TEXDP3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
        {
-               TEXM3X3PAD(r, u, v, s, src0, 0, false);
+               TEXM3X3PAD(u, v, s, src0, 0, false);
 
-               r.v_ = Float4(0.0f);
-               r.w_ = Float4(0.0f);
+               v_ = Float4(0.0f);
+               w_ = Float4(0.0f);
 
-               sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+               sampleTexture(dst, stage, u_, v_, w_, w_);
        }
 
        void PixelPipeline::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
@@ -1682,21 +1674,21 @@ namespace sw
                }
        }
 
-       void PixelPipeline::TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
+       void PixelPipeline::TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
        {
-               sampleTexture(r, dst, sampler, u, v, s, s, project);
+               sampleTexture(dst, sampler, u, v, s, s, project);
        }
 
-       void PixelPipeline::TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int sampler, bool project)
+       void PixelPipeline::TEXLD(Vector4s &dst, Vector4s &src, int sampler, bool project)
        {
                Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
                Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
                Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
 
-               sampleTexture(r, dst, sampler, u, v, s, s, project);
+               sampleTexture(dst, sampler, u, v, s, s, project);
        }
 
-       void PixelPipeline::TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
+       void PixelPipeline::TEXBEM(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
        {
                Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
                Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
@@ -1704,20 +1696,20 @@ namespace sw
                Float4 du2 = du;
                Float4 dv2 = dv;
 
-               du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
-               dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
+               du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
+               dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
                du += dv2;
-               dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
-               du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
+               dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
+               du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
                dv += du2;
 
                Float4 u_ = u + du;
                Float4 v_ = v + dv;
 
-               sampleTexture(r, dst, stage, u_, v_, s, s);
+               sampleTexture(dst, stage, u_, v_, s, s);
        }
 
-       void PixelPipeline::TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
+       void PixelPipeline::TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
        {
                Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
                Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
@@ -1725,24 +1717,24 @@ namespace sw
                Float4 du2 = du;
                Float4 dv2 = dv;
 
-               du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
-               dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
+               du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
+               dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
                du += dv2;
-               dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
-               du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
+               dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
+               du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
                dv += du2;
 
                Float4 u_ = u + du;
                Float4 v_ = v + dv;
 
-               sampleTexture(r, dst, stage, u_, v_, s, s);
+               sampleTexture(dst, stage, u_, v_, s, s);
 
                Short4 L;
 
                L = src.z;
-               L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
+               L = MulHigh(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
                L = L << 4;
-               L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
+               L = AddSat(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
                L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
                L = Min(L, Short4(0x1000));
 
@@ -1751,94 +1743,94 @@ namespace sw
                dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
        }
 
-       void PixelPipeline::TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
+       void PixelPipeline::TEXREG2AR(Vector4s &dst, Vector4s &src0, int stage)
        {
                Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
                Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
                Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
 
-               sampleTexture(r, dst, stage, u, v, s, s);
+               sampleTexture(dst, stage, u, v, s, s);
        }
 
-       void PixelPipeline::TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
+       void PixelPipeline::TEXREG2GB(Vector4s &dst, Vector4s &src0, int stage)
        {
                Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
                Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
                Float4 s = v;
 
-               sampleTexture(r, dst, stage, u, v, s, s);
+               sampleTexture(dst, stage, u, v, s, s);
        }
 
-       void PixelPipeline::TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
+       void PixelPipeline::TEXREG2RGB(Vector4s &dst, Vector4s &src0, int stage)
        {
                Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
                Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
                Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
 
-               sampleTexture(r, dst, stage, u, v, s, s);
+               sampleTexture(dst, stage, u, v, s, s);
        }
 
-       void PixelPipeline::TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
+       void PixelPipeline::TEXM3X2DEPTH(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
        {
-               TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
+               TEXM3X2PAD(u, v, s, src, 1, signedScaling);
 
                // z / w
-               r.u_ *= Rcp_pp(r.v_);   // FIXME: Set result to 1.0 when division by zero
+               u_ *= Rcp_pp(v_);   // FIXME: Set result to 1.0 when division by zero
 
-               r.oDepth = r.u_;
+               oDepth = u_;
        }
 
-       void PixelPipeline::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
+       void PixelPipeline::TEXM3X2PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
        {
-               TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
+               TEXM3X3PAD(u, v, s, src0, component, signedScaling);
        }
 
-       void PixelPipeline::TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
+       void PixelPipeline::TEXM3X2TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
        {
-               TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
+               TEXM3X2PAD(u, v, s, src0, 1, signedScaling);
 
-               r.w_ = Float4(0.0f);
+               w_ = Float4(0.0f);
 
-               sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+               sampleTexture(dst, stage, u_, v_, w_, w_);
        }
 
-       void PixelPipeline::TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
+       void PixelPipeline::TEXM3X3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
        {
-               TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
+               TEXM3X3PAD(u, v, s, src0, 2, signedScaling);
 
-               dst.x = RoundShort4(r.u_ * Float4(0x1000));
-               dst.y = RoundShort4(r.v_ * Float4(0x1000));
-               dst.z = RoundShort4(r.w_ * Float4(0x1000));
+               dst.x = RoundShort4(u_ * Float4(0x1000));
+               dst.y = RoundShort4(v_ * Float4(0x1000));
+               dst.z = RoundShort4(w_ * Float4(0x1000));
                dst.w = Short4(0x1000);
        }
 
-       void PixelPipeline::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
+       void PixelPipeline::TEXM3X3PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
        {
                if(component == 0 || previousScaling != signedScaling)   // FIXME: Other source modifiers?
                {
-                       r.U = Float4(src0.x);
-                       r.V = Float4(src0.y);
-                       r.W = Float4(src0.z);
+                       U = Float4(src0.x);
+                       V = Float4(src0.y);
+                       W = Float4(src0.z);
 
                        previousScaling = signedScaling;
                }
 
-               Float4 x = r.U * u + r.V * v + r.W * s;
+               Float4 x = U * u + V * v + W * s;
 
                x *= Float4(1.0f / 0x1000);
 
                switch(component)
                {
-               case 0: r.u_ = x; break;
-               case 1: r.v_ = x; break;
-               case 2: r.w_ = x; break;
+               case 0: u_ = x; break;
+               case 1: v_ = x; break;
+               case 2: w_ = x; break;
                default: ASSERT(false);
                }
        }
 
-       void PixelPipeline::TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
+       void PixelPipeline::TEXM3X3SPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
        {
-               TEXM3X3PAD(r, u, v, s, src0, 2, false);
+               TEXM3X3PAD(u, v, s, src0, 2, false);
 
                Float4 E[3];   // Eye vector
 
@@ -1852,43 +1844,43 @@ namespace sw
                Float4 w__;
 
                // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
-               u__ = r.u_ * E[0];
-               v__ = r.v_ * E[1];
-               w__ = r.w_ * E[2];
+               u__ = u_ * E[0];
+               v__ = v_ * E[1];
+               w__ = w_ * E[2];
                u__ += v__ + w__;
                u__ += u__;
                v__ = u__;
                w__ = u__;
-               u__ *= r.u_;
-               v__ *= r.v_;
-               w__ *= r.w_;
-               r.u_ *= r.u_;
-               r.v_ *= r.v_;
-               r.w_ *= r.w_;
-               r.u_ += r.v_ + r.w_;
-               u__ -= E[0] * r.u_;
-               v__ -= E[1] * r.u_;
-               w__ -= E[2] * r.u_;
-
-               sampleTexture(r, dst, stage, u__, v__, w__, w__);
+               u__ *= u_;
+               v__ *= v_;
+               w__ *= w_;
+               u_ *= u_;
+               v_ *= v_;
+               w_ *= w_;
+               u_ += v_ + w_;
+               u__ -= E[0] * u_;
+               v__ -= E[1] * u_;
+               w__ -= E[2] * u_;
+
+               sampleTexture(dst, stage, u__, v__, w__, w__);
        }
 
-       void PixelPipeline::TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
+       void PixelPipeline::TEXM3X3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
        {
-               TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
+               TEXM3X3PAD(u, v, s, src0, 2, signedScaling);
 
-               sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+               sampleTexture(dst, stage, u_, v_, w_, w_);
        }
 
-       void PixelPipeline::TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
+       void PixelPipeline::TEXM3X3VSPEC(Vector4s &dst, Float4 &x, Float4 &y, Float4 &z, int stage, Vector4s &src0)
        {
-               TEXM3X3PAD(r, u, v, s, src0, 2, false);
+               TEXM3X3PAD(x, y, z, src0, 2, false);
 
                Float4 E[3];   // Eye vector
 
-               E[0] = r.v[2 + stage - 2].w;
-               E[1] = r.v[2 + stage - 1].w;
-               E[2] = r.v[2 + stage - 0].w;
+               E[0] = v[2 + stage - 2].w;
+               E[1] = v[2 + stage - 1].w;
+               E[2] = v[2 + stage - 0].w;
 
                // Reflection
                Float4 u__;
@@ -1896,36 +1888,36 @@ namespace sw
                Float4 w__;
 
                // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
-               u__ = r.u_ * E[0];
-               v__ = r.v_ * E[1];
-               w__ = r.w_ * E[2];
+               u__ = u_ * E[0];
+               v__ = v_ * E[1];
+               w__ = w_ * E[2];
                u__ += v__ + w__;
                u__ += u__;
                v__ = u__;
                w__ = u__;
-               u__ *= r.u_;
-               v__ *= r.v_;
-               w__ *= r.w_;
-               r.u_ *= r.u_;
-               r.v_ *= r.v_;
-               r.w_ *= r.w_;
-               r.u_ += r.v_ + r.w_;
-               u__ -= E[0] * r.u_;
-               v__ -= E[1] * r.u_;
-               w__ -= E[2] * r.u_;
-
-               sampleTexture(r, dst, stage, u__, v__, w__, w__);
+               u__ *= u_;
+               v__ *= v_;
+               w__ *= w_;
+               u_ *= u_;
+               v_ *= v_;
+               w_ *= w_;
+               u_ += v_ + w_;
+               u__ -= E[0] * u_;
+               v__ -= E[1] * u_;
+               w__ -= E[2] * u_;
+
+               sampleTexture(dst, stage, u__, v__, w__, w__);
        }
 
-       void PixelPipeline::TEXDEPTH(Registers &r)
+       void PixelPipeline::TEXDEPTH()
        {
-               r.u_ = Float4(r.rs[5].x);
-               r.v_ = Float4(r.rs[5].y);
+               u_ = Float4(rs[5].x);
+               v_ = Float4(rs[5].y);
 
                // z / w
-               r.u_ *= Rcp_pp(r.v_);   // FIXME: Set result to 1.0 when division by zero
+               u_ *= Rcp_pp(v_);   // FIXME: Set result to 1.0 when division by zero
 
-               r.oDepth = r.u_;
+               oDepth = u_;
        }
 
        void PixelPipeline::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
@@ -1944,21 +1936,21 @@ namespace sw
                {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.w = t0; };
        }
 
-       void PixelPipeline::BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
+       void PixelPipeline::BEM(Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
        {
                Short4 t0;
                Short4 t1;
 
                // dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
-               t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4;   // FIXME: Matrix components range? Overflow hazard.
-               t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4;   // FIXME: Matrix components range? Overflow hazard.
+               t0 = MulHigh(src1.x, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4;   // FIXME: Matrix components range? Overflow hazard.
+               t1 = MulHigh(src1.y, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4;   // FIXME: Matrix components range? Overflow hazard.
                t0 = AddSat(t0, t1);
                t0 = AddSat(t0, src0.x);
                dst.x = t0;
 
                // dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
-               t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4;   // FIXME: Matrix components range? Overflow hazard.
-               t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4;   // FIXME: Matrix components range? Overflow hazard.
+               t0 = MulHigh(src1.x, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4;   // FIXME: Matrix components range? Overflow hazard.
+               t1 = MulHigh(src1.y, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4;   // FIXME: Matrix components range? Overflow hazard.
                t0 = AddSat(t0, t1);
                t0 = AddSat(t0, src0.y);
                dst.y = t0;
index 1b3bfa1..fd76b3e 100644 (file)
@@ -20,98 +20,92 @@ namespace sw
        {\r
        public:\r
                PixelPipeline(const PixelProcessor::State &state, const PixelShader *shader) :\r
-                       PixelRoutine(state, shader), perturbate(false), luminance(false), previousScaling(false) {}\r
+                       PixelRoutine(state, shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]), perturbate(false), luminance(false), previousScaling(false) {}\r
                virtual ~PixelPipeline() {}\r
 \r
        protected:\r
-               virtual void setBuiltins(PixelRoutine::Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w);\r
-               virtual void applyShader(PixelRoutine::Registers &r, Int cMask[4]);\r
-               virtual Bool alphaTest(PixelRoutine::Registers &r, Int cMask[4]);\r
-               virtual void rasterOperation(PixelRoutine::Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);\r
-               virtual QuadRasterizer::Registers* createRegisters(const PixelShader *shader) { return new PixelPipeline::Registers(shader); };\r
+               virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w);\r
+               virtual void applyShader(Int cMask[4]);\r
+               virtual Bool alphaTest(Int cMask[4]);\r
+               virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);\r
 \r
        private:\r
-               struct Registers : public PixelRoutine::Registers
-               {
-                       Registers(const PixelShader *shader) : PixelRoutine::Registers(shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]) {}
-
-                       Vector4s &current;
-                       Vector4s &diffuse;
-                       Vector4s &specular;
-
-                       Vector4s rs[6];
-                       Vector4s vs[2];
-                       Vector4s ts[6];
-
-                       // bem(l) offsets and luminance
-                       Float4 du;
-                       Float4 dv;
-                       Short4 L;
-
-                       // texm3x3 temporaries
-                       Float4 u_; // FIXME
-                       Float4 v_; // FIXME
-                       Float4 w_; // FIXME
-                       Float4 U;  // FIXME
-                       Float4 V;  // FIXME
-                       Float4 W;  // FIXME
-               };\r
+               Vector4s &current;\r
+               Vector4s &diffuse;\r
+               Vector4s &specular;\r
 \r
-               void fixedFunction(Registers& r);\r
-               void blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage);\r
-               void fogBlend(Registers &r, Vector4s &current, Float4 &fog);
+               Vector4s rs[6];\r
+               Vector4s vs[2];\r
+               Vector4s ts[6];\r
+\r
+               // bem(l) offsets and luminance\r
+               Float4 du;\r
+               Float4 dv;\r
+               Short4 L;\r
+\r
+               // texm3x3 temporaries\r
+               Float4 u_; // FIXME\r
+               Float4 v_; // FIXME\r
+               Float4 w_; // FIXME\r
+               Float4 U;  // FIXME\r
+               Float4 V;  // FIXME\r
+               Float4 W;  // FIXME\r
+\r
+               void fixedFunction();\r
+               void blendTexture(Vector4s &temp, Vector4s &texture, int stage);\r
+               void fogBlend(Vector4s &current, Float4 &fog);\r
                void specularPixel(Vector4s &current, Vector4s &specular);\r
 \r
-               void sampleTexture(Registers &r, Vector4s &c, int coordinates, int sampler, bool project = false);
-               void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false);
-               void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);\r
+               void sampleTexture(Vector4s &c, int coordinates, int sampler, bool project = false);\r
+               void sampleTexture(Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false);\r
+               void sampleTexture(Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);\r
 \r
-               Short4 convertFixed12(RValue<Float4> cf);
-               void convertFixed12(Vector4s &cs, Vector4f &cf);
-               Float4 convertSigned12(Short4 &cs);
+               Short4 convertFixed12(RValue<Float4> cf);\r
+               void convertFixed12(Vector4s &cs, Vector4f &cf);\r
+               Float4 convertSigned12(Short4 &cs);\r
                void convertSigned12(Vector4f &cf, Vector4s &cs);\r
 \r
-               void writeDestination(Registers &r, Vector4s &d, const Dst &dst);\r
-               Vector4s fetchRegisterS(Registers &r, const Src &src);
+               void writeDestination(Vector4s &d, const Dst &dst);\r
+               Vector4s fetchRegisterS(const Src &src);\r
 \r
-               // Instructions
-               void MOV(Vector4s &dst, Vector4s &src0);
-               void ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1);
-               void SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1);
-               void MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
-               void MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1);
-               void DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1);
-               void DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1);
-               void LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
-               void TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate);
-               void TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project);
-               void TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src);
-               void TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
-               void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s);
-               void TEXKILL(Int cMask[4], Vector4s &dst);
-               void TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project);
-               void TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int stage, bool project);
-               void TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
-               void TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
-               void TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
-               void TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
-               void TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
-               void TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling);
-               void TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
-               void TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling);
-               void TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling);
-               void TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
-               void TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1);
-               void TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool singedScaling);
-               void TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
-               void TEXDEPTH(Registers &r);
-               void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
-               void CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
-               void BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage);\r
+               // Instructions\r
+               void MOV(Vector4s &dst, Vector4s &src0);\r
+               void ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1);\r
+               void SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1);\r
+               void MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);\r
+               void MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1);\r
+               void DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1);\r
+               void DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1);\r
+               void LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);\r
+               void TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate);\r
+               void TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project);\r
+               void TEXDP3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src);\r
+               void TEXDP3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);\r
+               void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s);\r
+               void TEXKILL(Int cMask[4], Vector4s &dst);\r
+               void TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project);\r
+               void TEXLD(Vector4s &dst, Vector4s &src, int stage, bool project);\r
+               void TEXBEM(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);\r
+               void TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);\r
+               void TEXREG2AR(Vector4s &dst, Vector4s &src0, int stage);\r
+               void TEXREG2GB(Vector4s &dst, Vector4s &src0, int stage);\r
+               void TEXREG2RGB(Vector4s &dst, Vector4s &src0, int stage);\r
+               void TEXM3X2DEPTH(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling);\r
+               void TEXM3X2PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);\r
+               void TEXM3X2TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling);\r
+               void TEXM3X3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling);\r
+               void TEXM3X3PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);\r
+               void TEXM3X3SPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1);\r
+               void TEXM3X3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool singedScaling);\r
+               void TEXM3X3VSPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);\r
+               void TEXDEPTH();\r
+               void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);\r
+               void CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);\r
+               void BEM(Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage);\r
 \r
-               bool perturbate;
-               bool luminance;
-               bool previousScaling;
+               bool perturbate;\r
+               bool luminance;\r
+               bool previousScaling;\r
        };\r
 }\r
 \r
index bdf6b3e..bba829b 100644 (file)
@@ -21,62 +21,58 @@ namespace sw
        extern bool halfIntegerCoordinates;     // Pixel centers are not at integer coordinates
        extern bool fullPixelPositionRegister;
 
