Update SwiftShader to April code dump.

April code dump from Transgaming. Adds new shader compiler.
diff --git a/src/Shader/VertexProgram.cpp b/src/Shader/VertexProgram.cpp
index 41153bf..a292a8e 100644
--- a/src/Shader/VertexProgram.cpp
+++ b/src/Shader/VertexProgram.cpp
@@ -1,6 +1,6 @@
 // SwiftShader Software Renderer
 //
-// Copyright(c) 2005-2011 TransGaming Inc.
+// Copyright(c) 2005-2012 TransGaming Inc.
 //
 // All rights reserved. No part of this software may be copied, distributed, transmitted,
 // transcribed, stored in a retrieval system, translated into any human or computer
@@ -22,12 +22,13 @@
 
 namespace sw
 {
-	VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *vertexShader) : VertexRoutine(state), vertexShader(vertexShader)
+	VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader) : VertexRoutine(state, shader)
 	{
-		returns = false;
 		ifDepth = 0;
 		loopRepDepth = 0;
 		breakDepth = 0;
+		currentLabel = -1;
+		whileTest = false;
 
 		for(int i = 0; i < 2048; i++)
 		{
@@ -52,7 +53,7 @@
 
 		if(!state.preTransformed)
 		{
-			shader(r);
+			program(r);
 		}
 		else
 		{
@@ -60,296 +61,320 @@
 		}
 	}
 
-	Color4f VertexProgram::readConstant(Registers &r, const Src &src, int offset)
+	void VertexProgram::program(Registers &r)
 	{
-		Color4f c;
+	//	shader->print("VertexShader-%0.8X.txt", state.shaderID);
 
-		int i = src.index + offset;
-		bool relative = src.relative;
-
-		if(!relative)
-		{
-			c.r = c.g = c.b = c.a = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]));
-
-			c.r = c.r.xxxx;
-			c.g = c.g.yyyy;
-			c.b = c.b.zzzz;
-			c.a = c.a.wwww;
-
-			if(localShaderConstants)   // Constant may be known at compile time
-			{
-				for(int j = 0; j < vertexShader->getLength(); j++)
-				{
-					const ShaderInstruction &instruction = *vertexShader->getInstruction(j);
-
-					if(instruction.getOpcode() == ShaderOperation::OPCODE_DEF)
-					{
-						if(instruction.getDestinationParameter().index == i)
-						{
-							c.r = Float4(instruction.getSourceParameter(0).value);
-							c.g = Float4(instruction.getSourceParameter(1).value);
-							c.b = Float4(instruction.getSourceParameter(2).value);
-							c.a = Float4(instruction.getSourceParameter(3).value);
-
-							break;
-						}
-					}
-				}
-			}
-		}
-		else if(src.relativeType == Src::PARAMETER_LOOP)
-		{
-			Int loopCounter = r.aL[r.loopDepth];
-
-			c.r = c.g = c.b = c.a = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + loopCounter * 16);
-
-			c.r = c.r.xxxx;
-			c.g = c.g.yyyy;
-			c.b = c.b.zzzz;
-			c.a = c.a.wwww;
-		}
-		else
-		{
-			Int index0;
-			Int index1;
-			Int index2;
-			Int index3;
-
-			Float4 a0_;
-
-			switch(src.relativeSwizzle & 0x03)
-			{
-			case 0: a0_ = r.a0.x; break;
-			case 1: a0_ = r.a0.y; break;
-			case 2: a0_ = r.a0.z; break;
-			case 3: a0_ = r.a0.w; break;
-			}
-
-			index0 = i + RoundInt(Float(a0_.x));
-			index1 = i + RoundInt(Float(a0_.y));
-			index2 = i + RoundInt(Float(a0_.z));
-			index3 = i + RoundInt(Float(a0_.w));
-
-			// Clamp to constant register range, c[256] = {0, 0, 0, 0}
-			index0 = IfThenElse(UInt(index0) > UInt(256), Int(256), index0);
-			index1 = IfThenElse(UInt(index1) > UInt(256), Int(256), index1);
-			index2 = IfThenElse(UInt(index2) > UInt(256), Int(256), index2);
-			index3 = IfThenElse(UInt(index3) > UInt(256), Int(256), index3);
-
-			c.x = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index0 * 16, 16);
-			c.y = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index1 * 16, 16);
-			c.z = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index2 * 16, 16);
-			c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index3 * 16, 16);
-
-			transpose4x4(c.x, c.y, c.z, c.w);
-		}
-
-		return c;
-	}
-
-	void VertexProgram::shader(Registers &r)
-	{
-	//	vertexShader->print("VertexShader-%0.16llX.txt", state.shaderHash);
-
-		unsigned short version = vertexShader->getVersion();
+		unsigned short version = shader->getVersion();
 
 		r.enableIndex = 0;
 		r.stackIndex = 0;
-	
-		for(int i = 0; i < vertexShader->getLength(); i++)
+
+		// Create all call site return blocks up front
+		for(int i = 0; i < shader->getLength(); i++)
 		{
-			const ShaderInstruction *instruction = vertexShader->getInstruction(i);
-			Op::Opcode opcode = instruction->getOpcode();
+			const Shader::Instruction *instruction = shader->getInstruction(i);
+			Shader::Opcode opcode = instruction->opcode;
 
-		//	#ifndef NDEBUG   // FIXME: Centralize debug output control
-		//		vertexShader->printInstruction(i, "debug.txt");
-		//	#endif
+			if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
+			{
+				const Dst &dst = instruction->dst;
 
-			if(opcode == Op::OPCODE_DCL || opcode == Op::OPCODE_DEF || opcode == Op::OPCODE_DEFI || opcode == Op::OPCODE_DEFB)
+				ASSERT(callRetBlock[dst.label].size() == dst.callSite);
+				callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
+			}
+		}
+	
+		for(int i = 0; i < shader->getLength(); i++)
+		{
+			const Shader::Instruction *instruction = shader->getInstruction(i);
+			Shader::Opcode opcode = instruction->opcode;
+
+			if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
 			{
 				continue;
 			}
 
-			Dst dest = instruction->getDestinationParameter();
-			Src src0 = instruction->getSourceParameter(0);
-			Src src1 = instruction->getSourceParameter(1);
-			Src src2 = instruction->getSourceParameter(2);
-			Src src3 = instruction->getSourceParameter(3);
+			Dst dst = instruction->dst;
+			Src src0 = instruction->src[0];
+			Src src1 = instruction->src[1];
+			Src src2 = instruction->src[2];
 
-			bool predicate = instruction->isPredicate();
-			int size = vertexShader->size(opcode);
-			Usage usage = instruction->getUsage();
-			unsigned char usageIndex = instruction->getUsageIndex();
-			Control control = instruction->getControl();
-			bool integer = dest.type == Dst::PARAMETER_ADDR;
-			bool pp = dest.partialPrecision;
+			bool predicate = instruction->predicate;
+			int size = shader->size(opcode);
+			Usage usage = instruction->usage;
+			unsigned char usageIndex = instruction->usageIndex;
+			Control control = instruction->control;
+			bool integer = dst.type == Shader::PARAMETER_ADDR;
+			bool pp = dst.partialPrecision;
 
-			Color4f d;
-			Color4f s0;
-			Color4f s1;
-			Color4f s2;
-			Color4f s3;
+			Vector4f d;
+			Vector4f s0;
+			Vector4f s1;
+			Vector4f s2;
 
-			if(src0.type != Src::PARAMETER_VOID) s0 = reg(r, src0);
-			if(src1.type != Src::PARAMETER_VOID) s1 = reg(r, src1);
-			if(src2.type != Src::PARAMETER_VOID) s2 = reg(r, src2);
-			if(src3.type != Src::PARAMETER_VOID) s3 = reg(r, src3);
+			if(src0.type != Shader::PARAMETER_VOID) s0 = reg(r, src0);
+			if(src1.type != Shader::PARAMETER_VOID) s1 = reg(r, src1);
+			if(src2.type != Shader::PARAMETER_VOID) s2 = reg(r, src2);
 
