Add SwiftShader source to repo

Oct 6 code drop from Transgaming
Review URL: https://chromereviews.googleplex.com/3846015
diff --git a/src/Shader/Constants.cpp b/src/Shader/Constants.cpp
new file mode 100644
index 0000000..d111e5e
--- /dev/null
+++ b/src/Shader/Constants.cpp
@@ -0,0 +1,345 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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.
+//
+
+#include "Constants.hpp"
+
+#include "Math.hpp"
+#include "Half.hpp"
+
+#include <memory.h>
+
+namespace sw
+{
+	Constants::Constants()
+	{
+		for(int i = 0; i < 256; i++)
+		{
+			sRGBtoLinear8[i] = (unsigned short)(sw::sRGBtoLinear((float)i / 0xFF) * 0x1000 + 0.5f);
+		}
+
+		static const unsigned int transposeBit0[16] =
+		{
+			0x00000000,
+			0x00000001,
+			0x00000010,
+			0x00000011,
+			0x00000100,
+			0x00000101,
+			0x00000110,
+			0x00000111,
+			0x00001000,
+			0x00001001,
+			0x00001010,
+			0x00001011,
+			0x00001100,
+			0x00001101,
+			0x00001110,
+			0x00001111
+		};
+
+		static const unsigned int transposeBit1[16] =
+		{
+			0x00000000,
+			0x00000002,
+			0x00000020,
+			0x00000022,
+			0x00000200,
+			0x00000202,
+			0x00000220,
+			0x00000222,
+			0x00002000,
+			0x00002002,
+			0x00002020,
+			0x00002022,
+			0x00002200,
+			0x00002202,
+			0x00002220,
+			0x00002222
+		};
+
+		static const unsigned int transposeBit2[16] =
+		{
+			0x00000000,
+			0x00000004,
+			0x00000040,
+			0x00000044,
+			0x00000400,
+			0x00000404,
+			0x00000440,
+			0x00000444,
+			0x00004000,
+			0x00004004,
+			0x00004040,
+			0x00004044,
+			0x00004400,
+			0x00004404,
+			0x00004440,
+			0x00004444
+		};
+
+		memcpy(&this->transposeBit0, transposeBit0, sizeof(transposeBit0));
+		memcpy(&this->transposeBit1, transposeBit1, sizeof(transposeBit1));
+		memcpy(&this->transposeBit2, transposeBit2, sizeof(transposeBit2));
+
+		static const ushort4 cWeight[17] =
+		{
+			{0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF},   // 0xFFFF / 1  = 0xFFFF
+			{0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF},   // 0xFFFF / 1  = 0xFFFF
+			{0x8000, 0x8000, 0x8000, 0x8000},   // 0xFFFF / 2  = 0x8000
+			{0x5555, 0x5555, 0x5555, 0x5555},   // 0xFFFF / 3  = 0x5555
+			{0x4000, 0x4000, 0x4000, 0x4000},   // 0xFFFF / 4  = 0x4000
+			{0x3333, 0x3333, 0x3333, 0x3333},   // 0xFFFF / 5  = 0x3333
+			{0x2AAA, 0x2AAA, 0x2AAA, 0x2AAA},   // 0xFFFF / 6  = 0x2AAA