-       void PixelProgram::setBuiltins(PixelRoutine::Registers &rBase, Int &x, Int &y, Float4(&z)[4], Float4 &w)
+       void PixelProgram::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w)
        {
-               Registers& r = *static_cast<Registers*>(&rBase);
-
                if(shader->getVersion() >= 0x0300)
                {
                        if(shader->vPosDeclared)
                        {
                                if(!halfIntegerCoordinates)
                                {
-                                       r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
-                                       r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
+                                       vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
+                                       vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
                                }
                                else
                                {
-                                       r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
-                                       r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
+                                       vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
+                                       vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
                                }
 
                                if(fullPixelPositionRegister)
                                {
-                                       r.vPos.z = z[0]; // FIXME: Centroid?
-                                       r.vPos.w = w;    // FIXME: Centroid?
+                                       vPos.z = z[0]; // FIXME: Centroid?
+                                       vPos.w = w;    // FIXME: Centroid?
                                }
                        }
 
                        if(shader->vFaceDeclared)
                        {
-                               Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive, area));
+                               Float4 area = *Pointer<Float>(primitive + OFFSET(Primitive, area));
                                Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
 
-                               r.vFace.x = face;
-                               r.vFace.y = face;
-                               r.vFace.z = face;
-                               r.vFace.w = face;
+                               vFace.x = face;
+                               vFace.y = face;
+                               vFace.z = face;
+                               vFace.w = face;
                        }
                }
        }
 
-       void PixelProgram::applyShader(PixelRoutine::Registers &rBase, Int cMask[4])
+       void PixelProgram::applyShader(Int cMask[4])
        {
-               Registers& r = *static_cast<Registers*>(&rBase);
-
-               r.enableIndex = 0;
-               r.stackIndex = 0;
+               enableIndex = 0;
+               stackIndex = 0;
 
                if(shader->containsLeaveInstruction())
                {
-                       r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+                       enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
                }
 
                for(int i = 0; i < RENDERTARGETS; i++)
                {
                        if(state.targetFormat[i] != FORMAT_NULL)
                        {
-                               r.oC[i] = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
+                               oC[i] = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
                        }
                }
 
@@ -129,22 +125,22 @@ namespace sw
                        {
                                if(dst.type == Shader::PARAMETER_TEXTURE)
                                {
-                                       d.x = r.v[2 + dst.index].x;
-                                       d.y = r.v[2 + dst.index].y;
-                                       d.z = r.v[2 + dst.index].z;
-                                       d.w = r.v[2 + dst.index].w;
+                                       d.x = v[2 + dst.index].x;
+                                       d.y = v[2 + dst.index].y;
+                                       d.z = v[2 + dst.index].z;
+                                       d.w = v[2 + dst.index].w;
                                }
                                else
                                {
-                                       d = r.r[dst.index];
+                                       d = r[dst.index];
                                }
                        }
 
-                       if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(r, src0);
-                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1);
-                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(r, src2);
-                       if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(r, src3);
-                       if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegisterF(r, src4);
+                       if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(src0);
+                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(src1);
+                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(src2);
+                       if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(src3);
+                       if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegisterF(src4);
 
                        switch(opcode)
                        {
@@ -268,46 +264,46 @@ namespace sw
                        case Shader::OPCODE_ACOSH:      acosh(d, s0, pp);                              break;
                        case Shader::OPCODE_ASINH:      asinh(d, s0, pp);                              break;
                        case Shader::OPCODE_ATANH:      atanh(d, s0, pp);                              break;
-                       case Shader::OPCODE_M4X4:       M4X4(r, d, s0, src1);                          break;
-                       case Shader::OPCODE_M4X3:       M4X3(r, d, s0, src1);                          break;
-                       case Shader::OPCODE_M3X4:       M3X4(r, d, s0, src1);                          break;
-                       case Shader::OPCODE_M3X3:       M3X3(r, d, s0, src1);                          break;
-                       case Shader::OPCODE_M3X2:       M3X2(r, d, s0, src1);                          break;
-                       case Shader::OPCODE_TEX:        TEXLD(r, d, s0, src1, project, bias);          break;
-                       case Shader::OPCODE_TEXLDD:     TEXLDD(r, d, s0, src1, s2, s3, project, bias); break;
-                       case Shader::OPCODE_TEXLDL:     TEXLDL(r, d, s0, src1, project, bias);         break;
-                       case Shader::OPCODE_TEXSIZE:    TEXSIZE(r, d, s0.x, src1);                     break;
+                       case Shader::OPCODE_M4X4:       M4X4(d, s0, src1);                             break;
+                       case Shader::OPCODE_M4X3:       M4X3(d, s0, src1);                             break;
+                       case Shader::OPCODE_M3X4:       M3X4(d, s0, src1);                             break;
+                       case Shader::OPCODE_M3X3:       M3X3(d, s0, src1);                             break;
+                       case Shader::OPCODE_M3X2:       M3X2(d, s0, src1);                             break;
+                       case Shader::OPCODE_TEX:        TEXLD(d, s0, src1, project, bias);             break;
+                       case Shader::OPCODE_TEXLDD:     TEXLDD(d, s0, src1, s2, s3, project, bias);    break;
+                       case Shader::OPCODE_TEXLDL:     TEXLDL(d, s0, src1, project, bias);            break;
+                       case Shader::OPCODE_TEXSIZE:    TEXSIZE(d, s0.x, src1);                        break;
                        case Shader::OPCODE_TEXKILL:    TEXKILL(cMask, d, dst.mask);                   break;
-                       case Shader::OPCODE_TEXOFFSET:  TEXOFFSET(r, d, s0, src1, s2, s3, project, bias); break;
-                       case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(r, d, s0, src1, s2, project, bias);   break;
-                       case Shader::OPCODE_TEXELFETCH: TEXELFETCH(r, d, s0, src1, s2);                break;
-                       case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(r, d, s0, src1, s2, s3);      break;
-                       case Shader::OPCODE_TEXGRAD:    TEXGRAD(r, d, s0, src1, s2, s3);               break;
-                       case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(r, d, s0, src1, s2, s3, s4);        break;
-                       case Shader::OPCODE_DISCARD:    DISCARD(r, cMask, instruction);                break;
+                       case Shader::OPCODE_TEXOFFSET:  TEXOFFSET(d, s0, src1, s2, s3, project, bias); break;
+                       case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2, project, bias);      break;
+                       case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2);                   break;
+                       case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3);         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_DISCARD:    DISCARD(cMask, instruction);                   break;
                        case Shader::OPCODE_DFDX:       DFDX(d, s0);                                   break;
                        case Shader::OPCODE_DFDY:       DFDY(d, s0);                                   break;
                        case Shader::OPCODE_FWIDTH:     FWIDTH(d, s0);                                 break;
-                       case Shader::OPCODE_BREAK:      BREAK(r);                                      break;
-                       case Shader::OPCODE_BREAKC:     BREAKC(r, s0, s1, control);                    break;
-                       case Shader::OPCODE_BREAKP:     BREAKP(r, src0);                               break;
-                       case Shader::OPCODE_CONTINUE:   CONTINUE(r);                                   break;
+                       case Shader::OPCODE_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(r, dst.label, dst.callSite);              break;
-                       case Shader::OPCODE_CALLNZ:     CALLNZ(r, dst.label, dst.callSite, src0);      break;
-                       case Shader::OPCODE_ELSE:       ELSE(r);                                       break;
-                       case Shader::OPCODE_ENDIF:      ENDIF(r);                                      break;
-                       case Shader::OPCODE_ENDLOOP:    ENDLOOP(r);                                    break;
-                       case Shader::OPCODE_ENDREP:     ENDREP(r);                                     break;
-                       case Shader::OPCODE_ENDWHILE:   ENDWHILE(r);                                   break;
-                       case Shader::OPCODE_IF:         IF(r, src0);                                   break;
-                       case Shader::OPCODE_IFC:        IFC(r, s0, s1, control);                       break;
+                       case Shader::OPCODE_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_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(r, src1);                                 break;
-                       case Shader::OPCODE_REP:        REP(r, src0);                                  break;
-                       case Shader::OPCODE_WHILE:      WHILE(r, src0);                                break;
-                       case Shader::OPCODE_RET:        RET(r);                                        break;
-                       case Shader::OPCODE_LEAVE:      LEAVE(r);                                      break;
+                       case Shader::OPCODE_LOOP:       LOOP(src1);                                    break;
+                       case Shader::OPCODE_REP:        REP(src0);                                     break;
+                       case Shader::OPCODE_WHILE:      WHILE(src0);                                   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_ALL:        all(d.x, s0);                                  break;
                        case Shader::OPCODE_ANY:        any(d.x, s0);                                  break;
@@ -361,53 +357,53 @@ namespace sw
                                        case Shader::PARAMETER_TEMP:
                                                if(dst.rel.type == Shader::PARAMETER_VOID)
                                                {
-                                                       if(dst.x) pDst.x = r.r[dst.index].x;
-                                                       if(dst.y) pDst.y = r.r[dst.index].y;
-                                                       if(dst.z) pDst.z = r.r[dst.index].z;
-                                                       if(dst.w) pDst.w = r.r[dst.index].w;
+                                                       if(dst.x) pDst.x = r[dst.index].x;
+                                                       if(dst.y) pDst.y = r[dst.index].y;
+                                                       if(dst.z) pDst.z = r[dst.index].z;
+                                                       if(dst.w) pDst.w = r[dst.index].w;
                                                }
                                                else
                                                {
-                                                       Int a = relativeAddress(r, dst);
+                                                       Int a = relativeAddress(dst);
 
-                                                       if(dst.x) pDst.x = r.r[dst.index + a].x;
-                                                       if(dst.y) pDst.y = r.r[dst.index + a].y;
-                                                       if(dst.z) pDst.z = r.r[dst.index + a].z;
-                                                       if(dst.w) pDst.w = r.r[dst.index + a].w;
+                                                       if(dst.x) pDst.x = r[dst.index + a].x;
+                                                       if(dst.y) pDst.y = r[dst.index + a].y;
+                                                       if(dst.z) pDst.z = r[dst.index + a].z;
+                                                       if(dst.w) pDst.w = r[dst.index + a].w;
                                                }
                                                break;
                                        case Shader::PARAMETER_COLOROUT:
                                                if(dst.rel.type == Shader::PARAMETER_VOID)
                                                {
-                                                       if(dst.x) pDst.x = r.oC[dst.index].x;
-                                                       if(dst.y) pDst.y = r.oC[dst.index].y;
-                                                       if(dst.z) pDst.z = r.oC[dst.index].z;
-                                                       if(dst.w) pDst.w = r.oC[dst.index].w;
+                                                       if(dst.x) pDst.x = oC[dst.index].x;
+                                                       if(dst.y) pDst.y = oC[dst.index].y;
+                                                       if(dst.z) pDst.z = oC[dst.index].z;
+                                                       if(dst.w) pDst.w = oC[dst.index].w;
                                                }
                                                else
                                                {
-                                                       Int a = relativeAddress(r, dst) + dst.index;
+                                                       Int a = relativeAddress(dst) + dst.index;
 
-                                                       if(dst.x) pDst.x = r.oC[a].x;
-                                                       if(dst.y) pDst.y = r.oC[a].y;
-                                                       if(dst.z) pDst.z = r.oC[a].z;
-                                                       if(dst.w) pDst.w = r.oC[a].w;
+                                                       if(dst.x) pDst.x = oC[a].x;
+                                                       if(dst.y) pDst.y = oC[a].y;
+                                                       if(dst.z) pDst.z = oC[a].z;
+                                                       if(dst.w) pDst.w = oC[a].w;
                                                }
                                                break;
                                        case Shader::PARAMETER_PREDICATE:
-                                               if(dst.x) pDst.x = r.p0.x;
-                                               if(dst.y) pDst.y = r.p0.y;
-                                               if(dst.z) pDst.z = r.p0.z;
-                                               if(dst.w) pDst.w = r.p0.w;
+                                               if(dst.x) pDst.x = p0.x;
+                                               if(dst.y) pDst.y = p0.y;
+                                               if(dst.z) pDst.z = p0.z;
+                                               if(dst.w) pDst.w = p0.w;
                                                break;
                                        case Shader::PARAMETER_DEPTHOUT:
-                                               pDst.x = r.oDepth;
+                                               pDst.x = oDepth;
                                                break;
                                        default:
                                                ASSERT(false);
                                        }
 
-                                       Int4 enable = enableMask(r, instruction);
+                                       Int4 enable = enableMask(instruction);
 
                                        Int4 xEnable = enable;
                                        Int4 yEnable = enable;
@@ -418,10 +414,10 @@ namespace sw
                                        {
                                                unsigned char pSwizzle = instruction->predicateSwizzle;
 
-                                               Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
-                                               Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
-                                               Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
-                                               Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
+                                               Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
+                                               Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
+                                               Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
+                                               Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
 