 			switch(opcode)
 			{
-			case Op::OPCODE_VS_1_0:										break;
-			case Op::OPCODE_VS_1_1:										break;
-			case Op::OPCODE_VS_2_0:										break;
-			case Op::OPCODE_VS_2_x:										break;
-			case Op::OPCODE_VS_2_sw:									break;
-			case Op::OPCODE_VS_3_0:										break;
-			case Op::OPCODE_VS_3_sw:									break;
-			case Op::OPCODE_DCL:										break;
-			case Op::OPCODE_DEF:										break;
-			case Op::OPCODE_DEFI:										break;
-			case Op::OPCODE_DEFB:										break;
-			case Op::OPCODE_NOP:										break;
-			case Op::OPCODE_ABS:		abs(d, s0);						break;
-			case Op::OPCODE_ADD:		add(d, s0, s1);					break;
-			case Op::OPCODE_CRS:		crs(d, s0, s1);					break;
-			case Op::OPCODE_DP3:		dp3(d, s0, s1);					break;
-			case Op::OPCODE_DP4:		dp4(d, s0, s1);					break;
-			case Op::OPCODE_DST:		dst(d, s0, s1);					break;
-			case Op::OPCODE_EXP:		exp(d, s0, pp);					break;
-			case Op::OPCODE_EXPP:		expp(d, s0, version);			break;
-			case Op::OPCODE_FRC:		frc(d, s0);						break;
-			case Op::OPCODE_LIT:		lit(d, s0);						break;
-			case Op::OPCODE_LOG:		log(d, s0, pp);					break;
-			case Op::OPCODE_LOGP:		logp(d, s0, version);			break;
-			case Op::OPCODE_LRP:		lrp(d, s0, s1, s2);				break;
-			case Op::OPCODE_M3X2:		M3X2(r, d, s0, src1);			break;
-			case Op::OPCODE_M3X3:		M3X3(r, d, s0, src1);			break;
-			case Op::OPCODE_M3X4:		M3X4(r, d, s0, src1);			break;
-			case Op::OPCODE_M4X3:		M4X3(r, d, s0, src1);			break;
-			case Op::OPCODE_M4X4:		M4X4(r, d, s0, src1);			break;
-			case Op::OPCODE_MAD:		mad(d, s0, s1, s2);				break;
-			case Op::OPCODE_MAX:		max(d, s0, s1);					break;
-			case Op::OPCODE_MIN:		min(d, s0, s1);					break;
-			case Op::OPCODE_MOV:		mov(d, s0, integer);			break;
-			case Op::OPCODE_MOVA:		mov(d, s0);						break;
-			case Op::OPCODE_MUL:		mul(d, s0, s1);					break;
-			case Op::OPCODE_NRM:		nrm(d, s0, pp);					break;
-			case Op::OPCODE_POW:		pow(d, s0, s1, pp);				break;
-			case Op::OPCODE_RCP:		rcp(d, s0, pp);					break;
-			case Op::OPCODE_RSQ:		rsq(d, s0, pp);					break;
-			case Op::OPCODE_SGE:		sge(d, s0, s1);					break;
-			case Op::OPCODE_SGN:		sgn(d, s0);						break;
-			case Op::OPCODE_SINCOS:		sincos(d, s0, pp);				break;
-			case Op::OPCODE_SLT:		slt(d, s0, s1);					break;
-			case Op::OPCODE_SUB:		sub(d, s0, s1);					break;
-			case Op::OPCODE_BREAK:		BREAK(r);						break;
-			case Op::OPCODE_BREAKC:		BREAKC(r, s0, s1, control);		break;
-			case Op::OPCODE_BREAKP:		BREAKP(r, src0);				break;
-			case Op::OPCODE_CALL:		CALL(r, dest.index);			break;
-			case Op::OPCODE_CALLNZ:		CALLNZ(r, dest.index, src0);	break;
-			case Op::OPCODE_ELSE:		ELSE(r);						break;
-			case Op::OPCODE_ENDIF:		ENDIF(r);						break;
-			case Op::OPCODE_ENDLOOP:	ENDLOOP(r);						break;
-			case Op::OPCODE_ENDREP:		ENDREP(r);						break;
-			case Op::OPCODE_IF:			IF(r, src0);					break;
-			case Op::OPCODE_IFC:		IFC(r, s0, s1, control);		break;
-			case Op::OPCODE_LABEL:		LABEL(dest.index);				break;
-			case Op::OPCODE_LOOP:		LOOP(r, src1);					break;
-			case Op::OPCODE_REP:		REP(r, src0);					break;
-			case Op::OPCODE_RET:		RET(r);							break;
-			case Op::OPCODE_SETP:		setp(d, s0, s1, control);		break;
-			case Op::OPCODE_TEXLDL:		TEXLDL(r, d, s0, src1);			break;
-			case Op::OPCODE_END:										break;
+			case Shader::OPCODE_VS_1_0:										break;
+			case Shader::OPCODE_VS_1_1:										break;
+			case Shader::OPCODE_VS_2_0:										break;
+			case Shader::OPCODE_VS_2_x:										break;
+			case Shader::OPCODE_VS_2_sw:									break;
+			case Shader::OPCODE_VS_3_0:										break;
+			case Shader::OPCODE_VS_3_sw:									break;
+			case Shader::OPCODE_DCL:										break;
+			case Shader::OPCODE_DEF:										break;
+			case Shader::OPCODE_DEFI:										break;
+			case Shader::OPCODE_DEFB:										break;
+			case Shader::OPCODE_NOP:										break;
+			case Shader::OPCODE_ABS:		abs(d, s0);						break;
+			case Shader::OPCODE_ADD:		add(d, s0, s1);					break;
+			case Shader::OPCODE_CRS:		crs(d, s0, s1);					break;
+			case Shader::OPCODE_FORWARD1:	forward1(d, s0, s1, s2);		break;
+			case Shader::OPCODE_FORWARD2:	forward2(d, s0, s1, s2);		break;
+			case Shader::OPCODE_FORWARD3:	forward3(d, s0, s1, s2);		break;
+			case Shader::OPCODE_FORWARD4:	forward4(d, s0, s1, s2);		break;
+			case Shader::OPCODE_REFLECT1:	reflect1(d, s0, s1);			break;
+			case Shader::OPCODE_REFLECT2:	reflect2(d, s0, s1);			break;
+			case Shader::OPCODE_REFLECT3:	reflect3(d, s0, s1);			break;
+			case Shader::OPCODE_REFLECT4:	reflect4(d, s0, s1);			break;
+			case Shader::OPCODE_REFRACT1:	refract1(d, s0, s1, s2.x);		break;
+			case Shader::OPCODE_REFRACT2:	refract2(d, s0, s1, s2.x);		break;
+			case Shader::OPCODE_REFRACT3:	refract3(d, s0, s1, s2.x);		break;
+			case Shader::OPCODE_REFRACT4:	refract4(d, s0, s1, s2.x);		break;
+			case Shader::OPCODE_DP1:		dp1(d, s0, s1);					break;
+			case Shader::OPCODE_DP2:		dp2(d, s0, s1);					break;
+			case Shader::OPCODE_DP3:		dp3(d, s0, s1);					break;
+			case Shader::OPCODE_DP4:		dp4(d, s0, s1);					break;
+			case Shader::OPCODE_ATT:		att(d, s0, s1);					break;
+			case Shader::OPCODE_EXP2X:		exp2x(d, s0, pp);				break;
+			case Shader::OPCODE_EXP2:		exp2(d, s0, pp);				break;
+			case Shader::OPCODE_EXPP:		expp(d, s0, version);			break;
+			case Shader::OPCODE_EXP:		exp(d, s0, pp);					break;
+			case Shader::OPCODE_FRC:		frc(d, s0);						break;
+			case Shader::OPCODE_TRUNC:      trunc(d, s0);                   break;
+			case Shader::OPCODE_FLOOR:      floor(d, s0);                   break;
+			case Shader::OPCODE_CEIL:       ceil(d, s0);                    break;
+			case Shader::OPCODE_LIT:		lit(d, s0);						break;
+			case Shader::OPCODE_LOG2X:		log2x(d, s0, pp);				break;
+			case Shader::OPCODE_LOG2:		log2(d, s0, pp);				break;
+			case Shader::OPCODE_LOGP:		logp(d, s0, version);			break;
+			case Shader::OPCODE_LOG:		log(d, s0, pp);					break;
+			case Shader::OPCODE_LRP:		lrp(d, s0, s1, s2);				break;
+			case Shader::OPCODE_STEP:		step(d, s0, s1);				break;
+			case Shader::OPCODE_SMOOTH:		smooth(d, s0, s1, s2);			break;
+			case Shader::OPCODE_M3X2:		M3X2(r, d, s0, src1);			break;
+			case Shader::OPCODE_M3X3:		M3X3(r, d, s0, src1);			break;
+			case Shader::OPCODE_M3X4:		M3X4(r, d, s0, src1);			break;
+			case Shader::OPCODE_M4X3:		M4X3(r, d, s0, src1);			break;
+			case Shader::OPCODE_M4X4:		M4X4(r, d, s0, src1);			break;
+			case Shader::OPCODE_MAD:		mad(d, s0, s1, s2);				break;
+			case Shader::OPCODE_MAX:		max(d, s0, s1);					break;
+			case Shader::OPCODE_MIN:		min(d, s0, s1);					break;
+			case Shader::OPCODE_MOV:		mov(d, s0, integer);			break;
+			case Shader::OPCODE_MOVA:		mov(d, s0);						break;
+			case Shader::OPCODE_F2B:		f2b(d, s0);						break;
+			case Shader::OPCODE_B2F:		b2f(d, s0);						break;
+			case Shader::OPCODE_MUL:		mul(d, s0, s1);					break;
+			case Shader::OPCODE_NRM2:		nrm2(d, s0, pp);				break;
+			case Shader::OPCODE_NRM3:		nrm3(d, s0, pp);				break;
+			case Shader::OPCODE_NRM4:		nrm4(d, s0, pp);				break;
+			case Shader::OPCODE_POWX:		powx(d, s0, s1, pp);			break;
+			case Shader::OPCODE_POW:		pow(d, s0, s1, pp);				break;
+			case Shader::OPCODE_RCPX:		rcpx(d, s0, pp);				break;
+			case Shader::OPCODE_DIV:		div(d, s0, s1);					break;
+			case Shader::OPCODE_MOD:		mod(d, s0, s1);					break;
+			case Shader::OPCODE_RSQX:		rsqx(d, s0, pp);				break;
+			case Shader::OPCODE_SQRT:		sqrt(d, s0, pp);				break;
+			case Shader::OPCODE_RSQ:		rsq(d, s0, pp);					break;
+			case Shader::OPCODE_LEN2:		len2(d.x, s0, pp);				break;
+			case Shader::OPCODE_LEN3:		len3(d.x, s0, pp);				break;
+			case Shader::OPCODE_LEN4:		len4(d.x, s0, pp);				break;
+			case Shader::OPCODE_DIST1:		dist1(d.x, s0, s1, pp);			break;
+			case Shader::OPCODE_DIST2:		dist2(d.x, s0, s1, pp);			break;
+			case Shader::OPCODE_DIST3:		dist3(d.x, s0, s1, pp);			break;
+			case Shader::OPCODE_DIST4:		dist4(d.x, s0, s1, pp);			break;
+			case Shader::OPCODE_SGE:		step(d, s1, s0);				break;
+			case Shader::OPCODE_SGN:		sgn(d, s0);						break;
+			case Shader::OPCODE_SINCOS:		sincos(d, s0, pp);				break;
+			case Shader::OPCODE_COS:		cos(d, s0, pp);					break;
+			case Shader::OPCODE_SIN:		sin(d, s0, pp);					break;
+			case Shader::OPCODE_TAN:		tan(d, s0);						break;
+			case Shader::OPCODE_ACOS:		acos(d, s0);					break;
+			case Shader::OPCODE_ASIN:		asin(d, s0);					break;
+			case Shader::OPCODE_ATAN:		atan(d, s0);					break;
+			case Shader::OPCODE_ATAN2:		atan2(d, s0, s1);				break;
+			case Shader::OPCODE_SLT:		slt(d, s0, s1);					break;
+			case Shader::OPCODE_SUB:		sub(d, s0, s1);					break;
+			case Shader::OPCODE_BREAK:		BREAK(r);						break;
+			case Shader::OPCODE_BREAKC:		BREAKC(r, s0, s1, control);		break;
+			case Shader::OPCODE_BREAKP:		BREAKP(r, src0);				break;
+			case Shader::OPCODE_CONTINUE:	CONTINUE(r);					break;
+			case Shader::OPCODE_TEST:		TEST();							break;
+			case Shader::OPCODE_CALL:		CALL(r, dst.label, dst.callSite);         break;
+			case Shader::OPCODE_CALLNZ:		CALLNZ(r, dst.label, dst.callSite, src0); break;
+			case Shader::OPCODE_ELSE:		ELSE(r);						break;
+			case Shader::OPCODE_ENDIF:		ENDIF(r);						break;
+			case Shader::OPCODE_ENDLOOP:	ENDLOOP(r);						break;
+			case Shader::OPCODE_ENDREP:		ENDREP(r);						break;
+			case Shader::OPCODE_ENDWHILE:	ENDWHILE(r);					break;
+			case Shader::OPCODE_IF:			IF(r, src0);					break;
+			case Shader::OPCODE_IFC:		IFC(r, s0, s1, control);		break;
+			case Shader::OPCODE_LABEL:		LABEL(dst.index);				break;
+			case Shader::OPCODE_LOOP:		LOOP(r, src1);					break;
+			case Shader::OPCODE_REP:		REP(r, src0);					break;
+			case Shader::OPCODE_WHILE:		WHILE(r, src0);					break;
+			case Shader::OPCODE_RET:		RET(r);							break;
+			case Shader::OPCODE_LEAVE:		LEAVE(r);						break;
+			case Shader::OPCODE_CMP:		cmp(d, s0, s1, control);		break;
+			case Shader::OPCODE_ICMP:		icmp(d, s0, s1, control);		break;
+			case Shader::OPCODE_SELECT:		select(d, s0, s1, s2);			break;
+			case Shader::OPCODE_EXTRACT:	extract(d.x, s0, s1.x);			break;
+			case Shader::OPCODE_INSERT:		insert(d, s0, s1.x, s2.x);		break;
+			case Shader::OPCODE_ALL:		all(d.x, s0);					break;
+			case Shader::OPCODE_ANY:		any(d.x, s0);					break;
+			case Shader::OPCODE_NOT:		not(d, s0);						break;
+			case Shader::OPCODE_OR:			or(d.x, s0.x, s1.x);			break;
+			case Shader::OPCODE_XOR:		xor(d.x, s0.x, s1.x);			break;
+			case Shader::OPCODE_AND:		and(d.x, s0.x, s1.x);			break;
+			case Shader::OPCODE_TEXLDL:		TEXLDL(r, d, s0, src1);			break;
+			case Shader::OPCODE_TEX:		TEX(r, d, s0, src1);			break;
+			case Shader::OPCODE_END:										break;
 			default:
 				ASSERT(false);
 			}
 