+			{0x2492, 0x2492, 0x2492, 0x2492},   // 0xFFFF / 7  = 0x2492
+			{0x2000, 0x2000, 0x2000, 0x2000},   // 0xFFFF / 8  = 0x2000
+			{0x1C71, 0x1C71, 0x1C71, 0x1C71},   // 0xFFFF / 9  = 0x1C71
+			{0x1999, 0x1999, 0x1999, 0x1999},   // 0xFFFF / 10 = 0x1999
+			{0x1745, 0x1745, 0x1745, 0x1745},   // 0xFFFF / 11 = 0x1745
+			{0x1555, 0x1555, 0x1555, 0x1555},   // 0xFFFF / 12 = 0x1555
+			{0x13B1, 0x13B1, 0x13B1, 0x13B1},   // 0xFFFF / 13 = 0x13B1
+			{0x1249, 0x1249, 0x1249, 0x1249},   // 0xFFFF / 14 = 0x1249
+			{0x1111, 0x1111, 0x1111, 0x1111},   // 0xFFFF / 15 = 0x1111
+			{0x1000, 0x1000, 0x1000, 0x1000},   // 0xFFFF / 16 = 0x1000
+		};
+
+		static const float4 uvWeight[17] =
+		{
+			{1.0f / 1.0f,  1.0f / 1.0f,  1.0f / 1.0f,  1.0f / 1.0f},
+			{1.0f / 1.0f,  1.0f / 1.0f,  1.0f / 1.0f,  1.0f / 1.0f},
+			{1.0f / 2.0f,  1.0f / 2.0f,  1.0f / 2.0f,  1.0f / 2.0f},
+			{1.0f / 3.0f,  1.0f / 3.0f,  1.0f / 3.0f,  1.0f / 3.0f},
+			{1.0f / 4.0f,  1.0f / 4.0f,  1.0f / 4.0f,  1.0f / 4.0f},
+			{1.0f / 5.0f,  1.0f / 5.0f,  1.0f / 5.0f,  1.0f / 5.0f},
+			{1.0f / 6.0f,  1.0f / 6.0f,  1.0f / 6.0f,  1.0f / 6.0f},
+			{1.0f / 7.0f,  1.0f / 7.0f,  1.0f / 7.0f,  1.0f / 7.0f},
+			{1.0f / 8.0f,  1.0f / 8.0f,  1.0f / 8.0f,  1.0f / 8.0f},
+			{1.0f / 9.0f,  1.0f / 9.0f,  1.0f / 9.0f,  1.0f / 9.0f},
+			{1.0f / 10.0f, 1.0f / 10.0f, 1.0f / 10.0f, 1.0f / 10.0f},
+			{1.0f / 11.0f, 1.0f / 11.0f, 1.0f / 11.0f, 1.0f / 11.0f},
+			{1.0f / 12.0f, 1.0f / 12.0f, 1.0f / 12.0f, 1.0f / 12.0f},
+			{1.0f / 13.0f, 1.0f / 13.0f, 1.0f / 13.0f, 1.0f / 13.0f},
+			{1.0f / 14.0f, 1.0f / 14.0f, 1.0f / 14.0f, 1.0f / 14.0f},
+			{1.0f / 15.0f, 1.0f / 15.0f, 1.0f / 15.0f, 1.0f / 15.0f},
+			{1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f},
+		};
+
+		static const float4 uvStart[17] =
+		{
+			{-0.0f / 2.0f,   -0.0f / 2.0f,   -0.0f / 2.0f,   -0.0f / 2.0f},
+			{-0.0f / 2.0f,   -0.0f / 2.0f,   -0.0f / 2.0f,   -0.0f / 2.0f},
+			{-1.0f / 4.0f,   -1.0f / 4.0f,   -1.0f / 4.0f,   -1.0f / 4.0f},
+			{-2.0f / 6.0f,   -2.0f / 6.0f,   -2.0f / 6.0f,   -2.0f / 6.0f},
+			{-3.0f / 8.0f,   -3.0f / 8.0f,   -3.0f / 8.0f,   -3.0f / 8.0f},
+			{-4.0f / 10.0f,  -4.0f / 10.0f,  -4.0f / 10.0f,  -4.0f / 10.0f},
+			{-5.0f / 12.0f,  -5.0f / 12.0f,  -5.0f / 12.0f,  -5.0f / 12.0f},
+			{-6.0f / 14.0f,  -6.0f / 14.0f,  -6.0f / 14.0f,  -6.0f / 14.0f},
