Add SwiftShader dump from Feb 6 2013
diff --git a/src/Shader/VertexRoutine.hpp b/src/Shader/VertexRoutine.hpp
index 72323f2..8947b06 100644
--- a/src/Shader/VertexRoutine.hpp
+++ b/src/Shader/VertexRoutine.hpp
@@ -1,105 +1,105 @@
-// SwiftShader Software Renderer

-//

-// Copyright(c) 2005-2012 TransGaming Inc.

-//

-// All rights reserved. No part of this software may be copied, distributed, transmitted,

-// transcribed, stored in a retrieval system, translated into any human or computer

-// language by any means, or disclosed to third parties without the explicit written

-// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express

-// or implied, including but not limited to any patent rights, are granted to you.

-//

-

-#ifndef sw_VertexRoutine_hpp

-#define sw_VertexRoutine_hpp

-

-#include "Renderer/Color.hpp"

-#include "Renderer/VertexProcessor.hpp"

-#include "ShaderCore.hpp"

-#include "VertexShader.hpp"

-

-namespace sw

-{

-	class VertexRoutine

-	{

-	protected:

-		struct Registers

-		{

-			Registers(const VertexShader *shader) :

-				r(shader && shader->dynamicallyIndexedTemporaries),

-				v(shader && shader->dynamicallyIndexedInput),

-				o(shader && shader->dynamicallyIndexedOutput)

-			{

-				loopDepth = -1;

-				enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);

-				

-				if(shader && shader->containsBreakInstruction())

-				{

-					enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);

-				}

-

-				if(shader && shader->containsContinueInstruction())

-				{

-					enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);

-				}

-

-				if(shader && shader->containsLeaveInstruction())

-				{

-					enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);

-				}

-			}

-

-			Pointer<Byte> data;

-			Pointer<Byte> constants;

-

-			Int clipFlags;

-

-			RegisterArray<16> v;

-			RegisterArray<4096> r;

-			RegisterArray<12> o;

-			Vector4f a0;

-			Array<Int, 4> aL;

-			Vector4f p0;

-

-			Array<Int, 4> increment;

-			Array<Int, 4> iteration;

-

-			Int loopDepth;

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

-			Array<UInt, 4> callStack;

-

-			Int enableIndex;

-			Array<Int4, 1 + 24> enableStack;

-			Int4 enableBreak;

-			Int4 enableContinue;

-			Int4 enableLeave;

-		};

-

-	public:

-		VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader);

-

-		virtual ~VertexRoutine();

-

-		void generate();

-		Routine *getRoutine();

-

-	protected:

-		const VertexProcessor::State &state;

-		const VertexShader *const shader;

-

-	private:		

-		virtual void pipeline(Registers &r) = 0;

-

-		typedef VertexProcessor::State::Input Stream;

-		

-		Vector4f readStream(Registers &r, Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index);

-		void readInput(Registers &r, UInt &index);

-		void computeClipFlags(Registers &r);

-		void postTransform(Registers &r);

-		void writeCache(Pointer<Byte> &cacheLine, Registers &r);

-		void writeVertex(Pointer<Byte> &vertex, Pointer<Byte> &cacheLine);

-

-		Routine *routine;

-	};

-}

-

-#endif   // sw_VertexRoutine_hpp

+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2012 TransGaming Inc.
+//
+// All rights reserved. No part of this software may be copied, distributed, transmitted,
+// transcribed, stored in a retrieval system, translated into any human or computer
+// language by any means, or disclosed to third parties without the explicit written
+// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
+// or implied, including but not limited to any patent rights, are granted to you.
+//
+
+#ifndef sw_VertexRoutine_hpp
+#define sw_VertexRoutine_hpp
+
+#include "Renderer/Color.hpp"
+#include "Renderer/VertexProcessor.hpp"
+#include "ShaderCore.hpp"
+#include "VertexShader.hpp"
+
+namespace sw
+{
+	class VertexRoutine
+	{
+	protected:
+		struct Registers
+		{
+			Registers(const VertexShader *shader) :
+				r(shader && shader->dynamicallyIndexedTemporaries),
+				v(shader && shader->dynamicallyIndexedInput),
+				o(shader && shader->dynamicallyIndexedOutput)
+			{
+				loopDepth = -1;
+				enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+				
+				if(shader && shader->containsBreakInstruction())
+				{
+					enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+				}
+
+				if(shader && shader->containsContinueInstruction())
+				{
+					enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+				}
+
+				if(shader && shader->containsLeaveInstruction())
+				{
+					enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+				}
+			}
+
+			Pointer<Byte> data;
+			Pointer<Byte> constants;
+
+			Int clipFlags;
+
+			RegisterArray<16> v;
+			RegisterArray<4096> r;
+			RegisterArray<12> o;
+			Vector4f a0;
+			Array<Int, 4> aL;
+			Vector4f p0;
+
+			Array<Int, 4> increment;
+			Array<Int, 4> iteration;
+
+			Int loopDepth;
+			Int stackIndex;   // FIXME: Inc/decrement callStack
+			Array<UInt, 4> callStack;
+
+			Int enableIndex;
+			Array<Int4, 1 + 24> enableStack;
+			Int4 enableBreak;
+			Int4 enableContinue;
+			Int4 enableLeave;
+		};
+
+	public:
+		VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader);
+
+		virtual ~VertexRoutine();
+
+		void generate();
+		Routine *getRoutine();
+
+	protected:
+		const VertexProcessor::State &state;
+		const VertexShader *const shader;
+
+	private:		
+		virtual void pipeline(Registers &r) = 0;
+
+		typedef VertexProcessor::State::Input Stream;
+		
+		Vector4f readStream(Registers &r, Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index);
+		void readInput(Registers &r, UInt &index);
+		void computeClipFlags(Registers &r);
+		void postTransform(Registers &r);
+		void writeCache(Pointer<Byte> &cacheLine, Registers &r);
+		void writeVertex(Pointer<Byte> &vertex, Pointer<Byte> &cacheLine);
+
+		Routine *routine;
+	};
+}
+
+#endif   // sw_VertexRoutine_hpp