-			if(dest.type != Dst::PARAMETER_VOID && dest.type != Dst::PARAMETER_LABEL)
+			if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
 			{
-				if(dest.saturate)
+				if(dst.integer)
 				{
-					if(dest.x) d.r = Max(d.r, Float4(0.0f, 0.0f, 0.0f, 0.0f));
-					if(dest.y) d.g = Max(d.g, Float4(0.0f, 0.0f, 0.0f, 0.0f));
-					if(dest.z) d.b = Max(d.b, Float4(0.0f, 0.0f, 0.0f, 0.0f));
-					if(dest.w) d.a = Max(d.a, Float4(0.0f, 0.0f, 0.0f, 0.0f));
-
-					if(dest.x) d.r = Min(d.r, Float4(1.0f, 1.0f, 1.0f, 1.0f));
-					if(dest.y) d.g = Min(d.g, Float4(1.0f, 1.0f, 1.0f, 1.0f));
-					if(dest.z) d.b = Min(d.b, Float4(1.0f, 1.0f, 1.0f, 1.0f));
-					if(dest.w) d.a = Min(d.a, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+					switch(opcode)
+					{
+					case Shader::OPCODE_DIV:
+						if(dst.x) d.x = Trunc(d.x);
+						if(dst.y) d.y = Trunc(d.y);
+						if(dst.z) d.z = Trunc(d.z);
+						if(dst.w) d.w = Trunc(d.w);
+						break;
+					default:
+						break;   // No truncation to integer required when arguments are integer
+					}
 				}
 
-				if(vertexShader->containsDynamicBranching())
+				if(dst.saturate)
 				{
-					Color4f pDst;   // FIXME: Rename
+					if(dst.x) d.x = Max(d.x, Float4(0.0f));
+					if(dst.y) d.y = Max(d.y, Float4(0.0f));
+					if(dst.z) d.z = Max(d.z, Float4(0.0f));
+					if(dst.w) d.w = Max(d.w, Float4(0.0f));
 