                                                if(!instruction->predicateNot)
                                                {
@@ -455,47 +451,47 @@ namespace sw
                                case Shader::PARAMETER_TEMP:
                                        if(dst.rel.type == Shader::PARAMETER_VOID)
                                        {
-                                               if(dst.x) r.r[dst.index].x = d.x;
-                                               if(dst.y) r.r[dst.index].y = d.y;
-                                               if(dst.z) r.r[dst.index].z = d.z;
-                                               if(dst.w) r.r[dst.index].w = d.w;
+                                               if(dst.x) r[dst.index].x = d.x;
+                                               if(dst.y) r[dst.index].y = d.y;
+                                               if(dst.z) r[dst.index].z = d.z;
+                                               if(dst.w) r[dst.index].w = d.w;
                                        }
                                        else
                                        {
-                                               Int a = relativeAddress(r, dst);
+                                               Int a = relativeAddress(dst);
 
-                                               if(dst.x) r.r[dst.index + a].x = d.x;
-                                               if(dst.y) r.r[dst.index + a].y = d.y;
-                                               if(dst.z) r.r[dst.index + a].z = d.z;
-                                               if(dst.w) r.r[dst.index + a].w = d.w;
+                                               if(dst.x) r[dst.index + a].x = d.x;
+                                               if(dst.y) r[dst.index + a].y = d.y;
+                                               if(dst.z) r[dst.index + a].z = d.z;
+                                               if(dst.w) r[dst.index + a].w = d.w;
                                        }
                                        break;
                                case Shader::PARAMETER_COLOROUT:
                                        if(dst.rel.type == Shader::PARAMETER_VOID)
                                        {
-                                               if(dst.x) { r.oC[dst.index].x = d.x; }
-                                               if(dst.y) { r.oC[dst.index].y = d.y; }
-                                               if(dst.z) { r.oC[dst.index].z = d.z; }
-                                               if(dst.w) { r.oC[dst.index].w = d.w; }
+                                               if(dst.x) { oC[dst.index].x = d.x; }
+                                               if(dst.y) { oC[dst.index].y = d.y; }
+                                               if(dst.z) { oC[dst.index].z = d.z; }
+                                               if(dst.w) { oC[dst.index].w = d.w; }
                                        }
                                        else
                                        {
-                                               Int a = relativeAddress(r, dst) + dst.index;
+                                               Int a = relativeAddress(dst) + dst.index;
 
-                                               if(dst.x) { r.oC[a].x = d.x; }
-                                               if(dst.y) { r.oC[a].y = d.y; }
-                                               if(dst.z) { r.oC[a].z = d.z; }
-                                               if(dst.w) { r.oC[a].w = d.w; }
+                                               if(dst.x) { oC[a].x = d.x; }
+                                               if(dst.y) { oC[a].y = d.y; }
+                                               if(dst.z) { oC[a].z = d.z; }
+                                               if(dst.w) { oC[a].w = d.w; }
                                        }
                                        break;
                                case Shader::PARAMETER_PREDICATE:
-                                       if(dst.x) r.p0.x = d.x;
-                                       if(dst.y) r.p0.y = d.y;
-                                       if(dst.z) r.p0.z = d.z;
-                                       if(dst.w) r.p0.w = d.w;
+                                       if(dst.x) p0.x = d.x;
+                                       if(dst.y) p0.y = d.y;
+                                       if(dst.z) p0.z = d.z;
+                                       if(dst.w) p0.w = d.w;
                                        break;
                                case Shader::PARAMETER_DEPTHOUT:
-                                       r.oDepth = d.x;
+                                       oDepth = d.x;
                                        break;
                                default:
                                        ASSERT(false);
@@ -510,15 +506,13 @@ namespace sw
 
                for(int i = 0; i < RENDERTARGETS; i++)
                {
-                       r.c[i] = r.oC[i];
+                       c[i] = oC[i];
                }
        }
 
-       Bool PixelProgram::alphaTest(PixelRoutine::Registers &rBase, Int cMask[4])
+       Bool PixelProgram::alphaTest(Int cMask[4])
        {
-               Registers& r = *static_cast<Registers*>(&rBase);
-
-               clampColor(r.c);
+               clampColor(c);
 
                if(!state.alphaTestActive())
                {
@@ -529,9 +523,9 @@ namespace sw
 
                if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
                {
-                       Short4 alpha = RoundShort4(r.c[0].w * Float4(0x1000));
+                       Short4 alpha = RoundShort4(c[0].w * Float4(0x1000));
 
-                       PixelRoutine::alphaTest(r, aMask, alpha);
+                       PixelRoutine::alphaTest(aMask, alpha);
 
                        for(unsigned int q = 0; q < state.multiSample; q++)
                        {
@@ -540,7 +534,7 @@ namespace sw
                }
                else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
                {
-                       alphaToCoverage(r, cMask, r.c[0].w);
+                       alphaToCoverage(cMask, c[0].w);
                }
                else ASSERT(false);
 
@@ -554,10 +548,8 @@ namespace sw
                return pass != 0x0;
        }
 
-       void PixelProgram::rasterOperation(PixelRoutine::Registers &rBase, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
+       void PixelProgram::rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
        {
-               Registers& r = *static_cast<Registers*>(&rBase);
-
                for(int index = 0; index < RENDERTARGETS; index++)
                {
                        if(!state.colorWriteActive(index))
@@ -567,14 +559,14 @@ namespace sw
 
                        if(!postBlendSRGB && state.writeSRGB)
                        {
-                               r.c[index].x = linearToSRGB(r.c[index].x);
-                               r.c[index].y = linearToSRGB(r.c[index].y);
-                               r.c[index].z = linearToSRGB(r.c[index].z);
+                               c[index].x = linearToSRGB(c[index].x);
+                               c[index].y = linearToSRGB(c[index].y);
+                               c[index].z = linearToSRGB(c[index].z);
                        }
 
                        if(index == 0)
                        {
-                               fogBlend(r, r.c[index], fog);
+                               fogBlend(c[index], fog);
                        }
 
                        switch(state.targetFormat[index])
@@ -589,19 +581,19 @@ namespace sw
                        case FORMAT_A16B16G16R16:
                                for(unsigned int q = 0; q < state.multiSample; q++)
                                {
-                                       Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[index]));
+                                       Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[index]));
                                        Vector4s color;
 
-                                       color.x = convertFixed16(r.c[index].x, false);
-                                       color.y = convertFixed16(r.c[index].y, false);
-                                       color.z = convertFixed16(r.c[index].z, false);
-                                       color.w = convertFixed16(r.c[index].w, false);
+                                       color.x = convertFixed16(c[index].x, false);
+                                       color.y = convertFixed16(c[index].y, false);
+                                       color.z = convertFixed16(c[index].z, false);
+                                       color.w = convertFixed16(c[index].w, false);
 
                                        if(state.multiSampleMask & (1 << q))
                                        {
-                                               alphaBlend(r, index, buffer, color, x);
-                                               logicOperation(r, index, buffer, color, x);
-                                               writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+                                               alphaBlend(index, buffer, color, x);
+                                               logicOperation(index, buffer, color, x);
+                                               writeColor(index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
                                        }
                                }
                                break;
@@ -610,13 +602,13 @@ namespace sw
                        case FORMAT_A32B32G32R32F:
                                for(unsigned int q = 0; q < state.multiSample; q++)
                                {
-                                       Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[index]));
-                                       Vector4f color = r.c[index];
+                                       Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[index]));
+                                       Vector4f color = c[index];
 
                                        if(state.multiSampleMask & (1 << q))
                                        {
-                                               alphaBlend(r, index, buffer, color, x);
-                                               writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+                                               alphaBlend(index, buffer, color, x);
+                                               writeColor(index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
                                        }
                                }
                                break;
@@ -626,15 +618,15 @@ namespace sw
                }
        }
 
-       void PixelProgram::sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+       void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
        {
                if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
                {
-                       sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
+                       sampleTexture(c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
                }
                else
                {
-                       Int index = As<Int>(Float(fetchRegisterF(r, sampler).x.x));
+                       Int index = As<Int>(Float(fetchRegisterF(sampler).x.x));
 
                        for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
                        {
@@ -642,7 +634,7 @@ namespace sw
                                {
                                        If(index == i)
                                        {
-                                               sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
+                                               sampleTexture(c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
                                                // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
                                        }
                                }
@@ -650,13 +642,13 @@ namespace sw
                }
        }
 
-       void PixelProgram::sampleTexture(Registers &r, Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+       void PixelProgram::sampleTexture(Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
        {
 #if PERF_PROFILE
                Long texTime = Ticks();
 #endif
 
-               Pointer<Byte> texture = r.data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
+               Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
 
                if(!project)
                {
@@ -674,7 +666,7 @@ namespace sw
                }
 
 #if PERF_PROFILE
-               r.cycles[PERF_TEX] += Ticks() - texTime;
+               cycles[PERF_TEX] += Ticks() - texTime;
 #endif
        }
 
@@ -714,32 +706,32 @@ namespace sw
                }
        }
 
-       Int4 PixelProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
+       Int4 PixelProgram::enableMask(const Shader::Instruction *instruction)
        {
-               Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
+               Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
 
                if(!whileTest)
                {
                        if(shader->containsBreakInstruction() && instruction->analysisBreak)
                        {
-                               enable &= r.enableBreak;
+                               enable &= enableBreak;
                        }
 
                        if(shader->containsContinueInstruction() && instruction->analysisContinue)
                        {
-                               enable &= r.enableContinue;
+                               enable &= enableContinue;
                        }
 
                        if(shader->containsLeaveInstruction() && instruction->analysisLeave)
                        {
-                               enable &= r.enableLeave;
+                               enable &= enableLeave;
                        }
                }
 
                return enable;
        }
 
-       Vector4f PixelProgram::fetchRegisterF(Registers &r, const Src &src, unsigned int offset)
+       Vector4f PixelProgram::fetchRegisterF(const Src &src, unsigned int offset)
        {
                Vector4f reg;
                unsigned int i = src.index + offset;
@@ -749,44 +741,44 @@ namespace sw
                case Shader::PARAMETER_TEMP:
                        if(src.rel.type == Shader::PARAMETER_VOID)
                        {
-                               reg = r.r[i];
+                               reg = r[i];
                        }
                        else
                        {
-                               Int a = relativeAddress(r, src);
+                               Int a = relativeAddress(src);
 
-                               reg = r.r[i + a];
+                               reg = r[i + a];
                        }
                        break;
                case Shader::PARAMETER_INPUT:
                        {
                                if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
                                {
-                                       reg = r.v[i];
+                                       reg = v[i];
                                }
                                else if(src.rel.type == Shader::PARAMETER_LOOP)
                                {
-                                       Int aL = r.aL[r.loopDepth];
+                                       Int aL = this->aL[loopDepth];
 
-                                       reg = r.v[i + aL];
+                                       reg = v[i + aL];
                                }
                                else
                                {
-                                       Int a = relativeAddress(r, src);
+                                       Int a = relativeAddress(src);
 
-                                       reg = r.v[i + a];
+                                       reg = v[i + a];
                                }
                        }
                        break;
                case Shader::PARAMETER_CONST:
-                       reg = readConstant(r, src, offset);
+                       reg = readConstant(src, offset);
                        break;
                case Shader::PARAMETER_TEXTURE:
-                       reg = r.v[2 + i];
+                       reg = v[2 + i];
                        break;
                case Shader::PARAMETER_MISCTYPE:
-                       if(src.index == 0) reg = r.vPos;
-                       if(src.index == 1) reg = r.vFace;
+                       if(src.index == 0) reg = vPos;
+                       if(src.index == 1) reg = vFace;
                        break;
                case Shader::PARAMETER_SAMPLER:
                        if(src.rel.type == Shader::PARAMETER_VOID)
@@ -795,7 +787,7 @@ namespace sw
                        }
                        else if(src.rel.type == Shader::PARAMETER_TEMP)
                        {
-                               reg.x = As<Float4>(Int4(i) + As<Int4>(r.r[src.rel.index].x));
+                               reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
                        }
                        return reg;
                case Shader::PARAMETER_PREDICATE:   return reg; // Dummy
@@ -812,17 +804,17 @@ namespace sw
                case Shader::PARAMETER_COLOROUT:
                        if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
                        {
-                               reg = r.oC[i];
+                               reg = oC[i];
                        }
                        else
                        {
-                               Int a = relativeAddress(r, src);
+                               Int a = relativeAddress(src);
 
-                               reg = r.oC[i + a];
+                               reg = oC[i + a];
                        }
                        break;
                case Shader::PARAMETER_DEPTHOUT:
-                       reg.x = r.oDepth;
+                       reg.x = oDepth;
                        break;
                default:
                        ASSERT(false);
@@ -874,14 +866,14 @@ namespace sw
                return mod;
        }
 
-       Vector4f PixelProgram::readConstant(Registers &r, const Src &src, unsigned int offset)
+       Vector4f PixelProgram::readConstant(const Src &src, unsigned int offset)
        {
                Vector4f c;
                unsigned int i = src.index + offset;
 
                if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
                {
-                       c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[i]));
+                       c.x = c.y = c.z = c.w = *Pointer<Float4>(data + OFFSET(DrawData, ps.c[i]));
 
                        c.x = c.x.xxxx;
                        c.y = c.y.yyyy;
@@ -911,9 +903,9 @@ namespace sw
                }
                else if(src.rel.type == Shader::PARAMETER_LOOP)
                {
-                       Int loopCounter = r.aL[r.loopDepth];
+                       Int loopCounter = aL[loopDepth];
 
-                       c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[i]) + loopCounter * 16);
+                       c.x = c.y = c.z = c.w = *Pointer<Float4>(data + OFFSET(DrawData, ps.c[i]) + loopCounter * 16);
 
                        c.x = c.x.xxxx;
                        c.y = c.y.yyyy;
@@ -922,9 +914,9 @@ namespace sw
                }
                else
                {
-                       Int a = relativeAddress(r, src);
+                       Int a = relativeAddress(src);
 
-                       c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[i]) + a * 16);
+                       c.x = c.y = c.z = c.w = *Pointer<Float4>(data + OFFSET(DrawData, ps.c[i]) + a * 16);
 
                        c.x = c.x.xxxx;
                        c.y = c.y.yyyy;
@@ -935,25 +927,25 @@ namespace sw
                return c;
        }
 
-       Int PixelProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
+       Int PixelProgram::relativeAddress(const Shader::Parameter &var)
        {
                ASSERT(var.rel.deterministic);
 
                if(var.rel.type == Shader::PARAMETER_TEMP)
                {
-                       return As<Int>(Extract(r.r[var.rel.index].x, 0)) * var.rel.scale;
+                       return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale;
                }
                else if(var.rel.type == Shader::PARAMETER_INPUT)
                {
-                       return As<Int>(Extract(r.v[var.rel.index].x, 0)) * var.rel.scale;
+                       return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale;
                }
                else if(var.rel.type == Shader::PARAMETER_OUTPUT)
                {
-                       return As<Int>(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
+                       return As<Int>(Extract(oC[var.rel.index].x, 0)) * var.rel.scale;
                }
                else if(var.rel.type == Shader::PARAMETER_CONST)
                {
-                       RValue<Int4> c = *Pointer<Int4>(r.data + OFFSET(DrawData, ps.c[var.rel.index]));
+                       RValue<Int4> c = *Pointer<Int4>(data + OFFSET(DrawData, ps.c[var.rel.index]));
 
                        return Extract(c, 0) * var.rel.scale;
                }
@@ -970,32 +962,32 @@ namespace sw
                return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
        }
 
-       void PixelProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+       void PixelProgram::M3X2(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
+               Vector4f row0 = fetchRegisterF(src1, 0);
+               Vector4f row1 = fetchRegisterF(src1, 1);
 
                dst.x = dot3(src0, row0);
                dst.y = dot3(src0, row1);
        }
 
-       void PixelProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+       void PixelProgram::M3X3(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
-               Vector4f row2 = fetchRegisterF(r, src1, 2);
+               Vector4f row0 = fetchRegisterF(src1, 0);
+               Vector4f row1 = fetchRegisterF(src1, 1);
+               Vector4f row2 = fetchRegisterF(src1, 2);
 
                dst.x = dot3(src0, row0);
                dst.y = dot3(src0, row1);
                dst.z = dot3(src0, row2);
        }
 
