Derive Rasterizer from Function<>.

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>
diff --git a/src/Shader/PixelPipeline.cpp b/src/Shader/PixelPipeline.cpp
index 0879ce9..7669163 100644
--- a/src/Shader/PixelPipeline.cpp
+++ b/src/Shader/PixelPipeline.cpp
@@ -17,24 +17,22 @@
 {
 	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) 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[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[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 @@
 
 			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 @@
 			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 @@
 			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 @@
 			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 @@
 					{
 						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 @@
 				{
 					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 @@
 
 		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 @@
 		}
 		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 @@
 		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 @@
 		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 @@
 		}
 	}
 
-	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 @@
 		   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 @@
 		   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 @@
 		{
 			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 @@
 		{
 		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 @@
 		{
 		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 @@
 		{
 		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 @@
 			}
 			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 @@
 			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 @@
 			{
 			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 @@
 			{
 			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 @@
 			{
 			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 @@
 			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 @@
 		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 @@
 		}
 	}
 
-	void PixelPipeline::fogBlend(Registers &r, Vector4s &current, Float4 &f)
+	void PixelPipeline::fogBlend(Vector4s &current, Float4 &f)
 	{
 		if(!state.fogActive)
 		{
@@ -1183,7 +1175,7 @@
 
 		if(state.pixelFogMode != FOG_NONE)
 		{
-			pixelFog(r, f);
+			pixelFog(f);
 		}
 
 		UShort4 fog = convertFixed16(f, true);
@@ -1194,9 +1186,9 @@
 
 		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 @@
 		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 @@
 		}
 
 #if PERF_PROFILE
-		r.cycles[PERF_TEX] += Ticks() - texTime;
+		cycles[PERF_TEX] += Ticks() - texTime;
 #endif
 	}
 
@@ -1291,41 +1283,41 @@
 		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 @@
 
 		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 @@
 		}
 	}
 
-	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 @@
 		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 @@
 		}
 	}
 
-	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 @@
 		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 @@
 		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 @@
 		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 @@
 		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_;
+		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(r, dst, stage, u__, v__, w__, w__);
+		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 @@
 		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_;
+		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(r, dst, stage, u__, v__, w__, w__);
+		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 @@
 		{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;
diff --git a/src/Shader/PixelPipeline.hpp b/src/Shader/PixelPipeline.hpp
index 1b3bfa1..fd76b3e 100644
--- a/src/Shader/PixelPipeline.hpp
+++ b/src/Shader/PixelPipeline.hpp
@@ -20,98 +20,92 @@
 	{

 	public:

 		PixelPipeline(const PixelProcessor::State &state, const PixelShader *shader) :

-			PixelRoutine(state, shader), perturbate(false), luminance(false), previousScaling(false) {}

+			PixelRoutine(state, shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]), perturbate(false), luminance(false), previousScaling(false) {}

 		virtual ~PixelPipeline() {}

 

 	protected:

-		virtual void setBuiltins(PixelRoutine::Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w);

-		virtual void applyShader(PixelRoutine::Registers &r, Int cMask[4]);

-		virtual Bool alphaTest(PixelRoutine::Registers &r, Int cMask[4]);

-		virtual void rasterOperation(PixelRoutine::Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);

-		virtual QuadRasterizer::Registers* createRegisters(const PixelShader *shader) { return new PixelPipeline::Registers(shader); };

+		virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w);

+		virtual void applyShader(Int cMask[4]);

+		virtual Bool alphaTest(Int cMask[4]);

+		virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);

 

 	private:

-		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
-		};

+		Vector4s &current;

+		Vector4s &diffuse;

+		Vector4s &specular;

 

-		void fixedFunction(Registers& r);

-		void blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage);

-		void fogBlend(Registers &r, Vector4s &current, Float4 &fog);
+		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

+

+		void fixedFunction();

+		void blendTexture(Vector4s &temp, Vector4s &texture, int stage);

+		void fogBlend(Vector4s &current, Float4 &fog);

 		void specularPixel(Vector4s &current, Vector4s &specular);

 

-		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);

+		void sampleTexture(Vector4s &c, int coordinates, int sampler, bool project = false);

+		void sampleTexture(Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false);

+		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);

 

-		Short4 convertFixed12(RValue<Float4> cf);
-		void convertFixed12(Vector4s &cs, Vector4f &cf);
-		Float4 convertSigned12(Short4 &cs);
+		Short4 convertFixed12(RValue<Float4> cf);

+		void convertFixed12(Vector4s &cs, Vector4f &cf);