+			{-7.0f / 16.0f,  -7.0f / 16.0f,  -7.0f / 16.0f,  -7.0f / 16.0f},
+			{-8.0f / 18.0f,  -8.0f / 18.0f,  -8.0f / 18.0f,  -8.0f / 18.0f},
+			{-9.0f / 20.0f,  -9.0f / 20.0f,  -9.0f / 20.0f,  -9.0f / 20.0f},
+			{-10.0f / 22.0f, -10.0f / 22.0f, -10.0f / 22.0f, -10.0f / 22.0f},
+			{-11.0f / 24.0f, -11.0f / 24.0f, -11.0f / 24.0f, -11.0f / 24.0f},
+			{-12.0f / 26.0f, -12.0f / 26.0f, -12.0f / 26.0f, -12.0f / 26.0f},
+			{-13.0f / 28.0f, -13.0f / 28.0f, -13.0f / 28.0f, -13.0f / 28.0f},
+			{-14.0f / 30.0f, -14.0f / 30.0f, -14.0f / 30.0f, -14.0f / 30.0f},
+			{-15.0f / 32.0f, -15.0f / 32.0f, -15.0f / 32.0f, -15.0f / 32.0f},
+		};
+
+		memcpy(&this->cWeight, cWeight, sizeof(cWeight));
+		memcpy(&this->uvWeight, uvWeight, sizeof(uvWeight));
+		memcpy(&this->uvStart, uvStart, sizeof(uvStart));
+
+		static const unsigned int occlusionCount[16] = {0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4};
+
+		memcpy(&this->occlusionCount, &occlusionCount, sizeof(occlusionCount));
+
+		for(int i = 0; i < 16; i++)
+		{
+			maskB4Q[i][0] = -(i >> 0 & 1);
+			maskB4Q[i][1] = -(i >> 1 & 1);
+			maskB4Q[i][2] = -(i >> 2 & 1);
+			maskB4Q[i][3] = -(i >> 3 & 1);
+			maskB4Q[i][4] = -(i >> 0 & 1);
+			maskB4Q[i][5] = -(i >> 1 & 1);
+			maskB4Q[i][6] = -(i >> 2 & 1);
+			maskB4Q[i][7] = -(i >> 3 & 1);
+
+			invMaskB4Q[i][0] = ~-(i >> 0 & 1);
+			invMaskB4Q[i][1] = ~-(i >> 1 & 1);
+			invMaskB4Q[i][2] = ~-(i >> 2 & 1);
+			invMaskB4Q[i][3] = ~-(i >> 3 & 1);
+			invMaskB4Q[i][4] = ~-(i >> 0 & 1);
+			invMaskB4Q[i][5] = ~-(i >> 1 & 1);
+			invMaskB4Q[i][6] = ~-(i >> 2 & 1);
+			invMaskB4Q[i][7] = ~-(i >> 3 & 1);
+
+			maskW4Q[i][0] = -(i >> 0 & 1);
+			maskW4Q[i][1] = -(i >> 1 & 1);
+			maskW4Q[i][2] = -(i >> 2 & 1);
+			maskW4Q[i][3] = -(i >> 3 & 1);
+
+			invMaskW4Q[i][0] = ~-(i >> 0 & 1);
+			invMaskW4Q[i][1] = ~-(i >> 1 & 1);
+			invMaskW4Q[i][2] = ~-(i >> 2 & 1);
+			invMaskW4Q[i][3] = ~-(i >> 3 & 1);
+
+			maskD4X[i][0] = -(i >> 0 & 1);
+			maskD4X[i][1] = -(i >> 1 & 1);
+			maskD4X[i][2] = -(i >> 2 & 1);
+			maskD4X[i][3] = -(i >> 3 & 1);
+
+			invMaskD4X[i][0] = ~-(i >> 0 & 1);
+			invMaskD4X[i][1] = ~-(i >> 1 & 1);
+			invMaskD4X[i][2] = ~-(i >> 2 & 1);
+			invMaskD4X[i][3] = ~-(i >> 3 & 1);
+
+			maskQ0Q[i] = -(i >> 0 & 1);
+			maskQ1Q[i] = -(i >> 1 & 1);
+			maskQ2Q[i] = -(i >> 2 & 1);
+			maskQ3Q[i] = -(i >> 3 & 1);
+
+			invMaskQ0Q[i] = ~-(i >> 0 & 1);