-       void PixelProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+       void PixelProgram::M3X4(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
-               Vector4f row2 = fetchRegisterF(r, src1, 2);
-               Vector4f row3 = fetchRegisterF(r, src1, 3);
+               Vector4f row0 = fetchRegisterF(src1, 0);
+               Vector4f row1 = fetchRegisterF(src1, 1);
+               Vector4f row2 = fetchRegisterF(src1, 2);
+               Vector4f row3 = fetchRegisterF(src1, 3);
 
                dst.x = dot3(src0, row0);
                dst.y = dot3(src0, row1);
@@ -1003,23 +995,23 @@ namespace sw
                dst.w = dot3(src0, row3);
        }
 
-       void PixelProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+       void PixelProgram::M4X3(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
-               Vector4f row2 = fetchRegisterF(r, src1, 2);
+               Vector4f row0 = fetchRegisterF(src1, 0);
+               Vector4f row1 = fetchRegisterF(src1, 1);
+               Vector4f row2 = fetchRegisterF(src1, 2);
 
                dst.x = dot4(src0, row0);
                dst.y = dot4(src0, row1);
                dst.z = dot4(src0, row2);
        }
 
-       void PixelProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+       void PixelProgram::M4X4(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(r, src1, 0);
-               Vector4f row1 = fetchRegisterF(r, src1, 1);
-               Vector4f row2 = fetchRegisterF(r, src1, 2);
-               Vector4f row3 = fetchRegisterF(r, src1, 3);
+               Vector4f row0 = fetchRegisterF(src1, 0);
+               Vector4f row1 = fetchRegisterF(src1, 1);
+               Vector4f row2 = fetchRegisterF(src1, 2);
+               Vector4f row3 = fetchRegisterF(src1, 3);
 
                dst.x = dot4(src0, row0);
                dst.y = dot4(src0, row1);
@@ -1027,10 +1019,10 @@ namespace sw
                dst.w = dot4(src0, row3);
        }
 
-       void PixelProgram::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
+       void PixelProgram::TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
        {
                Vector4f tmp;
-               sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
+               sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
 
                dst.x = tmp[(src1.swizzle >> 0) & 0x3];
                dst.y = tmp[(src1.swizzle >> 2) & 0x3];
@@ -1038,40 +1030,40 @@ namespace sw
                dst.w = tmp[(src1.swizzle >> 6) & 0x3];
        }
 
-       void PixelProgram::TEXOFFSET(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
+       void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
        {
                UNIMPLEMENTED();
        }
 
-       void PixelProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, bool project, bool bias)
+       void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, bool project, bool bias)
        {
                UNIMPLEMENTED();
        }
 
-       void PixelProgram::TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
+       void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
        {
                UNIMPLEMENTED();
        }
 
-       void PixelProgram::TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset)
+       void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset)
        {
                UNIMPLEMENTED();
        }
 
-       void PixelProgram::TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
+       void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
        {
                UNIMPLEMENTED();
        }
 
-       void PixelProgram::TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
+       void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
        {
                UNIMPLEMENTED();
        }
 
-       void PixelProgram::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
+       void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
        {
                Vector4f tmp;
-               sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
+               sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
 
                dst.x = tmp[(src1.swizzle >> 0) & 0x3];
                dst.y = tmp[(src1.swizzle >> 2) & 0x3];
@@ -1079,10 +1071,10 @@ namespace sw
                dst.w = tmp[(src1.swizzle >> 6) & 0x3];
        }
 
-       void PixelProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
+       void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
        {
                Vector4f tmp;
-               sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
+               sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
 
                dst.x = tmp[(src1.swizzle >> 0) & 0x3];
                dst.y = tmp[(src1.swizzle >> 2) & 0x3];
@@ -1090,9 +1082,9 @@ namespace sw
                dst.w = tmp[(src1.swizzle >> 6) & 0x3];
        }
 
-       void PixelProgram::TEXSIZE(Registers &r, Vector4f &dst, Float4 &lod, const Src &src1)
+       void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
        {
-               Pointer<Byte> textureMipmap = r.data + OFFSET(DrawData, mipmap) + src1.index * sizeof(Texture) + OFFSET(Texture, mipmap);
+               Pointer<Byte> textureMipmap = data + OFFSET(DrawData, mipmap) + src1.index * sizeof(Texture) + OFFSET(Texture, mipmap);
                for(int i = 0; i < 4; ++i)
                {
                        Pointer<Byte> mipmap = textureMipmap + (As<Int>(Extract(lod, i)) + Int(1)) * sizeof(Mipmap);
@@ -1114,7 +1106,7 @@ namespace sw
                // FIXME: Dynamic branching affects TEXKILL?
                //      if(shader->containsDynamicBranching())
                //      {
-               //              kill = ~SignMask(enableMask(r));
+               //              kill = ~SignMask(enableMask());
                //      }
 
                for(unsigned int q = 0; q < state.multiSample; q++)
@@ -1125,13 +1117,13 @@ namespace sw
                // FIXME: Branch to end of shader if all killed?
        }
 
-       void PixelProgram::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
+       void PixelProgram::DISCARD(Int cMask[4], const Shader::Instruction *instruction)
        {
                Int kill = 0;
 
                if(shader->containsDynamicBranching())
                {
-                       kill = ~SignMask(enableMask(r, instruction));
+                       kill = ~SignMask(enableMask(instruction));
                }
 
                for(unsigned int q = 0; q < state.multiSample; q++)
@@ -1167,30 +1159,30 @@ namespace sw
                dst.w = Abs(src.w.yyww - src.w.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
        }
 
-       void PixelProgram::BREAK(Registers &r)
+       void PixelProgram::BREAK()
        {
                llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
                llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
 
                if(breakDepth == 0)
                {
-                       r.enableIndex = r.enableIndex - breakDepth;
+                       enableIndex = enableIndex - breakDepth;
                        Nucleus::createBr(endBlock);
                }
                else
                {
-                       r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
-                       Bool allBreak = SignMask(r.enableBreak) == 0x0;
+                       enableBreak = enableBreak & ~enableStack[enableIndex];
+                       Bool allBreak = SignMask(enableBreak) == 0x0;
 
-                       r.enableIndex = r.enableIndex - breakDepth;
+                       enableIndex = enableIndex - breakDepth;
                        branch(allBreak, endBlock, deadBlock);
                }
 
                Nucleus::setInsertBlock(deadBlock);
-               r.enableIndex = r.enableIndex + breakDepth;
+               enableIndex = enableIndex + breakDepth;
        }
 
-       void PixelProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+       void PixelProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
        {
                Int4 condition;
 
@@ -1206,41 +1198,41 @@ namespace sw
                        ASSERT(false);
                }
 
-               BREAK(r, condition);
+               BREAK(condition);
        }
 
-       void PixelProgram::BREAKP(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
+       void PixelProgram::BREAKP(const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
        {
-               Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+               Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
 
                if(predicateRegister.modifier == Shader::MODIFIER_NOT)
                {
                        condition = ~condition;
                }
 
-               BREAK(r, condition);
+               BREAK(condition);
        }
 
-       void PixelProgram::BREAK(Registers &r, Int4 &condition)
+       void PixelProgram::BREAK(Int4 &condition)
        {
-               condition &= r.enableStack[r.enableIndex];
+               condition &= enableStack[enableIndex];
 
                llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
                llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
 
-               r.enableBreak = r.enableBreak & ~condition;
-               Bool allBreak = SignMask(r.enableBreak) == 0x0;
+               enableBreak = enableBreak & ~condition;
+               Bool allBreak = SignMask(enableBreak) == 0x0;
 
-               r.enableIndex = r.enableIndex - breakDepth;
+               enableIndex = enableIndex - breakDepth;
                branch(allBreak, endBlock, continueBlock);
 
                Nucleus::setInsertBlock(continueBlock);
-               r.enableIndex = r.enableIndex + breakDepth;
+               enableIndex = enableIndex + breakDepth;
        }
 
-       void PixelProgram::CONTINUE(Registers &r)
+       void PixelProgram::CONTINUE()
        {
-               r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
+               enableContinue = enableContinue & ~enableStack[enableIndex];
        }
 
        void PixelProgram::TEST()
@@ -1248,7 +1240,7 @@ namespace sw
                whileTest = true;
        }
 
-       void PixelProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
+       void PixelProgram::CALL(int labelIndex, int callSiteIndex)
        {
                if(!labelBlock[labelIndex])
                {
@@ -1257,33 +1249,33 @@ namespace sw
 
                if(callRetBlock[labelIndex].size() > 1)
                {
-                       r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+                       callStack[stackIndex++] = UInt(callSiteIndex);
                }
 
-               Int4 restoreLeave = r.enableLeave;
+               Int4 restoreLeave = enableLeave;
 
                Nucleus::createBr(labelBlock[labelIndex]);
                Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
 
-               r.enableLeave = restoreLeave;
+               enableLeave = restoreLeave;
        }
 
-       void PixelProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
+       void PixelProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
        {
                if(src.type == Shader::PARAMETER_CONSTBOOL)
                {
-                       CALLNZb(r, labelIndex, callSiteIndex, src);
+                       CALLNZb(labelIndex, callSiteIndex, src);
                }
                else if(src.type == Shader::PARAMETER_PREDICATE)
                {
-                       CALLNZp(r, labelIndex, callSiteIndex, src);
+                       CALLNZp(labelIndex, callSiteIndex, src);
                }
                else ASSERT(false);
        }
 
-       void PixelProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
+       void PixelProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
        {
-               Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0));   // FIXME
+               Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0));   // FIXME
 
                if(boolRegister.modifier == Shader::MODIFIER_NOT)
                {
@@ -1297,27 +1289,27 @@ namespace sw
 
                if(callRetBlock[labelIndex].size() > 1)
                {
-                       r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+                       callStack[stackIndex++] = UInt(callSiteIndex);
                }
 
-               Int4 restoreLeave = r.enableLeave;
+               Int4 restoreLeave = enableLeave;
 
                branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
                Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
 
-               r.enableLeave = restoreLeave;
+               enableLeave = restoreLeave;
        }
 
-       void PixelProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
+       void PixelProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
        {
-               Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+               Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
 
                if(predicateRegister.modifier == Shader::MODIFIER_NOT)
                {
                        condition = ~condition;
                }
 
-               condition &= r.enableStack[r.enableIndex];
+               condition &= enableStack[enableIndex];
 
                if(!labelBlock[labelIndex])
                {
@@ -1326,22 +1318,22 @@ namespace sw
 
                if(callRetBlock[labelIndex].size() > 1)
                {
-                       r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+                       callStack[stackIndex++] = UInt(callSiteIndex);
                }
 
-               r.enableIndex++;
-               r.enableStack[r.enableIndex] = condition;
-               Int4 restoreLeave = r.enableLeave;
+               enableIndex++;
+               enableStack[enableIndex] = condition;
+               Int4 restoreLeave = enableLeave;
 
                Bool notAllFalse = SignMask(condition) != 0;
                branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
                Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
 
-               r.enableIndex--;
-               r.enableLeave = restoreLeave;
+               enableIndex--;
+               enableLeave = restoreLeave;
        }
 
-       void PixelProgram::ELSE(Registers &r)
+       void PixelProgram::ELSE()
        {
                ifDepth--;
 
@@ -1350,12 +1342,12 @@ namespace sw
 
                if(isConditionalIf[ifDepth])
                {
-                       Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+                       Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
                        Bool notAllFalse = SignMask(condition) != 0;
 
                        branch(notAllFalse, falseBlock, endBlock);
 
-                       r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+                       enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
                }
                else
                {
@@ -1368,7 +1360,7 @@ namespace sw
                ifDepth++;
        }
 
-       void PixelProgram::ENDIF(Registers &r)
+       void PixelProgram::ENDIF()
        {
                ifDepth--;
 
@@ -1380,15 +1372,15 @@ namespace sw
                if(isConditionalIf[ifDepth])
                {
                        breakDepth--;
-                       r.enableIndex--;
+                       enableIndex--;
                }
        }
 
-       void PixelProgram::ENDLOOP(Registers &r)
+       void PixelProgram::ENDLOOP()
        {
                loopRepDepth--;
 
-               r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth];   // FIXME: +=
+               aL[loopDepth] = aL[loopDepth] + increment[loopDepth];   // FIXME: +=
 
                llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
                llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
@@ -1396,11 +1388,11 @@ namespace sw
                Nucleus::createBr(testBlock);
                Nucleus::setInsertBlock(endBlock);
 
-               r.loopDepth--;
-               r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+               loopDepth--;
+               enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
        }
 
-       void PixelProgram::ENDREP(Registers &r)
+       void PixelProgram::ENDREP()
        {
                loopRepDepth--;
 
@@ -1410,11 +1402,11 @@ namespace sw
                Nucleus::createBr(testBlock);
                Nucleus::setInsertBlock(endBlock);
 
-               r.loopDepth--;
-               r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+               loopDepth--;
+               enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
        }
 
-       void PixelProgram::ENDWHILE(Registers &r)
+       void PixelProgram::ENDWHILE()
        {
                loopRepDepth--;
 
@@ -1424,33 +1416,33 @@ namespace sw
                Nucleus::createBr(testBlock);
                Nucleus::setInsertBlock(endBlock);
 
-               r.enableIndex--;
-               r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+               enableIndex--;
+               enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
                whileTest = false;
        }
 
-       void PixelProgram::IF(Registers &r, const Src &src)
+       void PixelProgram::IF(const Src &src)
        {
                if(src.type == Shader::PARAMETER_CONSTBOOL)
                {
-                       IFb(r, src);
+                       IFb(src);
                }
                else if(src.type == Shader::PARAMETER_PREDICATE)
                {
-                       IFp(r, src);
+                       IFp(src);
                }
                else
                {
-                       Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
-                       IF(r, condition);
+                       Int4 condition = As<Int4>(fetchRegisterF(src).x);
+                       IF(condition);
                }
        }
 
-       void PixelProgram::IFb(Registers &r, const Src &boolRegister)
+       void PixelProgram::IFb(const Src &boolRegister)
        {
                ASSERT(ifDepth < 24 + 4);
 
-               Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0));   // FIXME
+               Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0));   // FIXME
 
                if(boolRegister.modifier == Shader::MODIFIER_NOT)
                {
@@ -1468,19 +1460,19 @@ namespace sw
                ifDepth++;
        }
 
-       void PixelProgram::IFp(Registers &r, const Src &predicateRegister)
+       void PixelProgram::IFp(const Src &predicateRegister)
        {
-               Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+               Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
 
                if(predicateRegister.modifier == Shader::MODIFIER_NOT)
                {
                        condition = ~condition;
                }
 
-               IF(r, condition);
+               IF(condition);
        }
 
-       void PixelProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+       void PixelProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
        {
                Int4 condition;
 
@@ -1496,15 +1488,15 @@ namespace sw
                        ASSERT(false);
                }
 
-               IF(r, condition);
+               IF(condition);
        }
 
-       void PixelProgram::IF(Registers &r, Int4 &condition)
+       void PixelProgram::IF(Int4 &condition)
        {
-               condition &= r.enableStack[r.enableIndex];
+               condition &= enableStack[enableIndex];
 
-               r.enableIndex++;
-               r.enableStack[r.enableIndex] = condition;
+               enableIndex++;
+               enableStack[enableIndex] = condition;
 
                llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
                llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
@@ -1531,17 +1523,17 @@ namespace sw
                currentLabel = labelIndex;
        }
 
-       void PixelProgram::LOOP(Registers &r, const Src &integerRegister)
+       void PixelProgram::LOOP(const Src &integerRegister)
        {
-               r.loopDepth++;
+               loopDepth++;
 
-               r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
-               r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData, ps.i[integerRegister.index][1]));
-               r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData, ps.i[integerRegister.index][2]));
+               iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
+               aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][1]));
+               increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][2]));
 