+		Float4 convertSigned12(Short4 &cs);

 		void convertSigned12(Vector4f &cf, Vector4s &cs);

 

-		void writeDestination(Registers &r, Vector4s &d, const Dst &dst);

-		Vector4s fetchRegisterS(Registers &r, const Src &src);
+		void writeDestination(Vector4s &d, const Dst &dst);

+		Vector4s fetchRegisterS(const Src &src);

 

-		// 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);

+		// 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(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src);

+		void TEXDP3TEX(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(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project);

+		void TEXLD(Vector4s &dst, Vector4s &src, int stage, bool project);

+		void TEXBEM(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);

+		void TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);

+		void TEXREG2AR(Vector4s &dst, Vector4s &src0, int stage);

+		void TEXREG2GB(Vector4s &dst, Vector4s &src0, int stage);

+		void TEXREG2RGB(Vector4s &dst, Vector4s &src0, int stage);

+		void TEXM3X2DEPTH(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling);

+		void TEXM3X2PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);

+		void TEXM3X2TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling);

+		void TEXM3X3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling);

+		void TEXM3X3PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);

+		void TEXM3X3SPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1);

+		void TEXM3X3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool singedScaling);

+		void TEXM3X3VSPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);

+		void TEXDEPTH();

+		void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);

+		void CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);

+		void BEM(Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage);

 

-		bool perturbate;
-		bool luminance;
-		bool previousScaling;
+		bool perturbate;

+		bool luminance;

+		bool previousScaling;

 	};

 }

 

diff --git a/src/Shader/PixelProgram.cpp b/src/Shader/PixelProgram.cpp
index bdf6b3e..bba829b 100644
--- a/src/Shader/PixelProgram.cpp
+++ b/src/Shader/PixelProgram.cpp
@@ -21,62 +21,58 @@
 	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 @@
 			{
 				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 @@
 			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 @@
 					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 @@
 					{
 						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 @@
 				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 @@
 
 		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 @@
 
 		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 @@
 		}
 		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 @@
 		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 @@
 
 			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 @@
 			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 @@
 			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 @@
 		}
 	}
 
-	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 @@
 				{
 					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 @@
 		}
 	}
 
-	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 @@
 		}
 
 #if PERF_PROFILE
-		r.cycles[PERF_TEX] += Ticks() - texTime;
+		cycles[PERF_TEX] += Ticks() - texTime;
 #endif
 	}
 
@@ -714,32 +706,32 @@
 		}
 	}
 
-	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 @@
 		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 @@
 			}
 			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 @@
 		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 @@
 		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 @@
 		}
 		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 @@
 		}
 		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 @@
 		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 @@
 		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 @@
 		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 @@
 		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 @@
 		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 @@
 		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 @@
 		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 @@
 		// 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 @@
 		// 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 @@
 		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 @@
 			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 @@
 		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 @@
 
 		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 @@
 
 		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 @@
 
 		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 @@
 
 		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 @@
 		ifDepth++;
 	}
 
-	void PixelProgram::ENDIF(Registers &r)
+	void PixelProgram::ENDIF()
 	{
 		ifDepth--;
 
@@ -1380,15 +1372,15 @@
 		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 @@
 		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 @@
 		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 @@
 		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 @@
 		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 @@
 			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 @@
 		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 @@
 		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 @@
 		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 @@
 		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 @@
 		breakDepth = 0;
 	}
 
-	void PixelProgram::RET(Registers &r)
+	void PixelProgram::RET()
 	{
 		if(currentLabel == -1)
 		{
@@ -1641,7 +1633,7 @@
 			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 @@
 		}
 	}
 
-	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
diff --git a/src/Shader/PixelProgram.hpp b/src/Shader/PixelProgram.hpp
index 847b379..ffef0ac 100644
--- a/src/Shader/PixelProgram.hpp
+++ b/src/Shader/PixelProgram.hpp
@@ -20,148 +20,141 @@
 	{

 	public:

 		PixelProgram(const PixelProcessor::State &state, const PixelShader *shader) :

-			PixelRoutine(state, shader), ifDepth(0), loopRepDepth(0), breakDepth(0), currentLabel(-1), whileTest(false)

+			PixelRoutine(state, shader), r(shader && shader->dynamicallyIndexedTemporaries),

+			loopDepth(-1), ifDepth(0), loopRepDepth(0), breakDepth(0), currentLabel(-1), whileTest(false)