-					switch(dest.type)
+					if(dst.x) d.x = Min(d.x, Float4(1.0f));
+					if(dst.y) d.y = Min(d.y, Float4(1.0f));
+					if(dst.z) d.z = Min(d.z, Float4(1.0f));
+					if(dst.w) d.w = Min(d.w, Float4(1.0f));
+				}
+
+				if(shader->containsDynamicBranching())
+				{
+					Vector4f pDst;   // FIXME: Rename
+
+					switch(dst.type)
 					{
-					case Dst::PARAMETER_VOID:																		break;
-					case Dst::PARAMETER_TEMP:		pDst = r.r[dest.index];											break;
-					case Dst::PARAMETER_ADDR:		pDst = r.a0;													break;
-					case Dst::PARAMETER_RASTOUT:
-						switch(dest.index)
+					case Shader::PARAMETER_VOID:																		break;
+					case Shader::PARAMETER_TEMP:
+						if(dst.rel.type == Shader::PARAMETER_VOID)
+						{
+							if(dst.x) pDst.x = r.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;
+						}
+						else
+						{
+							Int a = relativeAddress(r, 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;
+						}
+						break;
+					case Shader::PARAMETER_ADDR:		pDst = r.a0;													break;
+					case Shader::PARAMETER_RASTOUT:
+						switch(dst.index)
 						{
 						case 0:
-							if(dest.x) pDst.x = r.ox[Pos];
-							if(dest.y) pDst.y = r.oy[Pos];
-							if(dest.z) pDst.z = r.oz[Pos];
-							if(dest.w) pDst.w = r.ow[Pos];
+							if(dst.x) pDst.x = r.o[Pos].x;
+							if(dst.y) pDst.y = r.o[Pos].y;
+							if(dst.z) pDst.z = r.o[Pos].z;
+							if(dst.w) pDst.w = r.o[Pos].w;
 							break;
 						case 1:
-							pDst.x = r.ox[Fog];
+							pDst.x = r.o[Fog].x;
 							break;
 						case 2:
-							pDst.x = r.oy[Pts];
+							pDst.x = r.o[Pts].y;
 							break;
 						default:
 							ASSERT(false);
 						}
 						break;
-					case Dst::PARAMETER_ATTROUT:
-						if(dest.x) pDst.x = r.ox[D0 + dest.index];
-						if(dest.y) pDst.y = r.oy[D0 + dest.index];
-						if(dest.z) pDst.z = r.oz[D0 + dest.index];
-						if(dest.w) pDst.w = r.ow[D0 + dest.index];
+					case Shader::PARAMETER_ATTROUT:
+						if(dst.x) pDst.x = r.o[D0 + dst.index].x;
+						if(dst.y) pDst.y = r.o[D0 + dst.index].y;
+						if(dst.z) pDst.z = r.o[D0 + dst.index].z;
+						if(dst.w) pDst.w = r.o[D0 + dst.index].w;
 						break;
-					case Dst::PARAMETER_TEXCRDOUT:
-				//	case Dst::PARAMETER_OUTPUT:
+					case Shader::PARAMETER_TEXCRDOUT:
+				//	case Shader::PARAMETER_OUTPUT:
 						if(version < 0x0300)
 						{
-							if(dest.x) pDst.x = r.ox[T0 + dest.index];
-							if(dest.y) pDst.y = r.oy[T0 + dest.index];
-							if(dest.z) pDst.z = r.oz[T0 + dest.index];
-							if(dest.w) pDst.w = r.ow[T0 + dest.index];
+							if(dst.x) pDst.x = r.o[T0 + dst.index].x;
+							if(dst.y) pDst.y = r.o[T0 + dst.index].y;
+							if(dst.z) pDst.z = r.o[T0 + dst.index].z;
+							if(dst.w) pDst.w = r.o[T0 + dst.index].w;
 						}
 						else
 						{
-							if(!dest.relative)
+							if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative
 							{
-								if(dest.x) pDst.x = r.ox[dest.index];
-								if(dest.y) pDst.y = r.oy[dest.index];
-								if(dest.z) pDst.z = r.oz[dest.index];
-								if(dest.w) pDst.w = r.ow[dest.index];
+								if(dst.x) pDst.x = r.o[dst.index].x;
+								if(dst.y) pDst.y = r.o[dst.index].y;
+								if(dst.z) pDst.z = r.o[dst.index].z;
+								if(dst.w) pDst.w = r.o[dst.index].w;
 							}
-							else
+							else if(dst.rel.type == Shader::PARAMETER_LOOP)
 							{
 								Int aL = r.aL[r.loopDepth];
 
-								if(dest.x) pDst.x = r.ox[dest.index + aL];
-								if(dest.y) pDst.y = r.oy[dest.index + aL];
-								if(dest.z) pDst.z = r.oz[dest.index + aL];
-								if(dest.w) pDst.w = r.ow[dest.index + aL];
+								if(dst.x) pDst.x = r.o[dst.index + aL].x;
+								if(dst.y) pDst.y = r.o[dst.index + aL].y;
+								if(dst.z) pDst.z = r.o[dst.index + aL].z;
+								if(dst.w) pDst.w = r.o[dst.index + aL].w;
+							}
+							else
+							{
+								Int a = relativeAddress(r, dst);
+
+								if(dst.x) pDst.x = r.o[dst.index + a].x;
+								if(dst.y) pDst.y = r.o[dst.index + a].y;
+								if(dst.z) pDst.z = r.o[dst.index + a].z;
+								if(dst.w) pDst.w = r.o[dst.index + a].w;
 							}
 						}
 						break;
-					case Dst::PARAMETER_LABEL:																		break;
-					case Dst::PARAMETER_PREDICATE:	pDst = r.p0;													break;
-					case Dst::PARAMETER_INPUT:																		break;
+					case Shader::PARAMETER_LABEL:																		break;
+					case Shader::PARAMETER_PREDICATE:	pDst = r.p0;													break;
+					case Shader::PARAMETER_INPUT:																		break;
 					default:
 						ASSERT(false);
 					}
 
-					Int4 enable = r.enableStack[r.enableIndex] & r.enableBreak;
+					Int4 enable = enableMask(r, instruction);
 
 					Int4 xEnable = enable;
 					Int4 yEnable = enable;
@@ -358,119 +383,140 @@
 
 					if(predicate)
 					{
-						unsigned char pSwizzle = instruction->getPredicateSwizzle();
+						unsigned char pSwizzle = instruction->predicateSwizzle;
 
 						Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
 						Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
 						Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
 						Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
 
-						if(!instruction->isPredicateNot())
+						if(!instruction->predicateNot)
 						{
-							if(dest.x) xEnable = xEnable & As<Int4>(xPredicate);
-							if(dest.y) yEnable = yEnable & As<Int4>(yPredicate);
-							if(dest.z) zEnable = zEnable & As<Int4>(zPredicate);
-							if(dest.w) wEnable = wEnable & As<Int4>(wPredicate);
+							if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
+							if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
+							if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
+							if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
 						}
 						else
 						{
-							if(dest.x) xEnable = xEnable & ~As<Int4>(xPredicate);
-							if(dest.y) yEnable = yEnable & ~As<Int4>(yPredicate);
-							if(dest.z) zEnable = zEnable & ~As<Int4>(zPredicate);
-							if(dest.w) wEnable = wEnable & ~As<Int4>(wPredicate);
+							if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
+							if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
+							if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
+							if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
 						}
 					}
 
-					if(dest.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
-					if(dest.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
-					if(dest.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
-					if(dest.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
+					if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
+					if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
+					if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
+					if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
 
-					if(dest.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
-					if(dest.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
-					if(dest.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
-					if(dest.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
+					if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
+					if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
+					if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
+					if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
 				}
 
-				switch(dest.type)
+				switch(dst.type)
 				{
-				case Dst::PARAMETER_VOID:
+				case Shader::PARAMETER_VOID:
 					break;
-				case Dst::PARAMETER_TEMP:
-					if(dest.x) r.r[dest.index].x = d.x;
-					if(dest.y) r.r[dest.index].y = d.y;
-					if(dest.z) r.r[dest.index].z = d.z;
-					if(dest.w) r.r[dest.index].w = d.w;
+				case Shader::PARAMETER_TEMP:
+					if(dst.rel.type == Shader::PARAMETER_VOID)
+					{
+						if(dst.x) r.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;
+					}
+					else
+					{
+						Int a = relativeAddress(r, 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;
+					}
 					break;
-				case Dst::PARAMETER_ADDR:
-					if(dest.x) r.a0.x = d.x;
-					if(dest.y) r.a0.y = d.y;
-					if(dest.z) r.a0.z = d.z;
-					if(dest.w) r.a0.w = d.w;
+				case Shader::PARAMETER_ADDR:
+					if(dst.x) r.a0.x = d.x;
+					if(dst.y) r.a0.y = d.y;
+					if(dst.z) r.a0.z = d.z;
+					if(dst.w) r.a0.w = d.w;
 					break;
-				case Dst::PARAMETER_RASTOUT:
-					switch(dest.index)
+				case Shader::PARAMETER_RASTOUT:
+					switch(dst.index)
 					{
 					case 0:
-						if(dest.x) r.ox[Pos] = d.x;
-						if(dest.y) r.oy[Pos] = d.y;
-						if(dest.z) r.oz[Pos] = d.z;
-						if(dest.w) r.ow[Pos] = d.w;
+						if(dst.x) r.o[Pos].x = d.x;
+						if(dst.y) r.o[Pos].y = d.y;
+						if(dst.z) r.o[Pos].z = d.z;
+						if(dst.w) r.o[Pos].w = d.w;
 						break;
 					case 1:
-						r.ox[Fog] = d.x;
+						r.o[Fog].x = d.x;
 						break;
 					case 2:		
-						r.oy[Pts] = d.x;
+						r.o[Pts].y = d.x;
 						break;
 					default:	ASSERT(false);
 					}
 					break;
-				case Dst::PARAMETER_ATTROUT:	
-					if(dest.x) r.ox[D0 + dest.index] = d.x;
-					if(dest.y) r.oy[D0 + dest.index] = d.y;
-					if(dest.z) r.oz[D0 + dest.index] = d.z;
-					if(dest.w) r.ow[D0 + dest.index] = d.w;
+				case Shader::PARAMETER_ATTROUT:	
+					if(dst.x) r.o[D0 + dst.index].x = d.x;
+					if(dst.y) r.o[D0 + dst.index].y = d.y;
+					if(dst.z) r.o[D0 + dst.index].z = d.z;
+					if(dst.w) r.o[D0 + dst.index].w = d.w;
 					break;
-				case Dst::PARAMETER_TEXCRDOUT:
-			//	case Dst::PARAMETER_OUTPUT:
+				case Shader::PARAMETER_TEXCRDOUT:
+			//	case Shader::PARAMETER_OUTPUT:
 					if(version < 0x0300)
 					{
-						if(dest.x) r.ox[T0 + dest.index] = d.x;
-						if(dest.y) r.oy[T0 + dest.index] = d.y;
-						if(dest.z) r.oz[T0 + dest.index] = d.z;
-						if(dest.w) r.ow[T0 + dest.index] = d.w;
+						if(dst.x) r.o[T0 + dst.index].x = d.x;
+						if(dst.y) r.o[T0 + dst.index].y = d.y;
+						if(dst.z) r.o[T0 + dst.index].z = d.z;
+						if(dst.w) r.o[T0 + dst.index].w = d.w;
 					}
 					else
 					{
-						if(!dest.relative)
+						if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative
 						{
-							if(dest.x) r.ox[dest.index] = d.x;
-							if(dest.y) r.oy[dest.index] = d.y;
-							if(dest.z) r.oz[dest.index] = d.z;
-							if(dest.w) r.ow[dest.index] = d.w;
+							if(dst.x) r.o[dst.index].x = d.x;
+							if(dst.y) r.o[dst.index].y = d.y;
+							if(dst.z) r.o[dst.index].z = d.z;
+							if(dst.w) r.o[dst.index].w = d.w;
 						}
-						else
+						else if(dst.rel.type == Shader::PARAMETER_LOOP)
 						{
 							Int aL = r.aL[r.loopDepth];
 