-               //      If(r.increment[r.loopDepth] == 0)
+               //      If(increment[loopDepth] == 0)
                //      {
-               //              r.increment[r.loopDepth] = 1;
+               //              increment[loopDepth] = 1;
                //      }
 
                llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
@@ -1555,21 +1547,21 @@ 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 PixelProgram::REP(Registers &r, const Src &integerRegister)
+       void PixelProgram::REP(const Src &integerRegister)
        {
-               r.loopDepth++;
+               loopDepth++;
 
-               r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
-               r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
+               iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
+               aL[loopDepth] = aL[loopDepth - 1];
 
                llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
                llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
@@ -1582,18 +1574,18 @@ 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 PixelProgram::WHILE(Registers &r, const Src &temporaryRegister)
+       void PixelProgram::WHILE(const Src &temporaryRegister)
        {
-               r.enableIndex++;
+               enableIndex++;
 
                llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
                llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
@@ -1602,24 +1594,24 @@ namespace sw
                loopRepTestBlock[loopRepDepth] = testBlock;
                loopRepEndBlock[loopRepDepth] = endBlock;
 
-               Int4 restoreBreak = r.enableBreak;
-               Int4 restoreContinue = r.enableContinue;
+               Int4 restoreBreak = enableBreak;
+               Int4 restoreContinue = enableContinue;
 
                // FIXME: jump(testBlock)
                Nucleus::createBr(testBlock);
                Nucleus::setInsertBlock(testBlock);
-               r.enableContinue = restoreContinue;
+               enableContinue = restoreContinue;
 
-               const Vector4f &src = fetchRegisterF(r, temporaryRegister);
+               const Vector4f &src = fetchRegisterF(temporaryRegister);
                Int4 condition = As<Int4>(src.x);
-               condition &= r.enableStack[r.enableIndex - 1];
-               r.enableStack[r.enableIndex] = condition;
+               condition &= enableStack[enableIndex - 1];
+               enableStack[enableIndex] = condition;
 
                Bool notAllFalse = SignMask(condition) != 0;
                branch(notAllFalse, loopBlock, endBlock);
 
                Nucleus::setInsertBlock(endBlock);
-               r.enableBreak = restoreBreak;
+               enableBreak = restoreBreak;
 
                Nucleus::setInsertBlock(loopBlock);
 
@@ -1627,7 +1619,7 @@ namespace sw
                breakDepth = 0;
        }
 
-       void PixelProgram::RET(Registers &r)
+       void PixelProgram::RET()
        {
                if(currentLabel == -1)
                {
@@ -1641,7 +1633,7 @@ namespace sw
                        if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack
                        {
                                // FIXME: Encapsulate
-                               UInt index = r.callStack[--r.stackIndex];
+                               UInt index = callStack[--stackIndex];
 
                                llvm::Value *value = index.loadValue();
                                llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
@@ -1665,9 +1657,9 @@ namespace sw
                }
        }
 
-       void PixelProgram::LEAVE(Registers &r)
+       void PixelProgram::LEAVE()
        {
-               r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
+               enableLeave = enableLeave & ~enableStack[enableIndex];
 
                // FIXME: Return from function if all instances left
                // FIXME: Use enableLeave in other control-flow constructs
index 847b379..ffef0ac 100644 (file)
@@ -20,148 +20,141 @@ namespace sw
        {\r
        public:\r
                PixelProgram(const PixelProcessor::State &state, const PixelShader *shader) :\r
-                       PixelRoutine(state, shader), ifDepth(0), loopRepDepth(0), breakDepth(0), currentLabel(-1), whileTest(false)\r
+                       PixelRoutine(state, shader), r(shader && shader->dynamicallyIndexedTemporaries),\r
+                       loopDepth(-1), ifDepth(0), loopRepDepth(0), breakDepth(0), currentLabel(-1), whileTest(false)\r
                {\r
-                       for(int i = 0; i < 2048; ++i)
-                       {
-                               labelBlock[i] = 0;
+                       for(int i = 0; i < 2048; ++i)\r
+                       {\r
+                               labelBlock[i] = 0;\r
+                       }\r
+\r
+                       enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);\r
+\r
+                       if(shader && shader->containsBreakInstruction())\r
+                       {\r
+                               enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);\r
+                       }\r
+\r
+                       if(shader && shader->containsContinueInstruction())\r
+                       {\r
+                               enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);\r
                        }\r
                }\r
+\r
                virtual ~PixelProgram() {}\r
+\r
        protected:\r
-               virtual void setBuiltins(PixelRoutine::Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w);\r
-               virtual void applyShader(PixelRoutine::Registers &r, Int cMask[4]);\r
-               virtual Bool alphaTest(PixelRoutine::Registers &r, Int cMask[4]);\r
-               virtual void rasterOperation(PixelRoutine::Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);\r
-               virtual QuadRasterizer::Registers* createRegisters(const PixelShader *shader) { return new PixelProgram::Registers(shader); };\r
+               virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w);\r
+               virtual void applyShader(Int cMask[4]);\r
+               virtual Bool alphaTest(Int cMask[4]);\r
+               virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);\r
 \r
        private:\r
-               struct Registers : public PixelRoutine::Registers
-               {
-                       Registers(const PixelShader *shader) :
-                               PixelRoutine::Registers(shader),
-                               r(shader && shader->dynamicallyIndexedTemporaries),
-                               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);
-                               }
-                       }
-
-                       // Temporary registers
-                       RegisterArray<4096> r;
-
-                       // Color outputs
-                       Vector4f c[RENDERTARGETS];
-                       RegisterArray<RENDERTARGETS, true> oC;
-
-                       // Shader variables
-                       Vector4f vPos;
-                       Vector4f vFace;
-
-                       // DX9 specific variables
-                       Vector4f p0;
-                       Array<Int, 4> aL;
-                       Array<Int, 4> increment;
-                       Array<Int, 4> iteration;
-
-                       Int loopDepth;    // FIXME: Add support for switch
-                       Int stackIndex;   // FIXME: Inc/decrement callStack
-                       Array<UInt, 16> callStack;
-
-                       // Per pixel based on conditions reached
-                       Int enableIndex;
-                       Array<Int4, 1 + 24> enableStack;
-                       Int4 enableBreak;
-                       Int4 enableContinue;
-                       Int4 enableLeave;
-               };\r
-\r
-               void sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
-               void sampleTexture(Registers &r, Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
-\r
-               // Raster operations
-               void clampColor(Vector4f oC[RENDERTARGETS]);
-\r
-               Int4 enableMask(Registers &r, const Shader::Instruction *instruction);\r
-\r
-               Vector4f fetchRegisterF(Registers &r, const Src &src, unsigned int offset = 0);\r
-               Vector4f readConstant(Registers &r, const Src &src, unsigned int offset = 0);\r
-               Int relativeAddress(Registers &r, const Shader::Parameter &var);
-
-               Float4 linearToSRGB(const Float4 &x);
-\r
-               // Instructions
-               typedef Shader::Control Control;
-
-               void M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
-               void M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
-               void M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
-               void M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
-               void M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
-               void TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
-               void TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias);
-               void TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
-               void TEXSIZE(Registers &r, Vector4f &dst, Float4 &lod, const Src &src1);
-               void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask);
-               void TEXOFFSET(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, bool project, bool bias);
-               void TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool project, bool bias);
-               void TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
-               void TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
-               void TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
-               void TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
-               void DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction);
-               void DFDX(Vector4f &dst, Vector4f &src);
-               void DFDY(Vector4f &dst, Vector4f &src);
-               void FWIDTH(Vector4f &dst, Vector4f &src);
-               void BREAK(Registers &r);
-               void BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control);
-               void BREAKP(Registers &r, const Src &predicateRegister);
-               void BREAK(Registers &r, Int4 &condition);
-               void CONTINUE(Registers &r);
-               void TEST();
-               void CALL(Registers &r, int labelIndex, int callSiteIndex);
-               void CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src);
-               void CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister);
-               void CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister);
-               void ELSE(Registers &r);
-               void ENDIF(Registers &r);
-               void ENDLOOP(Registers &r);
-               void ENDREP(Registers &r);
-               void ENDWHILE(Registers &r);
-               void IF(Registers &r, const Src &src);
-               void IFb(Registers &r, const Src &boolRegister);
-               void IFp(Registers &r, const Src &predicateRegister);
-               void IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control);
-               void IF(Registers &r, Int4 &condition);
-               void LABEL(int labelIndex);
-               void LOOP(Registers &r, const Src &integerRegister);
-               void REP(Registers &r, const Src &integerRegister);
-               void WHILE(Registers &r, const Src &temporaryRegister);
-               void RET(Registers &r);
-               void LEAVE(Registers &r);\r
-\r
-               int ifDepth;
-               int loopRepDepth;
-               int breakDepth;
-               int currentLabel;
+               // Temporary registers\r
+               RegisterArray<4096> r;\r
+\r
+               // Color outputs\r
+               Vector4f c[RENDERTARGETS];\r
+               RegisterArray<RENDERTARGETS, true> oC;\r
+\r
+               // Shader variables\r
+               Vector4f vPos;\r
+               Vector4f vFace;\r
+\r
+               // DX9 specific variables\r
+               Vector4f p0;\r
+               Array<Int, 4> aL;\r
+               Array<Int, 4> increment;\r
+               Array<Int, 4> iteration;\r
+\r
+               Int loopDepth;    // FIXME: Add support for switch\r
+               Int stackIndex;   // FIXME: Inc/decrement callStack\r
+               Array<UInt, 16> callStack;\r
+\r
+               // Per pixel based on conditions reached\r
+               Int enableIndex;\r
+               Array<Int4, 1 + 24> enableStack;\r
+               Int4 enableBreak;\r
+               Int4 enableContinue;\r
+               Int4 enableLeave;\r
+\r
+               void sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);\r
+               void sampleTexture(Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);\r
+\r
+               // Raster operations\r
+               void clampColor(Vector4f oC[RENDERTARGETS]);\r
+\r
+               Int4 enableMask(const Shader::Instruction *instruction);\r
+\r
+               Vector4f fetchRegisterF(const Src &src, unsigned int offset = 0);\r
+               Vector4f readConstant(const Src &src, unsigned int offset = 0);\r
+               Int relativeAddress(const Shader::Parameter &var);\r
+\r
+               Float4 linearToSRGB(const Float4 &x);\r
+\r
+               // Instructions\r
+               typedef Shader::Control Control;\r
+\r
+               void M3X2(Vector4f &dst, Vector4f &src0, const Src &src1);\r
+               void M3X3(Vector4f &dst, Vector4f &src0, const Src &src1);\r
+               void M3X4(Vector4f &dst, Vector4f &src0, const Src &src1);\r
+               void M4X3(Vector4f &dst, Vector4f &src0, const Src &src1);\r
+               void M4X4(Vector4f &dst, Vector4f &src0, const Src &src1);\r
+               void TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);\r
+               void TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias);\r
+               void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);\r
+               void TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1);\r
+               void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask);\r
+               void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, bool project, bool bias);\r
+               void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool project, bool bias);\r
+               void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);\r
+               void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);\r
+               void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);\r
+               void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);\r
+               void DISCARD(Int cMask[4], const Shader::Instruction *instruction);\r
+               void DFDX(Vector4f &dst, Vector4f &src);\r
+               void DFDY(Vector4f &dst, Vector4f &src);\r
+               void FWIDTH(Vector4f &dst, Vector4f &src);\r
+               void BREAK();\r
+               void BREAKC(Vector4f &src0, Vector4f &src1, Control);\r
+               void BREAKP(const Src &predicateRegister);\r
+               void BREAK(Int4 &condition);\r
+               void CONTINUE();\r
+               void TEST();\r
+               void CALL(int labelIndex, int callSiteIndex);\r
+               void CALLNZ(int labelIndex, int callSiteIndex, const Src &src);\r
+               void CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister);\r
+               void CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister);\r
+               void ELSE();\r
+               void ENDIF();\r
+               void ENDLOOP();\r
+               void ENDREP();\r
+               void ENDWHILE();\r
+               void IF(const Src &src);\r
+               void IFb(const Src &boolRegister);\r
+               void IFp(const Src &predicateRegister);\r
+               void IFC(Vector4f &src0, Vector4f &src1, Control);\r
+               void IF(Int4 &condition);\r
+               void LABEL(int labelIndex);\r
+               void LOOP(const Src &integerRegister);\r
+               void REP(const Src &integerRegister);\r
+               void WHILE(const Src &temporaryRegister);\r
+               void RET();\r
+               void LEAVE();\r
+\r
+               int ifDepth;\r
+               int loopRepDepth;\r
+               int breakDepth;\r
+               int currentLabel;\r
                bool whileTest;\r
-
-               // FIXME: Get rid of llvm::
-               llvm::BasicBlock *ifFalseBlock[24 + 24];
-               llvm::BasicBlock *loopRepTestBlock[4];
-               llvm::BasicBlock *loopRepEndBlock[4];
-               llvm::BasicBlock *labelBlock[2048];
-               std::vector<llvm::BasicBlock*> callRetBlock[2048];
-               llvm::BasicBlock *returnBlock;
+\r
+               // FIXME: Get rid of llvm::\r
+               llvm::BasicBlock *ifFalseBlock[24 + 24];\r
+               llvm::BasicBlock *loopRepTestBlock[4];\r
+               llvm::BasicBlock *loopRepEndBlock[4];\r
+               llvm::BasicBlock *labelBlock[2048];\r
+               std::vector<llvm::BasicBlock*> callRetBlock[2048];\r
+               llvm::BasicBlock *returnBlock;\r
                bool isConditionalIf[24 + 24];\r
        };\r
 }\r
index 213a3df..32a1f41 100644 (file)
@@ -27,9 +27,7 @@ namespace sw
        extern bool exactColorRounding;
        extern bool forceClearRegisters;
 
-       PixelRoutine::Registers::Registers(const PixelShader *shader) :
-               QuadRasterizer::Registers(),
-               v(shader && shader->dynamicallyIndexedInput)
+       PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : QuadRasterizer(state, shader), v(shader && shader->dynamicallyIndexedInput)
        {
                if(!shader || shader->getVersion() < 0x0200 || forceClearRegisters)
                {
@@ -43,10 +41,6 @@ namespace sw
                }
        }
 
-       PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : QuadRasterizer(state, shader)
-       {
-       }
-
        PixelRoutine::~PixelRoutine()
        {
                for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
@@ -55,17 +49,15 @@ namespace sw
                }
        }
 
-       void PixelRoutine::quad(QuadRasterizer::Registers &rBase, Pointer<Byte> cBuffer[RENDERTARGETS], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
+       void PixelRoutine::quad(Pointer<Byte> cBuffer[RENDERTARGETS], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
        {
-               Registers& r = *static_cast<Registers*>(&rBase);
-
                #if PERF_PROFILE
                        Long pipeTime = Ticks();
                #endif
 
                for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
                {
-                       sampler[i] = new SamplerCore(r.constants, state.sampler[i]);
+                       sampler[i] = new SamplerCore(constants, state.sampler[i]);
                }
 
                const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive();
@@ -81,30 +73,26 @@ namespace sw
 
                for(unsigned int q = 0; q < state.multiSample; q++)
                {
-                       stencilTest(r, sBuffer, q, x, sMask[q], cMask[q]);
+                       stencilTest(sBuffer, q, x, sMask[q], cMask[q]);
                }
 
                Float4 f;
-
-               Float4 (&z)[4] = r.z;
-               Float4 &w = r.w;
-               Float4 &rhw = r.rhw;
                Float4 rhwCentroid;
 
-               Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16);
+               Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16);
 
                if(interpolateZ())
                {
                        for(unsigned int q = 0; q < state.multiSample; q++)
                        {
                                Float4 x = xxxx;
-                       
+
                                if(state.multiSample > 1)
                                {
-                                       x -= *Pointer<Float4>(r.constants + OFFSET(Constants,X) + q * sizeof(float4));
+                                       x -= *Pointer<Float4>(constants + OFFSET(Constants,X) + q * sizeof(float4));
                                }
 