 		{

-			for(int i = 0; i < 2048; ++i)
-			{
-				labelBlock[i] = 0;
+			for(int i = 0; i < 2048; ++i)

+			{

+				labelBlock[i] = 0;

+			}

+

+			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);

 			}

 		}

+

 		virtual ~PixelProgram() {}

+

 	protected:

-		virtual void setBuiltins(PixelRoutine::Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w);

-		virtual void applyShader(PixelRoutine::Registers &r, Int cMask[4]);

-		virtual Bool alphaTest(PixelRoutine::Registers &r, Int cMask[4]);

-		virtual void rasterOperation(PixelRoutine::Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);

-		virtual QuadRasterizer::Registers* createRegisters(const PixelShader *shader) { return new PixelProgram::Registers(shader); };

+		virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w);

+		virtual void applyShader(Int cMask[4]);

+		virtual Bool alphaTest(Int cMask[4]);

+		virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);

 

 	private:

-		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;
-		};

+		// Temporary registers

+		RegisterArray<4096> 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);
+		// Color outputs

+		Vector4f c[RENDERTARGETS];

+		RegisterArray<RENDERTARGETS, true> oC;

 

-		// Raster operations
-		void clampColor(Vector4f oC[RENDERTARGETS]);
+		// Shader variables

+		Vector4f vPos;

+		Vector4f vFace;

 

-		Int4 enableMask(Registers &r, const Shader::Instruction *instruction);

+		// DX9 specific variables

+		Vector4f p0;

+		Array<Int, 4> aL;

+		Array<Int, 4> increment;

+		Array<Int, 4> iteration;

 

-		Vector4f fetchRegisterF(Registers &r, const Src &src, unsigned int offset = 0);

-		Vector4f readConstant(Registers &r, const Src &src, unsigned int offset = 0);

-		Int relativeAddress(Registers &r, const Shader::Parameter &var);
-
-		Float4 linearToSRGB(const Float4 &x);
+		Int loopDepth;    // FIXME: Add support for switch

+		Int stackIndex;   // FIXME: Inc/decrement callStack

+		Array<UInt, 16> callStack;

 

-		// 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);

+		// Per pixel based on conditions reached

+		Int enableIndex;

+		Array<Int4, 1 + 24> enableStack;

+		Int4 enableBreak;

+		Int4 enableContinue;

+		Int4 enableLeave;

 

-		int ifDepth;
-		int loopRepDepth;
-		int breakDepth;
-		int currentLabel;
+		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);

+		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);

+

+		// Raster operations

+		void clampColor(Vector4f oC[RENDERTARGETS]);

+

+		Int4 enableMask(const Shader::Instruction *instruction);

+

+		Vector4f fetchRegisterF(const Src &src, unsigned int offset = 0);

+		Vector4f readConstant(const Src &src, unsigned int offset = 0);

+		Int relativeAddress(const Shader::Parameter &var);

+

+		Float4 linearToSRGB(const Float4 &x);

+

+		// Instructions

+		typedef Shader::Control Control;

+

+		void M3X2(Vector4f &dst, Vector4f &src0, const Src &src1);

+		void M3X3(Vector4f &dst, Vector4f &src0, const Src &src1);

+		void M3X4(Vector4f &dst, Vector4f &src0, const Src &src1);

+		void M4X3(Vector4f &dst, Vector4f &src0, const Src &src1);

+		void M4X4(Vector4f &dst, Vector4f &src0, const Src &src1);

+		void TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);

+		void TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias);

+		void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);

+		void TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1);

+		void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask);

+		void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, bool project, bool bias);

+		void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool project, bool bias);

+		void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);

+		void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);

+		void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);

+		void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);

+		void DISCARD(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();

+		void BREAKC(Vector4f &src0, Vector4f &src1, Control);

+		void BREAKP(const Src &predicateRegister);

+		void BREAK(Int4 &condition);

+		void CONTINUE();

+		void TEST();

+		void CALL(int labelIndex, int callSiteIndex);

+		void CALLNZ(int labelIndex, int callSiteIndex, const Src &src);

+		void CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister);

+		void CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister);

+		void ELSE();

+		void ENDIF();

+		void ENDLOOP();

+		void ENDREP();

+		void ENDWHILE();

+		void IF(const Src &src);

+		void IFb(const Src &boolRegister);

+		void IFp(const Src &predicateRegister);

+		void IFC(Vector4f &src0, Vector4f &src1, Control);

+		void IF(Int4 &condition);

+		void LABEL(int labelIndex);

+		void LOOP(const Src &integerRegister);