-							if(dest.x) r.ox[dest.index + aL] = d.x;
-							if(dest.y) r.oy[dest.index + aL] = d.y;
-							if(dest.z) r.oz[dest.index + aL] = d.z;
-							if(dest.w) r.ow[dest.index + aL] = d.w;
+							if(dst.x) r.o[dst.index + aL].x = d.x;
+							if(dst.y) r.o[dst.index + aL].y = d.y;
+							if(dst.z) r.o[dst.index + aL].z = d.z;
+							if(dst.w) r.o[dst.index + aL].w = d.w;
+						}
+						else
+						{
+							Int a = relativeAddress(r, dst);
+
+							if(dst.x) r.o[dst.index + a].x = d.x;
+							if(dst.y) r.o[dst.index + a].y = d.y;
+							if(dst.z) r.o[dst.index + a].z = d.z;
+							if(dst.w) r.o[dst.index + a].w = d.w;
 						}
 					}
 					break;
-				case Dst::PARAMETER_LABEL:																		break;
-				case Dst::PARAMETER_PREDICATE:	r.p0 = d;														break;
-				case Dst::PARAMETER_INPUT:																		break;
+				case Shader::PARAMETER_LABEL:																		break;
+				case Shader::PARAMETER_PREDICATE:	r.p0 = d;														break;
+				case Shader::PARAMETER_INPUT:																		break;
 				default:
 					ASSERT(false);
 				}
 			}
 		}
 
-		if(returns)
+		if(currentLabel != -1)
 		{
 			Nucleus::setInsertBlock(returnBlock);
 		}
@@ -478,40 +524,40 @@
 
 	void VertexProgram::passThrough(Registers &r)
 	{
-		if(vertexShader)
+		if(shader)
 		{
 			for(int i = 0; i < 12; i++)
 			{
-				unsigned char usage = vertexShader->output[i][0].usage;
-				unsigned char index = vertexShader->output[i][0].index;
+				unsigned char usage = shader->output[i][0].usage;
+				unsigned char index = shader->output[i][0].index;
 
 				switch(usage)
 				{
 				case 0xFF:
 					continue;
-				case ShaderOperation::USAGE_PSIZE:
-					r.oy[i] = r.v[i].x;
+				case Shader::USAGE_PSIZE:
+					r.o[i].y = r.v[i].x;
 					break;
-				case ShaderOperation::USAGE_TEXCOORD:
-					r.ox[i] = r.v[i].x;
-					r.oy[i] = r.v[i].y;
-					r.oz[i] = r.v[i].z;
-					r.ow[i] = r.v[i].w;
+				case Shader::USAGE_TEXCOORD:
+					r.o[i].x = r.v[i].x;
+					r.o[i].y = r.v[i].y;
+					r.o[i].z = r.v[i].z;
+					r.o[i].w = r.v[i].w;
 					break;
-				case ShaderOperation::USAGE_POSITION:
-					r.ox[i] = r.v[i].x;
-					r.oy[i] = r.v[i].y;
-					r.oz[i] = r.v[i].z;
-					r.ow[i] = r.v[i].w;
+				case Shader::USAGE_POSITION:
+					r.o[i].x = r.v[i].x;
+					r.o[i].y = r.v[i].y;
+					r.o[i].z = r.v[i].z;
+					r.o[i].w = r.v[i].w;
 					break;
-				case ShaderOperation::USAGE_COLOR:
-					r.ox[i] = r.v[i].x;
-					r.oy[i] = r.v[i].y;
-					r.oz[i] = r.v[i].z;
-					r.ow[i] = r.v[i].w;
+				case Shader::USAGE_COLOR:
+					r.o[i].x = r.v[i].x;
+					r.o[i].y = r.v[i].y;
+					r.o[i].z = r.v[i].z;
+					r.o[i].w = r.v[i].w;
 					break;
-				case ShaderOperation::USAGE_FOG:
-					r.ox[i] = r.v[i].x;
+				case Shader::USAGE_FOG:
+					r.o[i].x = r.v[i].x;
 					break;
 				default:
 					ASSERT(false);
@@ -520,60 +566,99 @@
 		}
 		else
 		{
-			r.ox[Pos] = r.v[PositionT].x;
-			r.oy[Pos] = r.v[PositionT].y;
-			r.oz[Pos] = r.v[PositionT].z;
-			r.ow[Pos] = r.v[PositionT].w;
+			r.o[Pos].x = r.v[PositionT].x;
+			r.o[Pos].y = r.v[PositionT].y;
+			r.o[Pos].z = r.v[PositionT].z;
+			r.o[Pos].w = r.v[PositionT].w;
 
 			for(int i = 0; i < 2; i++)
 			{
-				r.ox[D0 + i] = r.v[Color0 + i].x;
-				r.oy[D0 + i] = r.v[Color0 + i].y;
-				r.oz[D0 + i] = r.v[Color0 + i].z;
-				r.ow[D0 + i] = r.v[Color0 + i].w;
+				r.o[D0 + i].x = r.v[Color0 + i].x;
+				r.o[D0 + i].y = r.v[Color0 + i].y;
+				r.o[D0 + i].z = r.v[Color0 + i].z;
+				r.o[D0 + i].w = r.v[Color0 + i].w;
 			}
 
 			for(int i = 0; i < 8; i++)
 			{
-				r.ox[T0 + i] = r.v[TexCoord0 + i].x;
-				r.oy[T0 + i] = r.v[TexCoord0 + i].y;
-				r.oz[T0 + i] = r.v[TexCoord0 + i].z;
-				r.ow[T0 + i] = r.v[TexCoord0 + i].w;
+				r.o[T0 + i].x = r.v[TexCoord0 + i].x;
+				r.o[T0 + i].y = r.v[TexCoord0 + i].y;
+				r.o[T0 + i].z = r.v[TexCoord0 + i].z;
+				r.o[T0 + i].w = r.v[TexCoord0 + i].w;
 			}
 
-			r.oy[Pts] = r.v[PSize].x;
+			r.o[Pts].y = r.v[PSize].x;
 		}
 	}
 
-	Color4f VertexProgram::reg(Registers &r, const Src &src, int offset)
+	Vector4f VertexProgram::reg(Registers &r, const Src &src, int offset)
 	{
 		int i = src.index + offset;
 
-		Color4f reg;
+		Vector4f reg;
 
-		if(src.type == Src::PARAMETER_CONST)
-		{
-			reg = readConstant(r, src, offset);
-		}
-		
 		switch(src.type)
 		{
-		case Src::PARAMETER_TEMP:			reg = r.r[i];	break;
-		case Src::PARAMETER_CONST:							break;
-		case Src::PARAMETER_INPUT:			reg = r.v[i];	break;
-		case Src::PARAMETER_VOID:			return r.r[0];   // Dummy
-		case Src::PARAMETER_FLOATLITERAL:	return r.r[0];   // Dummy
-		case Src::PARAMETER_ADDR:			reg = r.a0;		break;
-		case Src::PARAMETER_CONSTBOOL:		return r.r[0];   // Dummy
-		case Src::PARAMETER_CONSTINT:		return r.r[0];   // Dummy
-		case Src::PARAMETER_LOOP:			return r.r[0];   // Dummy
-		case Src::PARAMETER_PREDICATE:		return r.r[0];   // Dummy
-		case Src::PARAMETER_SAMPLER:		return r.r[0];   // Dummy
+		case Shader::PARAMETER_TEMP:
+			if(src.rel.type == Shader::PARAMETER_VOID)
+			{
+				reg = r.r[i];
+			}
+			else
+			{
+				reg = r.r[i + relativeAddress(r, src)];
+			}
+			break;
+		case Shader::PARAMETER_CONST:
+			reg = readConstant(r, src, offset);
+			break;
+		case Shader::PARAMETER_INPUT:
+            if(src.rel.type == Shader::PARAMETER_VOID)
+			{
+				reg = r.v[i];
+			}
+			else
+			{
+				reg = r.v[i + relativeAddress(r, src)];
+			}
+            break;
+		case Shader::PARAMETER_VOID:			return r.r[0];   // Dummy
+		case Shader::PARAMETER_FLOAT4LITERAL:
+			reg.x = Float4(src.value[0]);
+			reg.y = Float4(src.value[1]);
+			reg.z = Float4(src.value[2]);
+			reg.w = Float4(src.value[3]);
+			break;
+		case Shader::PARAMETER_ADDR:			reg = r.a0;		break;
+		case Shader::PARAMETER_CONSTBOOL:		return r.r[0];   // Dummy
+		case Shader::PARAMETER_CONSTINT:		return r.r[0];   // Dummy
+		case Shader::PARAMETER_LOOP:			return r.r[0];   // Dummy
+		case Shader::PARAMETER_PREDICATE:		return r.r[0];   // Dummy
+		case Shader::PARAMETER_SAMPLER:
+			if(src.rel.type == Shader::PARAMETER_VOID)
+			{
+				reg.x = As<Float4>(Int4(i));
+			}
+			else if(src.rel.type == Shader::PARAMETER_TEMP)
+			{
+				reg.x = As<Float4>(Int4(i) + RoundInt(r.r[src.rel.index].x));
+			}
+			return reg;
+		case Shader::PARAMETER_OUTPUT:
+            if(src.rel.type == Shader::PARAMETER_VOID)
+			{
+				reg = r.o[i];
+			}
+			else
+			{
+				reg = r.o[i + relativeAddress(r, src)];
+			}
+			break;
 		default:
 			ASSERT(false);
 		}
 