-                               z[q] = interpolate(x, r.Dz[q], z[q], r.primitive + OFFSET(Primitive,z), false, false);
+                               z[q] = interpolate(x, Dz[q], z[q], primitive + OFFSET(Primitive,z), false, false);
                        }
                }
 
@@ -114,7 +102,7 @@ namespace sw
                {
                        for(unsigned int q = 0; q < state.multiSample; q++)
                        {
-                               depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
+                               depthPass = depthPass || depthTest(zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
                        }
                }
 
@@ -124,7 +112,7 @@ namespace sw
                                Long interpTime = Ticks();
                        #endif
 
-                       Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,yQuad), 16);
+                       Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16);
 
                        // Centroid locations
                        Float4 XXXX = Float4(0.0f);
@@ -136,9 +124,9 @@ namespace sw
 
                                for(unsigned int q = 0; q < state.multiSample; q++)
                                {
-                                       XXXX += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]);
-                                       YYYY += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]);
-                                       WWWW += *Pointer<Float4>(r.constants + OFFSET(Constants,weight) + 16 * cMask[q]);
+                                       XXXX += *Pointer<Float4>(constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]);
+                                       YYYY += *Pointer<Float4>(constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]);
+                                       WWWW += *Pointer<Float4>(constants + OFFSET(Constants,weight) + 16 * cMask[q]);
                                }
 
                                WWWW = Rcp_pp(WWWW);
@@ -151,12 +139,12 @@ namespace sw
 
                        if(interpolateW())
                        {
-                               w = interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false);
+                               w = interpolate(xxxx, Dw, rhw, primitive + OFFSET(Primitive,w), false, false);
                                rhw = reciprocal(w);
 
                                if(state.centroid)
                                {
-                                       rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,w), false, false));
+                                       rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, primitive + OFFSET(Primitive,w), false, false));
                                }
                        }
 
@@ -168,11 +156,11 @@ namespace sw
                                        {
                                                if(!state.interpolant[interpolant].centroid)
                                                {
-                                                       r.v[interpolant][component] = interpolate(xxxx, r.Dv[interpolant][component], rhw, r.primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
+                                                       v[interpolant][component] = interpolate(xxxx, Dv[interpolant][component], rhw, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
                                                }
                                                else
                                                {
-                                                       r.v[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
+                                                       v[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
                                                }
                                        }
                                }
@@ -184,32 +172,32 @@ namespace sw
                                case 0:
                                        break;
                                case 1:
-                                       rcp = reciprocal(r.v[interpolant].y);
-                                       r.v[interpolant].x = r.v[interpolant].x * rcp;
+                                       rcp = reciprocal(v[interpolant].y);
+                                       v[interpolant].x = v[interpolant].x * rcp;
                                        break;
                                case 2:
-                                       rcp = reciprocal(r.v[interpolant].z);
-                                       r.v[interpolant].x = r.v[interpolant].x * rcp;
-                                       r.v[interpolant].y = r.v[interpolant].y * rcp;
+                                       rcp = reciprocal(v[interpolant].z);
+                                       v[interpolant].x = v[interpolant].x * rcp;
+                                       v[interpolant].y = v[interpolant].y * rcp;
                                        break;
                                case 3:
-                                       rcp = reciprocal(r.v[interpolant].w);
-                                       r.v[interpolant].x = r.v[interpolant].x * rcp;
-                                       r.v[interpolant].y = r.v[interpolant].y * rcp;
-                                       r.v[interpolant].z = r.v[interpolant].z * rcp;
+                                       rcp = reciprocal(v[interpolant].w);
+                                       v[interpolant].x = v[interpolant].x * rcp;
+                                       v[interpolant].y = v[interpolant].y * rcp;
+                                       v[interpolant].z = v[interpolant].z * rcp;
                                        break;
                                }
                        }
 
                        if(state.fog.component)
                        {
-                               f = interpolate(xxxx, r.Df, rhw, r.primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
+                               f = interpolate(xxxx, Df, rhw, primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
                        }
 
-                       setBuiltins(r, x, y, z, w);
+                       setBuiltins(x, y, z, w);
 
                        #if PERF_PROFILE
-                               r.cycles[PERF_INTERP] += Ticks() - interpTime;
+                               cycles[PERF_INTERP] += Ticks() - interpTime;
                        #endif
 
                        Bool alphaPass = true;
@@ -220,13 +208,13 @@ namespace sw
                                        Long shaderTime = Ticks();
                                #endif
 
-                               applyShader(r, cMask);
+                               applyShader(cMask);
 
                                #if PERF_PROFILE
-                                       r.cycles[PERF_SHADER] += Ticks() - shaderTime;
+                                       cycles[PERF_SHADER] += Ticks() - shaderTime;
                                #endif
 
-                               alphaPass = alphaTest(r, cMask);
+                               alphaPass = alphaTest(cMask);
 
                                if((shader && shader->containsKill()) || state.alphaTestActive())
                                {
@@ -244,7 +232,7 @@ namespace sw
                                {
                                        for(unsigned int q = 0; q < state.multiSample; q++)
                                        {
-                                               depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
+                                               depthPass = depthPass || depthTest(zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
                                        }
                                }
 
@@ -258,11 +246,11 @@ namespace sw
                                        {
                                                if(state.multiSampleMask & (1 << q))
                                                {
-                                                       writeDepth(r, zBuffer, q, x, z[q], zMask[q]);
+                                                       writeDepth(zBuffer, q, x, z[q], zMask[q]);
 
                                                        if(state.occlusionEnabled)
                                                        {
-                                                               r.occlusion += *Pointer<UInt>(r.constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
+                                                               occlusion += *Pointer<UInt>(constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
                                                        }
                                                }
                                        }
@@ -273,12 +261,12 @@ namespace sw
                                                        AddAtomic(Pointer<Long>(&profiler.ropOperations), 4);
                                                #endif
 
-                                               rasterOperation(r, f, cBuffer, x, sMask, zMask, cMask);
+                                               rasterOperation(f, cBuffer, x, sMask, zMask, cMask);
                                        }
                                }
 
                                #if PERF_PROFILE
-                                       r.cycles[PERF_ROP] += Ticks() - ropTime;
+                                       cycles[PERF_ROP] += Ticks() - ropTime;
                                #endif
                        }
                }
@@ -287,12 +275,12 @@ namespace sw
                {
                        if(state.multiSampleMask & (1 << q))
                        {
-                               writeStencil(r, sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
+                               writeStencil(sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
                        }
                }
 
                #if PERF_PROFILE
-                       r.cycles[PERF_PIPE] += Ticks() - pipeTime;
+                       cycles[PERF_PIPE] += Ticks() - pipeTime;
                #endif
        }
 
@@ -314,7 +302,7 @@ namespace sw
                return interpolant;
        }
 
-       void PixelRoutine::stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
+       void PixelRoutine::stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
        {
                if(!state.stencilActive)
                {
@@ -327,7 +315,7 @@ namespace sw
 
                if(q > 0)
                {
-                       buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
+                       buffer += q * *Pointer<Int>(data + OFFSET(DrawData,stencilSliceB));
                }
 
                Byte8 value = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
@@ -335,29 +323,29 @@ namespace sw
 
                if(!state.noStencilMask)
                {
-                       value &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].testMaskQ));
+                       value &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].testMaskQ));
                }
 
-               stencilTest(r, value, state.stencilCompareMode, false);
+               stencilTest(value, state.stencilCompareMode, false);
 
                if(state.twoSidedStencil)
                {
                        if(!state.noStencilMaskCCW)
                        {
-                               valueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].testMaskQ));
+                               valueCCW &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].testMaskQ));
                        }
 
-                       stencilTest(r, valueCCW, state.stencilCompareModeCCW, true);
+                       stencilTest(valueCCW, state.stencilCompareModeCCW, true);
 
-                       value &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
-                       valueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
+                       value &= *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask));
+                       valueCCW &= *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask));
                        value |= valueCCW;
                }
 
                sMask = SignMask(value) & cMask;
        }
 
-       void PixelRoutine::stencilTest(Registers &r, Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW)
+       void PixelRoutine::stencilTest(Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW)
        {
                Byte8 equal;
 
@@ -371,31 +359,31 @@ namespace sw
                        break;
                case STENCIL_LESS:                      // a < b ~ b > a
                        value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
-                       value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
+                       value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
                        break;
                case STENCIL_EQUAL:
-                       value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
+                       value = CmpEQ(value, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
                        break;
                case STENCIL_NOTEQUAL:          // a != b ~ !(a == b)
-                       value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
+                       value = CmpEQ(value, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
                        value ^= Byte8(0xFFFFFFFFFFFFFFFF);
                        break;
                case STENCIL_LESSEQUAL: // a <= b ~ (b > a) || (a == b)
                        equal = value;
-                       equal = CmpEQ(equal, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
+                       equal = CmpEQ(equal, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
                        value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
-                       value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
+                       value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
                        value |= equal;
                        break;
                case STENCIL_GREATER:           // a > b
-                       equal = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ));
+                       equal = *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ));
                        value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
                        equal = CmpGT(As<SByte8>(equal), As<SByte8>(value));
                        value = equal;
                        break;
                case STENCIL_GREATEREQUAL:      // a >= b ~ !(a < b) ~ !(b > a)
                        value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
-                       value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
+                       value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
                        value ^= Byte8(0xFFFFFFFFFFFFFFFF);
                        break;
                default:
@@ -403,7 +391,7 @@ namespace sw
                }
        }
 
-       Bool PixelRoutine::depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
+       Bool PixelRoutine::depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
        {
                if(!state.depthTestActive)
                {
@@ -416,11 +404,11 @@ namespace sw
                {
                        if(complementaryDepthBuffer)
                        {
-                               Z = Float4(1.0f) - r.oDepth;
+                               Z = Float4(1.0f) - oDepth;
                        }
                        else
                        {
-                               Z = r.oDepth;
+                               Z = oDepth;
                        }
                }
 
@@ -430,7 +418,7 @@ namespace sw
                if(!state.quadLayoutDepthBuffer)
                {
                        buffer = zBuffer + 4 * x;
-                       pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
+                       pitch = *Pointer<Int>(data + OFFSET(DrawData,depthPitchB));
                }
                else
                {
@@ -439,7 +427,7 @@ namespace sw
 
                if(q > 0)
                {
-                       buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
+                       buffer += q * *Pointer<Int>(data + OFFSET(DrawData,depthSliceB));
                }
 
                Float4 zValue;
@@ -539,7 +527,7 @@ namespace sw
                return zMask != 0;
        }
 
-       void PixelRoutine::alphaTest(Registers &r, Int &aMask, Short4 &alpha)
+       void PixelRoutine::alphaTest(Int &aMask, Short4 &alpha)
        {
                Short4 cmp;
                Short4 equal;
@@ -553,29 +541,29 @@ namespace sw
                        aMask = 0x0;
                        break;
                case ALPHA_EQUAL:
-                       cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
+                       cmp = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
                        aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
                        break;
                case ALPHA_NOTEQUAL:            // a != b ~ !(a == b)
-                       cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF);   // FIXME
+                       cmp = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF);   // FIXME
                        aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
                        break;
                case ALPHA_LESS:                        // a < b ~ b > a
-                       cmp = CmpGT(*Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)), alpha);
+                       cmp = CmpGT(*Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)), alpha);
                        aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
                        break;
                case ALPHA_GREATEREQUAL:        // a >= b ~ (a > b) || (a == b) ~ !(b > a)   // TODO: Approximate
-                       equal = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
-                       cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
+                       equal = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
+                       cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
                        cmp |= equal;
                        aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
                        break;
                case ALPHA_LESSEQUAL:           // a <= b ~ !(a > b)
-                       cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF);   // FIXME
+                       cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF);   // FIXME
                        aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
                        break;
                case ALPHA_GREATER:                     // a > b
-                       cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
+                       cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
                        aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
                        break;
                default:
@@ -583,12 +571,12 @@ namespace sw
                }
        }
 
-       void PixelRoutine::alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha)
+       void PixelRoutine::alphaToCoverage(Int cMask[4], Float4 &alpha)
        {
-               Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c0)));
-               Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c1)));
-               Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c2)));
-               Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c3)));
+               Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c0)));
+               Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c1)));
+               Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c2)));
+               Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c3)));
 
                Int aMask0 = SignMask(coverage0);
                Int aMask1 = SignMask(coverage1);
@@ -601,7 +589,7 @@ namespace sw
                cMask[3] &= aMask3;
        }
 
-       void PixelRoutine::fogBlend(Registers &r, Vector4f &c0, Float4 &fog)
+       void PixelRoutine::fogBlend(Vector4f &c0, Float4 &fog)
        {
                if(!state.fogActive)
                {
@@ -610,26 +598,26 @@ namespace sw
 
                if(state.pixelFogMode != FOG_NONE)
                {
-                       pixelFog(r, fog);
+                       pixelFog(fog);
 
                        fog = Min(fog, Float4(1.0f));
                        fog = Max(fog, Float4(0.0f));
                }
 
-               c0.x -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
-               c0.y -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
-               c0.z -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
+               c0.x -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[0]));
+               c0.y -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[1]));
+               c0.z -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[2]));
 
                c0.x *= fog;
                c0.y *= fog;
                c0.z *= fog;
 
-               c0.x += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
-               c0.y += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
-               c0.z += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
+               c0.x += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[0]));
+               c0.y += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[1]));
+               c0.z += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[2]));
        }
 
-       void PixelRoutine::pixelFog(Registers &r, Float4 &visibility)
+       void PixelRoutine::pixelFog(Float4 &visibility)
        {
                Float4 &zw = visibility;
 
@@ -637,17 +625,17 @@ namespace sw
                {
                        if(state.wBasedFog)
                        {
-                               zw = r.rhw;
+                               zw = rhw;
                        }
                        else
                        {
                                if(complementaryDepthBuffer)
                                {
-                                       zw = Float4(1.0f) - r.z[0];
+                                       zw = Float4(1.0f) - z[0];
                                }
                                else
                                {
-                                       zw = r.z[0];
+                                       zw = z[0];
                                }
                        }
                }
@@ -657,16 +645,16 @@ namespace sw
                case FOG_NONE:
                        break;
                case FOG_LINEAR:
-                       zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.scale));
-                       zw += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.offset));
+                       zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.scale));
+                       zw += *Pointer<Float4>(data + OFFSET(DrawData,fog.offset));
                        break;
                case FOG_EXP:
-                       zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE));
+                       zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.densityE));
                        zw = exponential2(zw, true);
                        break;
                case FOG_EXP2:
                        zw *= zw;
-                       zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.density2E));
+                       zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.density2E));
                        zw = exponential2(zw, true);
                        break;
                default:
@@ -674,7 +662,7 @@ namespace sw
                }
        }
 
-       void PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
+       void PixelRoutine::writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
        {
                if(!state.depthWriteEnable)
                {
@@ -687,11 +675,11 @@ namespace sw
                {
                        if(complementaryDepthBuffer)
                        {
-                               Z = Float4(1.0f) - r.oDepth;
+                               Z = Float4(1.0f) - oDepth;
                        }
                        else
                        {
-                               Z = r.oDepth;
+                               Z = oDepth;
                        }
                }
 
@@ -701,7 +689,7 @@ namespace sw
                if(!state.quadLayoutDepthBuffer)
                {       
                        buffer = zBuffer + 4 * x;
-                       pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
+                       pitch = *Pointer<Int>(data + OFFSET(DrawData,depthPitchB));
                }
                else
                {       
@@ -710,7 +698,7 @@ namespace sw
 
                if(q > 0)
                {
-                       buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
+                       buffer += q * *Pointer<Int>(data + OFFSET(DrawData,depthSliceB));
                }
 
                Float4 zValue;
@@ -729,8 +717,8 @@ namespace sw
                        }
                }
 
-               Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + zMask * 16, 16));
-               zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16));
+               Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + zMask * 16, 16));
+               zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16));
                Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue));
 
                if(!state.quadLayoutDepthBuffer)
@@ -745,7 +733,7 @@ namespace sw
                }
        }
 