+		void REP(const Src &integerRegister);

+		void WHILE(const Src &temporaryRegister);

+		void RET();

+		void LEAVE();

+

+		int ifDepth;

+		int loopRepDepth;

+		int breakDepth;

+		int currentLabel;

 		bool whileTest;

-
-		// 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;
+

+		// 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;

 		bool isConditionalIf[24 + 24];

 	};

 }

diff --git a/src/Shader/PixelRoutine.cpp b/src/Shader/PixelRoutine.cpp
index 213a3df..32a1f41 100644
--- a/src/Shader/PixelRoutine.cpp
+++ b/src/Shader/PixelRoutine.cpp
@@ -27,9 +27,7 @@
 	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 @@
 		}
 	}
 
-	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 @@
 		}
 	}
 
-	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 @@
 
 		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 @@
 		{
 			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 @@
 				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 @@
 
 				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 @@
 
 			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 @@
 					{
 						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 @@
 				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 @@
 					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 @@
 				{
 					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 @@
 					{
 						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 @@
 							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 @@
 		{
 			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 @@
 		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 @@
 
 		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 @@
 
 		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 @@
 			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 @@
 		}
 	}
 
-	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 @@
 		{
 			if(complementaryDepthBuffer)
 			{
-				Z = Float4(1.0f) - r.oDepth;
+				Z = Float4(1.0f) - oDepth;
 			}
 			else
 			{
-				Z = r.oDepth;
+				Z = oDepth;
 			}
 		}
 
@@ -430,7 +418,7 @@
 		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 @@
 
 		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 @@
 		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 @@
 			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 @@
 		}
 	}
 
-	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 @@
 		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 @@
 
 		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 @@
 		{
 			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 @@
 		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 @@
 		}
 	}
 
-	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 @@
 		{
 			if(complementaryDepthBuffer)
 			{
-				Z = Float4(1.0f) - r.oDepth;
+				Z = Float4(1.0f) - oDepth;
 			}
 			else
 			{
-				Z = r.oDepth;
+				Z = oDepth;
 			}
 		}
 
@@ -701,7 +689,7 @@
 		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 @@
 
 		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 @@
 			}
 		}
 
-		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 @@
 		}
 	}
 
-	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 @@
 
 		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 @@
 		{
 			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 @@
 			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 @@
 		}
 	}
 
-	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 @@
 			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 @@
 			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 @@
 		{
 		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 @@
 		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 @@
 		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 @@
 		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 @@
 		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 @@
 		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 @@
 			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 @@
 		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 @@
 
 		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 @@
 		}
 
 		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 @@
 			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 @@
 		}
 	}
 
-	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 @@
 		}
 
 		Vector4s pixel;
-		readPixel(r, index, cBuffer, x, pixel);
+		readPixel(index, cBuffer, x, pixel);
 
 		switch(state.logicalOperation)
 		{
@@ -1373,11 +1361,11 @@
 		}
 	}
 
-	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 @@
 				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 @@
 				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 @@
 		//	    (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 @@
 		//	    (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 @@
 					(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 @@
 					(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 @@
 					(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 @@
 					(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 @@
 				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 @@
 				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 @@
 					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 @@
 					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 @@
 					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 @@
 					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 @@
 		}
 	}
 
-	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 @@
 			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 @@
 			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 @@
 			// 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 @@
 		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 @@
 			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 @@
 		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 @@
 			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 @@
 		}
 	}
 
-	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 @@
 				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 @@
 			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 @@
 				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 @@
 				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 @@
 				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 @@
 				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 @@
 				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 @@
 		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 @@
 		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);
diff --git a/src/Shader/PixelRoutine.hpp b/src/Shader/PixelRoutine.hpp
index 38fb3a4..f80b297 100644
--- a/src/Shader/PixelRoutine.hpp
+++ b/src/Shader/PixelRoutine.hpp
@@ -29,68 +29,62 @@
 		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
 
-			RegisterArray<10> v;   // Varying registers
-
-			// Depth output
-			Float4 oDepth;
-		};
-
+		// 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 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(Registers &r, Vector4s &c);
-		void sRGBtoLinear12_16(Registers &r, Vector4s &c);
-		void linearToSRGB16_12_16(Registers &r, Vector4s &c);
+		void sRGBtoLinear16_12_16(Vector4s &c);
+		void sRGBtoLinear12_16(Vector4s &c);
+		void linearToSRGB16_12_16(Vector4s &c);
 		Float4 sRGBtoLinear(const Float4 &x);
 
 		bool colorUsed();