-		Color4f mod;
+		Vector4f mod;
 
 		mod.x = reg[(src.swizzle >> 0) & 0x03];
 		mod.y = reg[(src.swizzle >> 2) & 0x03];
@@ -582,54 +667,54 @@
 
 		switch(src.modifier)
 		{
-		case Src::MODIFIER_NONE:
+		case Shader::MODIFIER_NONE:
 			break;
-		case Src::MODIFIER_NEGATE:
+		case Shader::MODIFIER_NEGATE:
 			mod.x = -mod.x;
 			mod.y = -mod.y;
 			mod.z = -mod.z;
 			mod.w = -mod.w;
 			break;
-		case Src::MODIFIER_BIAS:
+		case Shader::MODIFIER_BIAS:
 			ASSERT(false);   // NOTE: Unimplemented
 			break;
-		case Src::MODIFIER_BIAS_NEGATE:
+		case Shader::MODIFIER_BIAS_NEGATE:
 			ASSERT(false);   // NOTE: Unimplemented
 			break;
-		case Src::MODIFIER_SIGN:
+		case Shader::MODIFIER_SIGN:
 			ASSERT(false);   // NOTE: Unimplemented
 			break;
-		case Src::MODIFIER_SIGN_NEGATE:
+		case Shader::MODIFIER_SIGN_NEGATE:
 			ASSERT(false);   // NOTE: Unimplemented
 			break;
-		case Src::MODIFIER_COMPLEMENT:
+		case Shader::MODIFIER_COMPLEMENT:
 			ASSERT(false);   // NOTE: Unimplemented
 			break;
-		case Src::MODIFIER_X2:
+		case Shader::MODIFIER_X2:
 			ASSERT(false);   // NOTE: Unimplemented
 			break;
-		case Src::MODIFIER_X2_NEGATE:
+		case Shader::MODIFIER_X2_NEGATE:
 			ASSERT(false);   // NOTE: Unimplemented
 			break;
-		case Src::MODIFIER_DZ:
+		case Shader::MODIFIER_DZ:
 			ASSERT(false);   // NOTE: Unimplemented
 			break;
-		case Src::MODIFIER_DW:
+		case Shader::MODIFIER_DW:
 			ASSERT(false);   // NOTE: Unimplemented
 			break;
-		case Src::MODIFIER_ABS:
+		case Shader::MODIFIER_ABS:
 			mod.x = Abs(mod.x);
 			mod.y = Abs(mod.y);
 			mod.z = Abs(mod.z);
 			mod.w = Abs(mod.w);
 			break;
-		case Src::MODIFIER_ABS_NEGATE:
+		case Shader::MODIFIER_ABS_NEGATE:
 			mod.x = -Abs(mod.x);
 			mod.y = -Abs(mod.y);
 			mod.z = -Abs(mod.z);
 			mod.w = -Abs(mod.w);
 			break;
-		case Src::MODIFIER_NOT:
+		case Shader::MODIFIER_NOT:
 			UNIMPLEMENTED();
 			break;
 		default:
@@ -639,32 +724,177 @@
 		return mod;
 	}
 
-	void VertexProgram::M3X2(Registers &r, Color4f &dst, Color4f &src0, Src &src1)
+	Vector4f VertexProgram::readConstant(Registers &r, const Src &src, int offset)
 	{
-		Color4f row0 = reg(r, src1, 0);
-		Color4f row1 = reg(r, src1, 1);
+		Vector4f c;
+
+		int i = src.index + offset;
+
+		if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
+		{
+			c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]));
+
+			c.x = c.x.xxxx;
+			c.y = c.y.yyyy;
+			c.z = c.z.zzzz;
+			c.w = c.w.wwww;
+
+			if(localShaderConstants)   // Constant may be known at compile time
+			{
+				for(int j = 0; j < shader->getLength(); j++)
+				{
+					const Shader::Instruction &instruction = *shader->getInstruction(j);
+
+					if(instruction.opcode == Shader::OPCODE_DEF)
+					{
+						if(instruction.dst.index == i)
+						{
+							c.x = Float4(instruction.src[0].value[0]);
+							c.y = Float4(instruction.src[0].value[1]);
+							c.z = Float4(instruction.src[0].value[2]);
+							c.w = Float4(instruction.src[0].value[3]);
+
+							break;
+						}
+					}
+				}
+			}
+		}
+		else if(src.rel.type == Shader::PARAMETER_LOOP)
+		{
+			Int loopCounter = r.aL[r.loopDepth];
+
+			c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + loopCounter * 16);
+
+			c.x = c.x.xxxx;
+			c.y = c.y.yyyy;
+			c.z = c.z.zzzz;
+			c.w = c.w.wwww;
+		}
+		else
+		{
+			if(src.rel.deterministic)
+			{
+				Int a = relativeAddress(r, src);
+			
+				c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + a * 16);
+
+				c.x = c.x.xxxx;
+				c.y = c.y.yyyy;
+				c.z = c.z.zzzz;
+				c.w = c.w.wwww;
+			}
+			else
+			{
+				int component = src.rel.swizzle & 0x03;
+				Float4 a;
+
+				switch(src.rel.type)
+				{
+				case Shader::PARAMETER_ADDR:   a = r.a0[component]; break;
+				case Shader::PARAMETER_TEMP:   a = r.r[src.rel.index][component]; break;
+				case Shader::PARAMETER_INPUT:  a = r.v[src.rel.index][component]; break;
+				case Shader::PARAMETER_OUTPUT: a = r.o[src.rel.index][component]; break;
+				case Shader::PARAMETER_CONST:  a = Float4(*Pointer<Float>(r.data + OFFSET(DrawData,vs.c[src.rel.index][component]))); break;
+				default: ASSERT(false);
+				}
+
+				Int4 index = Int4(i) + RoundInt(a) * Int4(src.rel.scale);
+
+				index = Min(As<UInt4>(index), UInt4(256));   // Clamp to constant register range, c[256] = {0, 0, 0, 0}
+				
+				Int index0 = Extract(index, 0);
+				Int index1 = Extract(index, 1);
+				Int index2 = Extract(index, 2);
+				Int index3 = Extract(index, 3);
+
+				c.x = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index0 * 16, 16);
+				c.y = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index1 * 16, 16);
+				c.z = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index2 * 16, 16);
+				c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index3 * 16, 16);
+
+				transpose4x4(c.x, c.y, c.z, c.w);
+			}
+		}
+
+		return c;
+	}
+
+	Int VertexProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
+	{
+		ASSERT(var.rel.deterministic);
+
+		if(var.rel.type == Shader::PARAMETER_TEMP)
+		{
+			return RoundInt(Extract(r.r[var.rel.index].x, 0)) * var.rel.scale;
+		}
+		else if(var.rel.type == Shader::PARAMETER_INPUT)
+		{
+			return RoundInt(Extract(r.v[var.rel.index].x, 0)) * var.rel.scale;
+		}
+		else if(var.rel.type == Shader::PARAMETER_OUTPUT)
+		{
+			return RoundInt(Extract(r.o[var.rel.index].x, 0)) * var.rel.scale;
+		}
+		else if(var.rel.type == Shader::PARAMETER_CONST)
+		{
+			RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[var.rel.index]));
+
+			return RoundInt(Extract(c, 0)) * var.rel.scale;
+		}
+		else ASSERT(false);
+
+		return 0;
+	}
+
+	Int4 VertexProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
+	{
+		Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
+					
+		if(shader->containsBreakInstruction() && !whileTest && instruction->analysisBreak)
+		{
+			enable &= r.enableBreak;
+		}
+
+		if(shader->containsContinueInstruction() && !whileTest && instruction->analysisContinue)
+		{
+			enable &= r.enableContinue;
+		}
+
+		if(shader->containsLeaveInstruction() && instruction->analysisLeave)
+		{
+			enable &= r.enableLeave;
+		}
+
+		return enable;
+	}
+
+	void VertexProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+	{
+		Vector4f row0 = reg(r, src1, 0);
+		Vector4f row1 = reg(r, src1, 1);
 
 		dst.x = dot3(src0, row0);
 		dst.y = dot3(src0, row1);
 	}
 
-	void VertexProgram::M3X3(Registers &r, Color4f &dst, Color4f &src0, Src &src1)
+	void VertexProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
 	{
-		Color4f row0 = reg(r, src1, 0);
-		Color4f row1 = reg(r, src1, 1);
-		Color4f row2 = reg(r, src1, 2);
+		Vector4f row0 = reg(r, src1, 0);
+		Vector4f row1 = reg(r, src1, 1);
+		Vector4f row2 = reg(r, src1, 2);
 
 		dst.x = dot3(src0, row0);
 		dst.y = dot3(src0, row1);
 		dst.z = dot3(src0, row2);
 	}
 