-       void PixelRoutine::writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
+       void PixelRoutine::writeStencil(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
        {
                if(!state.stencilActive)
                {
@@ -769,19 +757,19 @@ namespace sw
 
                if(q > 0)
                {
-                       buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
+                       buffer += q * *Pointer<Int>(data + OFFSET(DrawData,stencilSliceB));
                }
 
                Byte8 bufferValue = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
        
                Byte8 newValue;
-               stencilOperation(r, newValue, bufferValue, state.stencilPassOperation, state.stencilZFailOperation, state.stencilFailOperation, false, zMask, sMask);
+               stencilOperation(newValue, bufferValue, state.stencilPassOperation, state.stencilZFailOperation, state.stencilFailOperation, false, zMask, sMask);
 
                if(!state.noStencilWriteMask)
                {
                        Byte8 maskedValue = bufferValue;
-                       newValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].writeMaskQ));
-                       maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].invWriteMaskQ));
+                       newValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].writeMaskQ));
+                       maskedValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].invWriteMaskQ));
                        newValue |= maskedValue;
                }
 
@@ -789,62 +777,62 @@ namespace sw
                {
                        Byte8 newValueCCW;
 
-                       stencilOperation(r, newValueCCW, bufferValue, state.stencilPassOperationCCW, state.stencilZFailOperationCCW, state.stencilFailOperationCCW, true, zMask, sMask);
+                       stencilOperation(newValueCCW, bufferValue, state.stencilPassOperationCCW, state.stencilZFailOperationCCW, state.stencilFailOperationCCW, true, zMask, sMask);
 
                        if(!state.noStencilWriteMaskCCW)
                        {
                                Byte8 maskedValue = bufferValue;
-                               newValueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].writeMaskQ));
-                               maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].invWriteMaskQ));
+                               newValueCCW &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].writeMaskQ));
+                               maskedValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].invWriteMaskQ));
                                newValueCCW |= maskedValue;
                        }
 
-                       newValue &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
-                       newValueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
+                       newValue &= *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask));
+                       newValueCCW &= *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask));
                        newValue |= newValueCCW;
                }
 
-               newValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * cMask);
-               bufferValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask);
+               newValue &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * cMask);
+               bufferValue &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask);
                newValue |= bufferValue;
 
                *Pointer<UInt>(buffer) = UInt(As<Long>(newValue));
        }
 
-       void PixelRoutine::stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
+       void PixelRoutine::stencilOperation(Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
        {
                Byte8 &pass = newValue;
                Byte8 fail;
                Byte8 zFail;
 
-               stencilOperation(r, pass, bufferValue, stencilPassOperation, CCW);
+               stencilOperation(pass, bufferValue, stencilPassOperation, CCW);
 
                if(stencilZFailOperation != stencilPassOperation)
                {
-                       stencilOperation(r, zFail, bufferValue, stencilZFailOperation, CCW);
+                       stencilOperation(zFail, bufferValue, stencilZFailOperation, CCW);
                }
 
                if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
                {
-                       stencilOperation(r, fail, bufferValue, stencilFailOperation, CCW);
+                       stencilOperation(fail, bufferValue, stencilFailOperation, CCW);
                }
 
                if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
                {
                        if(state.depthTestActive && stencilZFailOperation != stencilPassOperation)   // zMask valid and values not the same
                        {
-                               pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * zMask);
-                               zFail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask);
+                               pass &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * zMask);
+                               zFail &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask);
                                pass |= zFail;
                        }
 
-                       pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
-                       fail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
+                       pass &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
+                       fail &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
                        pass |= fail;
                }
        }
 
-       void PixelRoutine::stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW)
+       void PixelRoutine::stencilOperation(Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW)
        {
                switch(operation)
                {
@@ -855,7 +843,7 @@ namespace sw
                        output = Byte8(0x0000000000000000);
                        break;
                case OPERATION_REPLACE:
-                       output = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceQ));
+                       output = *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceQ));
                        break;
                case OPERATION_INCRSAT:
                        output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
@@ -877,7 +865,7 @@ namespace sw
                }
        }
 
-       void PixelRoutine::blendFactor(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorActive)
+       void PixelRoutine::blendFactor(const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorActive)
        {
                switch(blendFactorActive)
                {
@@ -934,31 +922,31 @@ namespace sw
                        blendFactor.z = blendFactor.x;
                        break;
                case BLEND_CONSTANT:
-                       blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0]));
-                       blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1]));
-                       blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2]));
+                       blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[0]));
+                       blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[1]));
+                       blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[2]));
                        break;
                case BLEND_INVCONSTANT:
-                       blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
-                       blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
-                       blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
+                       blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
+                       blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
+                       blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
                        break;
                case BLEND_CONSTANTALPHA:
-                       blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
-                       blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
-                       blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
+                       blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
+                       blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
+                       blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
                        break;
                case BLEND_INVCONSTANTALPHA:
-                       blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
-                       blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
-                       blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+                       blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+                       blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+                       blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
                        break;
                default:
                        ASSERT(false);
                }
        }
        
-       void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorAlphaActive)
+       void PixelRoutine::blendFactorAlpha(const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorAlphaActive)
        {
                switch(blendFactorAlphaActive)
                {
@@ -997,18 +985,18 @@ namespace sw
                        break;
                case BLEND_CONSTANT:
                case BLEND_CONSTANTALPHA:
-                       blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
+                       blendFactor.w = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
                        break;
                case BLEND_INVCONSTANT:
                case BLEND_INVCONSTANTALPHA:
-                       blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+                       blendFactor.w = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
                        break;
                default:
                        ASSERT(false);
                }
        }
 
-       void PixelRoutine::readPixel(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel)
+       void PixelRoutine::readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel)
        {
                Short4 c01;
                Short4 c23;
@@ -1019,7 +1007,7 @@ namespace sw
                {
                case FORMAT_R5G6B5:
                        buffer = cBuffer + 2 * x;
-                       buffer2 = buffer + *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
+                       buffer2 = buffer + *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
                        c01 = As<Short4>(Int2(*Pointer<Int>(buffer), *Pointer<Int>(buffer2)));
 
                        pixel.x = c01 & Short4(0xF800u);
@@ -1030,7 +1018,7 @@ namespace sw
                case FORMAT_A8R8G8B8:
                        buffer = cBuffer + 4 * x;
                        c01 = *Pointer<Short4>(buffer);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
                        c23 = *Pointer<Short4>(buffer);
                        pixel.z = c01;
                        pixel.y = c01;
@@ -1049,7 +1037,7 @@ namespace sw
                case FORMAT_A8B8G8R8:
                        buffer = cBuffer + 4 * x;
                        c01 = *Pointer<Short4>(buffer);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
                        c23 = *Pointer<Short4>(buffer);
                        pixel.z = c01;
                        pixel.y = c01;
@@ -1068,7 +1056,7 @@ namespace sw
                case FORMAT_A8:
                        buffer = cBuffer + 1 * x;
                        pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
                        pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1);
                        pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
                        pixel.x = Short4(0x0000);
@@ -1078,7 +1066,7 @@ namespace sw
                case FORMAT_X8R8G8B8:
                        buffer = cBuffer + 4 * x;
                        c01 = *Pointer<Short4>(buffer);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
                        c23 = *Pointer<Short4>(buffer);
                        pixel.z = c01;
                        pixel.y = c01;
@@ -1096,7 +1084,7 @@ namespace sw
                case FORMAT_X8B8G8R8:
                        buffer = cBuffer + 4 * x;
                        c01 = *Pointer<Short4>(buffer);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
                        c23 = *Pointer<Short4>(buffer);
                        pixel.z = c01;
                        pixel.y = c01;
@@ -1130,7 +1118,7 @@ namespace sw
                        buffer = cBuffer;
                        pixel.x = *Pointer<Short4>(buffer + 8 * x);
                        pixel.y = *Pointer<Short4>(buffer + 8 * x + 8);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
                        pixel.z = *Pointer<Short4>(buffer + 8 * x);
                        pixel.w = *Pointer<Short4>(buffer + 8 * x + 8);
                        transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
@@ -1138,7 +1126,7 @@ namespace sw
                case FORMAT_G16R16:
                        buffer = cBuffer;
                        pixel.x = *Pointer<Short4>(buffer + 4 * x);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
                        pixel.y = *Pointer<Short4>(buffer + 4 * x);
                        pixel.z = pixel.x;
                        pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y));
@@ -1155,11 +1143,11 @@ namespace sw
 
                if(postBlendSRGB && state.writeSRGB)
                {
-                       sRGBtoLinear16_12_16(r, pixel);
+                       sRGBtoLinear16_12_16(pixel);
                }
        }
 
-       void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x)
+       void PixelRoutine::alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x)
        {
                if(!state.alphaBlendActive)
                {
@@ -1167,14 +1155,14 @@ namespace sw
                }
 
                Vector4s pixel;
-               readPixel(r, index, cBuffer, x, pixel);
+               readPixel(index, cBuffer, x, pixel);
 
                // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
                Vector4s sourceFactor;
                Vector4s destFactor;
 
-               blendFactor(r, sourceFactor, current, pixel, state.sourceBlendFactor);
-               blendFactor(r, destFactor, current, pixel, state.destBlendFactor);
+               blendFactor(sourceFactor, current, pixel, state.sourceBlendFactor);
+               blendFactor(destFactor, current, pixel, state.destBlendFactor);
 
                if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
                {
@@ -1234,8 +1222,8 @@ namespace sw
                        ASSERT(false);
                }
 
-               blendFactorAlpha(r, sourceFactor, current, pixel, state.sourceBlendFactorAlpha);
-               blendFactorAlpha(r, destFactor, current, pixel, state.destBlendFactorAlpha);
+               blendFactorAlpha(sourceFactor, current, pixel, state.sourceBlendFactorAlpha);
+               blendFactorAlpha(destFactor, current, pixel, state.destBlendFactorAlpha);
 
                if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
                {
@@ -1278,7 +1266,7 @@ namespace sw
                }
        }
 
-       void PixelRoutine::logicOperation(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x)
+       void PixelRoutine::logicOperation(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x)
        {
                if(state.logicalOperation == LOGICALOP_COPY)
                {
@@ -1286,7 +1274,7 @@ namespace sw
                }
 
                Vector4s pixel;
-               readPixel(r, index, cBuffer, x, pixel);
+               readPixel(index, cBuffer, x, pixel);
 
                switch(state.logicalOperation)
                {
@@ -1373,11 +1361,11 @@ namespace sw
                }
        }
 
-       void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &current, Int &sMask, Int &zMask, Int &cMask)
+       void PixelRoutine::writeColor(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &current, Int &sMask, Int &zMask, Int &cMask)
        {
                if(postBlendSRGB && state.writeSRGB)
                {
-                       linearToSRGB16_12_16(r, current);
+                       linearToSRGB16_12_16(current);
                }
 
                if(exactColorRounding)
@@ -1559,17 +1547,17 @@ namespace sw
                                if((bgraWriteMask & 0x00000007) != 0x00000007)
                                {
                                        Int masked = value;
-                                       c01 &= *Pointer<Int>(r.constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
-                                       masked &= *Pointer<Int>(r.constants + OFFSET(Constants,invMask565Q[bgraWriteMask & 0x7][0]));
+                                       c01 &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
+                                       masked &= *Pointer<Int>(constants + OFFSET(Constants,invMask565Q[bgraWriteMask & 0x7][0]));
                                        c01 |= masked;
                                }
 
-                               c01 &= *Pointer<Int>(r.constants + OFFSET(Constants,maskW4Q[0][0]) + xMask * 8);
-                               value &= *Pointer<Int>(r.constants + OFFSET(Constants,invMaskW4Q[0][0]) + xMask * 8);
+                               c01 &= *Pointer<Int>(constants + OFFSET(Constants,maskW4Q[0][0]) + xMask * 8);
+                               value &= *Pointer<Int>(constants + OFFSET(Constants,invMaskW4Q[0][0]) + xMask * 8);
                                c01 |= value;
                                *Pointer<Int>(buffer) = c01;
 
-                               buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
                                value = *Pointer<Int>(buffer);
 
                                Int c23 = Extract(As<Int2>(current.x), 1);
@@ -1577,13 +1565,13 @@ namespace sw
                                if((bgraWriteMask & 0x00000007) != 0x00000007)
                                {
                                        Int masked = value;
-                                       c23 &= *Pointer<Int>(r.constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
-                                       masked &= *Pointer<Int>(r.constants + OFFSET(Constants,invMask565Q[bgraWriteMask & 0x7][0]));
+                                       c23 &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
+                                       masked &= *Pointer<Int>(constants + OFFSET(Constants,invMask565Q[bgraWriteMask & 0x7][0]));
                                        c23 |= masked;
                                }
 
-                               c23 &= *Pointer<Int>(r.constants + OFFSET(Constants,maskW4Q[0][2]) + xMask * 8);
-                               value &= *Pointer<Int>(r.constants + OFFSET(Constants,invMaskW4Q[0][2]) + xMask * 8);
+                               c23 &= *Pointer<Int>(constants + OFFSET(Constants,maskW4Q[0][2]) + xMask * 8);
+                               value &= *Pointer<Int>(constants + OFFSET(Constants,invMaskW4Q[0][2]) + xMask * 8);
                                c23 |= value;
                                *Pointer<Int>(buffer) = c23;
                        }
@@ -1598,13 +1586,13 @@ namespace sw
                //          (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
                //      {
                //              Short4 masked = value;
-               //              c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
-               //              masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
+               //              c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
+               //              masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
                //              c01 |= masked;
                //      }
 
-               //      c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
-               //      value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+               //      c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+               //      value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
                //      c01 |= value;
                //      *Pointer<Short4>(cBuffer + 8 * x + 0) = c01;
 
@@ -1615,13 +1603,13 @@ namespace sw
                //          (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
                //      {
                //              Short4 masked = value;
-               //              c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
-               //              masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
+               //              c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
+               //              masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
                //              c23 |= masked;
                //      }
 
-               //      c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
-               //      value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+               //      c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+               //      value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
                //      c23 |= value;
                //      *Pointer<Short4>(cBuffer + 8 * x + 8) = c23;
                        break;
@@ -1636,17 +1624,17 @@ namespace sw
                                        (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
                                {
                                        Short4 masked = value;
-                                       c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
-                                       masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
+                                       c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
+                                       masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
                                        c01 |= masked;
                                }
 
-                               c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
-                               value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+                               c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
                                c01 |= value;
                                *Pointer<Short4>(buffer) = c01;
 
-                               buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
                                value = *Pointer<Short4>(buffer);
 
                                if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
@@ -1654,13 +1642,13 @@ namespace sw
                                        (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F)))   // FIXME: Need for masking when XRGB && Fh?
                                {
                                        Short4 masked = value;
-                                       c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
-                                       masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
+                                       c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
+                                       masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
                                        c23 |= masked;
                                }
 
-                               c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
-                               value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+                               c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
                                c23 |= value;
                                *Pointer<Short4>(buffer) = c23;
                        }
@@ -1676,17 +1664,17 @@ namespace sw
                                        (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F)))   // FIXME: Need for masking when XBGR && Fh?
                                {
                                        Short4 masked = value;
-                                       c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
-                                       masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
+                                       c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
+                                       masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
                                        c01 |= masked;
                                }
 
-                               c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
-                               value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+                               c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
                                c01 |= value;
                                *Pointer<Short4>(buffer) = c01;
 
-                               buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
                                value = *Pointer<Short4>(buffer);
 
                                if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) ||
@@ -1694,13 +1682,13 @@ namespace sw
                                        (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F)))   // FIXME: Need for masking when XBGR && Fh?
                                {
                                        Short4 masked = value;
-                                       c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
-                                       masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
+                                       c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
+                                       masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
                                        c23 |= masked;
                                }
 