-	void VertexProgram::M3X4(Registers &r, Color4f &dst, Color4f &src0, Src &src1)
+	void VertexProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
 	{
-		Color4f row0 = reg(r, src1, 0);
-		Color4f row1 = reg(r, src1, 1);
-		Color4f row2 = reg(r, src1, 2);
-		Color4f row3 = reg(r, src1, 3);
+		Vector4f row0 = reg(r, src1, 0);
+		Vector4f row1 = reg(r, src1, 1);
+		Vector4f row2 = reg(r, src1, 2);
+		Vector4f row3 = reg(r, src1, 3);
 
 		dst.x = dot3(src0, row0);
 		dst.y = dot3(src0, row1);
@@ -672,23 +902,23 @@
 		dst.w = dot3(src0, row3);
 	}
 
-	void VertexProgram::M4X3(Registers &r, Color4f &dst, Color4f &src0, Src &src1)
+	void VertexProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
 	{
-		Color4f row0 = reg(r, src1, 0);
-		Color4f row1 = reg(r, src1, 1);
-		Color4f row2 = reg(r, src1, 2);
+		Vector4f row0 = reg(r, src1, 0);
+		Vector4f row1 = reg(r, src1, 1);
+		Vector4f row2 = reg(r, src1, 2);
 
 		dst.x = dot4(src0, row0);
 		dst.y = dot4(src0, row1);
 		dst.z = dot4(src0, row2);
 	}
 
-	void VertexProgram::M4X4(Registers &r, Color4f &dst, Color4f &src0, Src &src1)
+	void VertexProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
 	{
-		Color4f row0 = reg(r, src1, 0);
-		Color4f row1 = reg(r, src1, 1);
-		Color4f row2 = reg(r, src1, 2);
-		Color4f row3 = reg(r, src1, 3);
+		Vector4f row0 = reg(r, src1, 0);
+		Vector4f row1 = reg(r, src1, 1);
+		Vector4f row2 = reg(r, src1, 2);
+		Vector4f row3 = reg(r, src1, 3);
 
 		dst.x = dot4(src0, row0);
 		dst.y = dot4(src0, row1);
@@ -703,6 +933,7 @@
 
 		if(breakDepth == 0)
 		{
+			r.enableIndex = r.enableIndex - breakDepth;
 			Nucleus::createBr(endBlock);
 		}
 		else
@@ -710,49 +941,47 @@
 			r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
 			Bool allBreak = SignMask(r.enableBreak) == 0x0;
 
+			r.enableIndex = r.enableIndex - breakDepth;
 			branch(allBreak, endBlock, deadBlock);
 		}
 
 		Nucleus::setInsertBlock(deadBlock);
+		r.enableIndex = r.enableIndex + breakDepth;
 	}
 
-	void VertexProgram::BREAKC(Registers &r, Color4f &src0, Color4f &src1, Control control)
+	void VertexProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
 	{
 		Int4 condition;
 
 		switch(control)
 		{
-		case Op::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);	break;
-		case Op::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);		break;
-		case Op::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);	break;
-		case Op::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);	break;
-		case Op::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);	break;
-		case Op::CONTROL_LE: condition = CmpLE(src0.x, src1.x);		break;
+		case Shader::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);	break;
+		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);		break;
+		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);	break;
+		case Shader::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);	break;
+		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);	break;
+		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);		break;
 		default:
 			ASSERT(false);
 		}
 
-		condition &= r.enableStack[r.enableIndex];
-
-		llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
-		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
-
-		r.enableBreak = r.enableBreak & ~condition;
-		Bool allBreak = SignMask(r.enableBreak) == 0x0;
-
-		branch(allBreak, endBlock, continueBlock);
-		Nucleus::setInsertBlock(continueBlock);
+		BREAK(r, condition);
 	}
 
 	void VertexProgram::BREAKP(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
 	{
 		Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
 
-		if(predicateRegister.modifier == Src::MODIFIER_NOT)
+		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
 		{
 			condition = ~condition;
 		}
 
+		BREAK(r, condition);
+	}
+
+	void VertexProgram::BREAK(Registers &r, Int4 &condition)
+	{
 		condition &= r.enableStack[r.enableIndex];
 
 		llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
@@ -761,44 +990,61 @@
 		r.enableBreak = r.enableBreak & ~condition;
 		Bool allBreak = SignMask(r.enableBreak) == 0x0;
 
+		r.enableIndex = r.enableIndex - breakDepth;
 		branch(allBreak, endBlock, continueBlock);
+
 		Nucleus::setInsertBlock(continueBlock);
+		r.enableIndex = r.enableIndex + breakDepth;
 	}
 
-	void VertexProgram::CALL(Registers &r, int labelIndex)
+	void VertexProgram::CONTINUE(Registers &r)
+	{
+		r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
+	}
+
+	void VertexProgram::TEST()
+	{
+		whileTest = true;
+	}
+
+	void VertexProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
 	{
 		if(!labelBlock[labelIndex])
 		{
 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
 		}
 
-		llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
-		callRetBlock.push_back(retBlock);
+		if(callRetBlock[labelIndex].size() > 1)
+		{
+			r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+		}
 
-		r.callStack[r.stackIndex++] = UInt((unsigned int)callRetBlock.size() - 1);   // FIXME
+		Int4 restoreLeave = r.enableLeave;
 
 		Nucleus::createBr(labelBlock[labelIndex]);
-		Nucleus::setInsertBlock(retBlock);
+		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+		r.enableLeave = restoreLeave;
 	}
 
-	void VertexProgram::CALLNZ(Registers &r, int labelIndex, const Src &src)
+	void VertexProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
 	{
-		if(src.type == Src::PARAMETER_CONSTBOOL)
+		if(src.type == Shader::PARAMETER_CONSTBOOL)
 		{
-			CALLNZb(r, labelIndex, src);
+			CALLNZb(r, labelIndex, callSiteIndex, src);
 		}
-		else if(src.type == Src::PARAMETER_PREDICATE)
+		else if(src.type == Shader::PARAMETER_PREDICATE)
 		{
-			CALLNZp(r, labelIndex, src);
+			CALLNZp(r, labelIndex, callSiteIndex, src);
 		}
 		else ASSERT(false);
 	}
 
-	void VertexProgram::CALLNZb(Registers &r, int labelIndex, const Src &boolRegister)
+	void VertexProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
 	{
 		Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME
 		
-		if(boolRegister.modifier == Src::MODIFIER_NOT)
+		if(boolRegister.modifier == Shader::MODIFIER_NOT)
 		{
 			condition = !condition;	
 		}
@@ -808,20 +1054,24 @@
 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
 		}
 
-		llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
-		callRetBlock.push_back(retBlock);
+		if(callRetBlock[labelIndex].size() > 1)
+		{
+			r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+		}
 
-		r.callStack[r.stackIndex++] = UInt((int)callRetBlock.size() - 1);   // FIXME
+		Int4 restoreLeave = r.enableLeave;
 
-		branch(condition, labelBlock[labelIndex], retBlock);
-		Nucleus::setInsertBlock(retBlock);
+		branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
+		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+		r.enableLeave = restoreLeave;
 	}
 
-	void VertexProgram::CALLNZp(Registers &r, int labelIndex, const Src &predicateRegister)
+	void VertexProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
 	{
 		Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
 
-		if(predicateRegister.modifier == Src::MODIFIER_NOT)
+		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
 		{
 			condition = ~condition;
 		}
@@ -833,20 +1083,21 @@
 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
 		}
 
-		llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
-		callRetBlock.push_back(retBlock);
-
-		r.callStack[r.stackIndex++] = UInt((int)callRetBlock.size() - 1);   // FIXME
+		if(callRetBlock[labelIndex].size() > 1)
+		{
+			r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+		}
 
 		r.enableIndex++;
 		r.enableStack[r.enableIndex] = condition;
+		Int4 restoreLeave = r.enableLeave;
 