-                               c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
-                               value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+                               c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
                                c23 |= value;
                                *Pointer<Short4>(buffer) = c23;
                        }
@@ -1711,12 +1699,12 @@ namespace sw
                                Pointer<Byte> buffer = cBuffer + 1 * x;
                                Short4 value;
                                Insert(value, *Pointer<Short>(buffer), 0);
-                               Int pitch = *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                               Int pitch = *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
                                Insert(value, *Pointer<Short>(buffer + pitch), 1);
                                value = UnpackLow(As<Byte8>(value), As<Byte8>(value));
 
-                               current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q) + 8 * xMask);
-                               value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask);
+                               current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q) + 8 * xMask);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask);
                                current.w |= value;
 
                                *Pointer<Short>(buffer) = Extract(current.w, 0);
@@ -1732,30 +1720,30 @@ namespace sw
                                if((rgbaWriteMask & 0x00000003) != 0x00000003)
                                {
                                        Short4 masked = value;
-                                       current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
-                                       masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
+                                       current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
+                                       masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
                                        current.x |= masked;
                                }
 
-                               current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
-                               value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+                               current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
                                current.x |= value;
                                *Pointer<Short4>(buffer) = current.x;
 
-                               buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
 
                                value = *Pointer<Short4>(buffer);
 
                                if((rgbaWriteMask & 0x00000003) != 0x00000003)
                                {
                                        Short4 masked = value;
-                                       current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
-                                       masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
+                                       current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
+                                       masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
                                        current.y |= masked;
                                }
 
-                               current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
-                               value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+                               current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+                               value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
                                current.y |= value;
                                *Pointer<Short4>(buffer) = current.y;
                        }
@@ -1770,13 +1758,13 @@ namespace sw
                                        if(rgbaWriteMask != 0x0000000F)
                                        {
                                                Short4 masked = value;
-                                               current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
-                                               masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+                                               current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+                                               masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
                                                current.x |= masked;
                                        }
 
-                                       current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
-                                       value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
+                                       current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
+                                       value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
                                        current.x |= value;
                                        *Pointer<Short4>(buffer) = current.x;
                                }
@@ -1787,18 +1775,18 @@ namespace sw
                                        if(rgbaWriteMask != 0x0000000F)
                                        {
                                                Short4 masked = value;
-                                               current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
-                                               masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+                                               current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+                                               masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
                                                current.y |= masked;
                                        }
 
-                                       current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
-                                       value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
+                                       current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
+                                       value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
                                        current.y |= value;
                                        *Pointer<Short4>(buffer + 8) = current.y;
                                }
 
-                               buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
 
                                {
                                        Short4 value = *Pointer<Short4>(buffer);
@@ -1806,13 +1794,13 @@ namespace sw
                                        if(rgbaWriteMask != 0x0000000F)
                                        {
                                                Short4 masked = value;
-                                               current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
-                                               masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+                                               current.z &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+                                               masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
                                                current.z |= masked;
                                        }
 
-                                       current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
-                                       value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
+                                       current.z &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
+                                       value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
                                        current.z |= value;
                                        *Pointer<Short4>(buffer) = current.z;
                                }
@@ -1823,13 +1811,13 @@ namespace sw
                                        if(rgbaWriteMask != 0x0000000F)
                                        {
                                                Short4 masked = value;
-                                               current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
-                                               masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+                                               current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+                                               masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
                                                current.w |= masked;
                                        }
 
-                                       current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
-                                       value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
+                                       current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
+                                       value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
                                        current.w |= value;
                                        *Pointer<Short4>(buffer + 8) = current.w;
                                }
@@ -1840,7 +1828,7 @@ namespace sw
                }
        }
 
-       void PixelRoutine::blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive) 
+       void PixelRoutine::blendFactor(const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive) 
        {
                switch(blendFactorActive)
                {
@@ -1897,21 +1885,21 @@ namespace sw
                        blendFactor.z = blendFactor.x;
                        break;
                case BLEND_CONSTANT:
-                       blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0]));
-                       blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1]));
-                       blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2]));
+                       blendFactor.x = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[0]));
+                       blendFactor.y = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[1]));
+                       blendFactor.z = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[2]));
                        break;
                case BLEND_INVCONSTANT:
-                       blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
-                       blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
-                       blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
+                       blendFactor.x = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
+                       blendFactor.y = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
+                       blendFactor.z = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
                        break;
                default:
                        ASSERT(false);
                }
        }
 
-       void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive) 
+       void PixelRoutine::blendFactorAlpha(const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive) 
        {
                switch(blendFactorAlphaActive)
                {
@@ -1949,17 +1937,17 @@ namespace sw
                        blendFactor.w = Float4(1.0f);
                        break;
                case BLEND_CONSTANT:
-                       blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3]));
+                       blendFactor.w = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[3]));
                        break;
                case BLEND_INVCONSTANT:
-                       blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
+                       blendFactor.w = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
                        break;
                default:
                        ASSERT(false);
                }
        }
 
-       void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
+       void PixelRoutine::alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
        {
                if(!state.alphaBlendActive)
                {
@@ -1980,7 +1968,7 @@ namespace sw
                        // FIXME: movlps
                        pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0);
                        pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
                        // FIXME: movhps
                        pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0);
                        pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4);
@@ -1991,7 +1979,7 @@ namespace sw
                case FORMAT_G32R32F:
                        buffer = cBuffer;
                        pixel.x = *Pointer<Float4>(buffer + 8 * x, 16);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
                        pixel.y = *Pointer<Float4>(buffer + 8 * x, 16);
                        pixel.z = pixel.x;
                        pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88);
@@ -2004,7 +1992,7 @@ namespace sw
                        buffer = cBuffer;
                        pixel.x = *Pointer<Float4>(buffer + 16 * x, 16);
                        pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16);
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
                        pixel.z = *Pointer<Float4>(buffer + 16 * x, 16);
                        pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16);
                        transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
@@ -2024,8 +2012,8 @@ namespace sw
                Vector4f sourceFactor;
                Vector4f destFactor;
 
-               blendFactor(r, sourceFactor, oC, pixel, state.sourceBlendFactor);
-               blendFactor(r, destFactor, oC, pixel, state.destBlendFactor);
+               blendFactor(sourceFactor, oC, pixel, state.sourceBlendFactor);
+               blendFactor(destFactor, oC, pixel, state.destBlendFactor);
 
                if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
                {
@@ -2085,8 +2073,8 @@ namespace sw
                        ASSERT(false);
                }
 
-               blendFactorAlpha(r, sourceFactor, oC, pixel, state.sourceBlendFactorAlpha);
-               blendFactorAlpha(r, destFactor, oC, pixel, state.destBlendFactorAlpha);
+               blendFactorAlpha(sourceFactor, oC, pixel, state.sourceBlendFactorAlpha);
+               blendFactorAlpha(destFactor, oC, pixel, state.destBlendFactorAlpha);
 
                if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
                {
@@ -2130,7 +2118,7 @@ namespace sw
                }
        }
 
-       void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
+       void PixelRoutine::writeColor(int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
        {
                switch(state.targetFormat[index])
                {
@@ -2181,21 +2169,21 @@ namespace sw
                                value.x = *Pointer<Float>(buffer + 0);
                                value.y = *Pointer<Float>(buffer + 4);
 
-                               buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                               buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
 
                                // FIXME: movhps
                                value.z = *Pointer<Float>(buffer + 0);
                                value.w = *Pointer<Float>(buffer + 4);
 
-                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
-                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
+                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
+                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
                                oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
 
                                // FIXME: movhps
                                *Pointer<Float>(buffer + 0) = oC.x.z;
                                *Pointer<Float>(buffer + 4) = oC.x.w;
 
-                               buffer -= *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                               buffer -= *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
 
                                // FIXME: movlps
                                *Pointer<Float>(buffer + 0) = oC.x.x;
@@ -2210,17 +2198,17 @@ namespace sw
                        if((rgbaWriteMask & 0x00000003) != 0x00000003)
                        {
                                Float4 masked = value;
-                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
-                               masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
+                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
+                               masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
                                oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
                        }
 
-                       oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
-                       value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
+                       oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
+                       value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
                        oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
                        *Pointer<Float4>(buffer) = oC.x;
 
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
 
                        value = *Pointer<Float4>(buffer);
 
@@ -2229,13 +2217,13 @@ namespace sw
                                Float4 masked;
 
                                masked = value;
-                               oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
-                               masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
+                               oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
+                               masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
                                oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
                        }
 
-                       oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
-                       value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
+                       oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
+                       value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
                        oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
                        *Pointer<Float4>(buffer) = oC.y;
                        break;
@@ -2248,13 +2236,13 @@ namespace sw
                                if(rgbaWriteMask != 0x0000000F)
                                {
                                        Float4 masked = value;
-                                       oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
-                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
+                                       oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
                                        oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
                                }
                                
-                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
-                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
+                               oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
+                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
                                oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
                                *Pointer<Float4>(buffer, 16) = oC.x;
                        }
@@ -2265,18 +2253,18 @@ namespace sw
                                if(rgbaWriteMask != 0x0000000F)
                                {       
                                        Float4 masked = value;
-                                       oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
-                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
+                                       oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
                                        oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
                                }
 
-                               oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
-                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
+                               oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
+                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
                                oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
                                *Pointer<Float4>(buffer + 16, 16) = oC.y;
                        }
 
-                       buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+                       buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
 
                        {
                                value = *Pointer<Float4>(buffer, 16);
@@ -2284,13 +2272,13 @@ namespace sw
                                if(rgbaWriteMask != 0x0000000F)
                                {
                                        Float4 masked = value;
-                                       oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
-                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
+                                       oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
                                        oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked));
                                }
 
-                               oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
-                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
+                               oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
+                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
                                oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value));
                                *Pointer<Float4>(buffer, 16) = oC.z;
                        }
@@ -2301,13 +2289,13 @@ namespace sw
                                if(rgbaWriteMask != 0x0000000F)
                                {
                                        Float4 masked = value;
-                                       oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
-                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
+                                       oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+                                       masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
                                        oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked));
                                }
 
-                               oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
-                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
+                               oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
+                               value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
                                oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value));
                                *Pointer<Float4>(buffer + 16, 16) = oC.w;
                        }
@@ -2322,18 +2310,18 @@ namespace sw
                return UShort4(cf * Float4(0xFFFF), saturate);
        }
 
-       void PixelRoutine::sRGBtoLinear16_12_16(Registers &r, Vector4s &c)
+       void PixelRoutine::sRGBtoLinear16_12_16(Vector4s &c)
        {
                c.x = As<UShort4>(c.x) >> 4;
                c.y = As<UShort4>(c.y) >> 4;
                c.z = As<UShort4>(c.z) >> 4;
 
-               sRGBtoLinear12_16(r, c);
+               sRGBtoLinear12_16(c);
        }
 
-       void PixelRoutine::sRGBtoLinear12_16(Registers &r, Vector4s &c)
+       void PixelRoutine::sRGBtoLinear12_16(Vector4s &c)
        {
-               Pointer<Byte> LUT = r.constants + OFFSET(Constants,sRGBtoLinear12_16);
+               Pointer<Byte> LUT = constants + OFFSET(Constants,sRGBtoLinear12_16);
 
                c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
                c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
@@ -2351,18 +2339,18 @@ namespace sw
                c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
        }
 
-       void PixelRoutine::linearToSRGB16_12_16(Registers &r, Vector4s &c)
+       void PixelRoutine::linearToSRGB16_12_16(Vector4s &c)
        {
                c.x = As<UShort4>(c.x) >> 4;
                c.y = As<UShort4>(c.y) >> 4;
                c.z = As<UShort4>(c.z) >> 4;
 
-               linearToSRGB12_16(r, c);
+               linearToSRGB12_16(c);
        }
 
-       void PixelRoutine::linearToSRGB12_16(Registers &r, Vector4s &c)
+       void PixelRoutine::linearToSRGB12_16(Vector4s &c)
        {
-               Pointer<Byte> LUT = r.constants + OFFSET(Constants,linearToSRGB12_16);
+               Pointer<Byte> LUT = constants + OFFSET(Constants,linearToSRGB12_16);
 
                c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
                c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
index 38fb3a4..f80b297 100644 (file)
@@ -29,68 +29,62 @@ namespace sw
                virtual ~PixelRoutine();
 
        protected:
-               struct Registers : public QuadRasterizer::Registers
-               {
-                       Registers(const PixelShader *shader);
+               Float4 z[4]; // Multisampled z
+               Float4 w;    // Used as is
+               Float4 rhw;  // Reciprocal w
 
-                       Float4 z[4]; // Multisampled z
-                       Float4 w;    // Used as is
-                       Float4 rhw;  // Reciprocal w
-
-                       RegisterArray<10> v;   // Varying registers
-
-                       // Depth output
-                       Float4 oDepth;
-               };
+               RegisterArray<10> v;   // Varying registers
 
+               // Depth output
+               Float4 oDepth;
 
                typedef Shader::SourceParameter Src;
                typedef Shader::DestinationParameter Dst;
 
-               virtual void setBuiltins(Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0;
-               virtual void applyShader(Registers &r, Int cMask[4]) = 0;
-               virtual Bool alphaTest(Registers &r, Int cMask[4]) = 0;
-               virtual void rasterOperation(Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0;
+               virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0;
+               virtual void applyShader(Int cMask[4]) = 0;
+               virtual Bool alphaTest(Int cMask[4]) = 0;
+               virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0;
 
-               virtual void quad(QuadRasterizer::Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y);
+               virtual void quad(Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y);
 
-               void alphaTest(Registers &r, Int &aMask, Short4 &alpha);
-               void alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha);
-               void fogBlend(Registers &r, Vector4f &c0, Float4 &fog);
-               void pixelFog(Registers &r, Float4 &visibility);
+               void alphaTest(Int &aMask, Short4 &alpha);
+               void alphaToCoverage(Int cMask[4], Float4 &alpha);
+               void fogBlend(Vector4f &c0, Float4 &fog);
+               void pixelFog(Float4 &visibility);
 
                // Raster operations
-               void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
-               void logicOperation(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
-               void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Vector4s &current, Int &sMask, Int &zMask, Int &cMask);
-               void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x);
-               void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask);
+               void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
+               void logicOperation(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
+               void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4s &current, Int &sMask, Int &zMask, Int &cMask);
+               void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x);
+               void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask);
 
                UShort4 convertFixed16(Float4 &cf, bool saturate = true);
-               void linearToSRGB12_16(Registers &r, Vector4s &c);
+               void linearToSRGB12_16(Vector4s &c);
 
                SamplerCore *sampler[TEXTURE_IMAGE_UNITS];
 
        private:
                Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
-               void stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask);
-               void stencilTest(Registers &r, Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW);
-               void stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask);
-               void stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW);
-               Bool depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask);
+               void stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask);
+               void stencilTest(Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW);
+               void stencilOperation(Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask);
+               void stencilOperation(Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW);
+               Bool depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask);
 
                // Raster operations
-               void blendFactor(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorActive);
-               void blendFactorAlpha(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorAlphaActive);
-               void readPixel(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel);
-               void blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive);
-               void blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive);
-               void writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask);
-               void writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask);
-
-               void sRGBtoLinear16_12_16(Registers &r, Vector4s &c);
-               void sRGBtoLinear12_16(Registers &r, Vector4s &c);
-               void linearToSRGB16_12_16(Registers &r, Vector4s &c);
+               void blendFactor(const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorActive);
+               void blendFactorAlpha(const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorAlphaActive);
+               void readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel);
+               void blendFactor(const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive);
+               void blendFactorAlpha(const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive);
+               void writeStencil(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask);
+               void writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask);
+
+               void sRGBtoLinear16_12_16(Vector4s &c);
+               void sRGBtoLinear12_16(Vector4s &c);
+               void linearToSRGB16_12_16(Vector4s &c);
                Float4 sRGBtoLinear(const Float4 &x);
 
                bool colorUsed();