-		Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
-
-		branch(notAllFalse, labelBlock[labelIndex], retBlock);
-		Nucleus::setInsertBlock(retBlock);
+		Bool notAllFalse = SignMask(condition) != 0;
+		branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
+		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
 
 		r.enableIndex--;
+		r.enableLeave = restoreLeave;
 	}
 
 	void VertexProgram::ELSE(Registers &r)
@@ -859,7 +1110,7 @@
 		if(isConditionalIf[ifDepth])
 		{
 			Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
-			Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+			Bool notAllFalse = SignMask(condition) != 0;
 
 			branch(notAllFalse, falseBlock, endBlock);
 
@@ -892,20 +1143,6 @@
 		}
 	}
 
-	void VertexProgram::ENDREP(Registers &r)
-	{
-		loopRepDepth--;
-
-		llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
-		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
-
-		Nucleus::createBr(testBlock);
-		Nucleus::setInsertBlock(endBlock);
-
-		r.loopDepth--;
-		r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
-	}
-
 	void VertexProgram::ENDLOOP(Registers &r)
 	{
 		loopRepDepth--;
@@ -922,17 +1159,50 @@
 		r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
 	}
 
+	void VertexProgram::ENDREP(Registers &r)
+	{
+		loopRepDepth--;
+
+		llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(endBlock);
+
+		r.loopDepth--;
+		r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+	}
+
+	void VertexProgram::ENDWHILE(Registers &r)
+	{
+		loopRepDepth--;
+
+		llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(endBlock);
+
+		r.enableIndex--;
+		r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+		whileTest = false;
+	}
+
 	void VertexProgram::IF(Registers &r, const Src &src)
 	{
-		if(src.type == Src::PARAMETER_CONSTBOOL)
+		if(src.type == Shader::PARAMETER_CONSTBOOL)
 		{
 			IFb(r, src);
 		}
-		else if(src.type == Src::PARAMETER_PREDICATE)
+		else if(src.type == Shader::PARAMETER_PREDICATE)
 		{
 			IFp(r, src);
 		}
-		else ASSERT(false);
+		else
+		{
+			Int4 condition = As<Int4>(reg(r, src).x);
+			IF(r, condition);
+		}
 	}
 
 	void VertexProgram::IFb(Registers &r, const Src &boolRegister)
@@ -941,9 +1211,9 @@
 
 		Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME
 
-		if(boolRegister.modifier == Src::MODIFIER_NOT)
+		if(boolRegister.modifier == Shader::MODIFIER_NOT)
 		{
-			condition = !condition;	
+			condition = !condition;
 		}
 
 		llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
@@ -957,50 +1227,39 @@
 		ifDepth++;
 	}
 
-	void VertexProgram::IFp(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with IFC
+	void VertexProgram::IFp(Registers &r, const Src &predicateRegister)
 	{
 		Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
 
-		if(predicateRegister.modifier == Src::MODIFIER_NOT)
+		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
 		{
 			condition = ~condition;
 		}
 
-		condition &= r.enableStack[r.enableIndex];
-
-		r.enableIndex++;
-		r.enableStack[r.enableIndex] = condition;
-
-		llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
-		llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
-
-		Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
-
-		branch(notAllFalse, trueBlock, falseBlock);
-
-		isConditionalIf[ifDepth] = true;
-		ifFalseBlock[ifDepth] = falseBlock;
-
-		ifDepth++;
-		breakDepth++;
+		IF(r, condition);
 	}
 
-	void VertexProgram::IFC(Registers &r, Color4f &src0, Color4f &src1, Control control)
+	void VertexProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
 	{
 		Int4 condition;
 
 		switch(control)
 		{
-		case Op::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);	break;
-		case Op::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);		break;
-		case Op::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);	break;
-		case Op::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);	break;
-		case Op::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);	break;
-		case Op::CONTROL_LE: condition = CmpLE(src0.x, src1.x);		break;
+		case Shader::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);	break;
+		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);		break;
+		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);	break;
+		case Shader::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);	break;
+		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);	break;
+		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);		break;
 		default:
 			ASSERT(false);
 		}
 
+		IF(r, condition);
+	}
+
+	void VertexProgram::IF(Registers &r, Int4 &condition)
+	{
 		condition &= r.enableStack[r.enableIndex];
 
 		r.enableIndex++;
@@ -1009,7 +1268,7 @@
 		llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
 		llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
 
-		Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+		Bool notAllFalse = SignMask(condition) != 0;
 
 		branch(notAllFalse, trueBlock, falseBlock);
 
@@ -1022,7 +1281,13 @@
 
 	void VertexProgram::LABEL(int labelIndex)
 	{
+		if(!labelBlock[labelIndex])
+		{
+			labelBlock[labelIndex] = Nucleus::createBasicBlock();
+		}
+
 		Nucleus::setInsertBlock(labelBlock[labelIndex]);
+		currentLabel = labelIndex;
 	}
 
 	void VertexProgram::LOOP(Registers &r, const Src &integerRegister)
@@ -1086,27 +1351,73 @@
 		breakDepth = 0;
 	}
 
+	void VertexProgram::WHILE(Registers &r, const Src &temporaryRegister)
+	{
+		r.enableIndex++;
+
+		llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+		
+		loopRepTestBlock[loopRepDepth] = testBlock;
+		loopRepEndBlock[loopRepDepth] = endBlock;
+
+		Int4 restoreBreak = r.enableBreak;
+		Int4 restoreContinue = r.enableContinue;
+
+		// FIXME: jump(testBlock)
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(testBlock);
+		r.enableContinue = restoreContinue;
+
+		Vector4f &src = reg(r, temporaryRegister);
+		Int4 condition = As<Int4>(src.x);
+		condition &= r.enableStack[r.enableIndex - 1];
+		r.enableStack[r.enableIndex] = condition;
+
+		Bool notAllFalse = SignMask(condition) != 0;
+		branch(notAllFalse, loopBlock, endBlock);
+		
+		Nucleus::setInsertBlock(endBlock);
+		r.enableBreak = restoreBreak;
+		
+		Nucleus::setInsertBlock(loopBlock);
+
+		loopRepDepth++;
+		breakDepth = 0;
+	}
+
 	void VertexProgram::RET(Registers &r)
 	{
-		if(!returns)
+		if(currentLabel == -1)
 		{
 			returnBlock = Nucleus::createBasicBlock();
 			Nucleus::createBr(returnBlock);
-
-			returns = true;
 		}
 		else
 		{
-			// FIXME: Encapsulate
-			UInt index = r.callStack[--r.stackIndex];
- 
 			llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
-			llvm::Value *value = Nucleus::createLoad(index.address);
-			llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock.size());
 
-			for(unsigned int i = 0; i < callRetBlock.size(); i++)
+			if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack
 			{
-				Nucleus::addSwitchCase(switchInst, i, callRetBlock[i]);
+				// FIXME: Encapsulate
+				UInt index = r.callStack[--r.stackIndex];
+ 
+				llvm::Value *value = Nucleus::createLoad(index.address);
+				llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
+
+				for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
+				{
+					Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
+				}
+			}
+			else if(callRetBlock[currentLabel].size() == 1)   // Jump directly to the unique return destination
+			{
+				Nucleus::createBr(callRetBlock[currentLabel][0]);
+			}
+			else   // Function isn't called
+			{
+				Nucleus::createBr(unreachableBlock);
 			}
 
 			Nucleus::setInsertBlock(unreachableBlock);
@@ -1114,17 +1425,60 @@
 		}
 	}
 
-	void VertexProgram::TEXLDL(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+	void VertexProgram::LEAVE(Registers &r)
 	{
-		Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + src1.index * sizeof(Texture);
+		r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
 
-		Color4f tmp;
+		// FIXME: Return from function if all instances left
+		// FIXME: Use enableLeave in other control-flow constructs
+	}
 
-		sampler[src1.index]->sampleTexture(texture, tmp, src0.x, src0.y, src0.z, src0.w, src0, src0, false, false, true);
+	void VertexProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+	{
+		Vector4f tmp;
+		sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w);
 
 		dst.x = tmp[(src1.swizzle >> 0) & 0x3];
 		dst.y = tmp[(src1.swizzle >> 2) & 0x3];
 		dst.z = tmp[(src1.swizzle >> 4) & 0x3];
 		dst.w = tmp[(src1.swizzle >> 6) & 0x3];
 	}
+
+	void VertexProgram::TEX(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+	{
+		Float4 lod = Float4(0.0f);
+		Vector4f tmp;
+		sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, lod);
+
+		dst.x = tmp[(src1.swizzle >> 0) & 0x3];
+		dst.y = tmp[(src1.swizzle >> 2) & 0x3];
+		dst.z = tmp[(src1.swizzle >> 4) & 0x3];
+		dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+	}
+
+	void VertexProgram::sampleTexture(Registers &r, Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
+	{
+		if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
+		{
+			Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + s.index * sizeof(Texture);
+			sampler[s.index]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);	
+		}
+		else
+		{
+			Int index = As<Int>(Float(reg(r, s).x.x));
+
+			for(int i = 0; i < 16; i++)
+			{
+				if(shader->usesSampler(i))
+				{
+					If(index == i)
+					{
+						Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + i * sizeof(Texture);
+						sampler[i]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);
+						// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
+					}
+				}
+			}
+		}
+	}
 }