+			invMaskQ1Q[i] = ~-(i >> 1 & 1);
+			invMaskQ2Q[i] = ~-(i >> 2 & 1);
+			invMaskQ3Q[i] = ~-(i >> 3 & 1);
+
+			maskX0X[i][0] = maskX0X[i][1] = maskX0X[i][2] = maskX0X[i][3] = -(i >> 0 & 1);
+			maskX1X[i][0] = maskX1X[i][1] = maskX1X[i][2] = maskX1X[i][3] = -(i >> 1 & 1);
+			maskX2X[i][0] = maskX2X[i][1] = maskX2X[i][2] = maskX2X[i][3] = -(i >> 2 & 1);
+			maskX3X[i][0] = maskX3X[i][1] = maskX3X[i][2] = maskX3X[i][3] = -(i >> 3 & 1);
+
+			invMaskX0X[i][0] = invMaskX0X[i][1] = invMaskX0X[i][2] = invMaskX0X[i][3] = ~-(i >> 0 & 1);
+			invMaskX1X[i][0] = invMaskX1X[i][1] = invMaskX1X[i][2] = invMaskX1X[i][3] = ~-(i >> 1 & 1);
+			invMaskX2X[i][0] = invMaskX2X[i][1] = invMaskX2X[i][2] = invMaskX2X[i][3] = ~-(i >> 2 & 1);
+			invMaskX3X[i][0] = invMaskX3X[i][1] = invMaskX3X[i][2] = invMaskX3X[i][3] = ~-(i >> 3 & 1);
+
+			maskD01Q[i][0] = -(i >> 0 & 1);
+			maskD01Q[i][1] = -(i >> 1 & 1);
+			maskD23Q[i][0] = -(i >> 2 & 1);
+			maskD23Q[i][1] = -(i >> 3 & 1);
+
+			invMaskD01Q[i][0] = ~-(i >> 0 & 1);
+			invMaskD01Q[i][1] = ~-(i >> 1 & 1);
+			invMaskD23Q[i][0] = ~-(i >> 2 & 1);
+			invMaskD23Q[i][1] = ~-(i >> 3 & 1);
+
+			maskQ01X[i][0] = -(i >> 0 & 1);
+			maskQ01X[i][1] = -(i >> 1 & 1);
+			maskQ23X[i][0] = -(i >> 2 & 1);
+			maskQ23X[i][1] = -(i >> 3 & 1);
+
+			invMaskQ01X[i][0] = ~-(i >> 0 & 1);
+			invMaskQ01X[i][1] = ~-(i >> 1 & 1);
+			invMaskQ23X[i][0] = ~-(i >> 2 & 1);
+			invMaskQ23X[i][1] = ~-(i >> 3 & 1);
+		}
+
+		for(int i = 0; i < 4; i++)
+		{
+			maskW01Q[i][0] =  -(i >> 0 & 1);
+			maskW01Q[i][1] =  -(i >> 1 & 1);
+			maskW01Q[i][2] =  -(i >> 0 & 1);
+			maskW01Q[i][3] =  -(i >> 1 & 1);
+
+			invMaskW01Q[i][0] =  ~-(i >> 0 & 1);
+			invMaskW01Q[i][1] =  ~-(i >> 1 & 1);
+			invMaskW01Q[i][2] =  ~-(i >> 0 & 1);
+			invMaskW01Q[i][3] =  ~-(i >> 1 & 1);
+
+			maskD01X[i][0] =  -(i >> 0 & 1);
+			maskD01X[i][1] =  -(i >> 1 & 1);
+			maskD01X[i][2] =  -(i >> 0 & 1);
+			maskD01X[i][3] =  -(i >> 1 & 1);
+
+			invMaskD01X[i][0] =  ~-(i >> 0 & 1);
+			invMaskD01X[i][1] =  ~-(i >> 1 & 1);
+			invMaskD01X[i][2] =  ~-(i >> 0 & 1);
+			invMaskD01X[i][3] =  ~-(i >> 1 & 1);
+		}
+
+		for(int i = 0; i < 0x1000; i++)
+		{
+			linToSRGB12_16[i] = (unsigned short)(clamp(sw::linearToSRGB((float)i / 0x0FFF) * 0xFFFF + 0.5f, 0.0f, (float)0xFFFF));
+			sRGBtoLin12_16[i] = (unsigned short)(clamp(sw::sRGBtoLinear((float)i / 0x0FFF) * 0xFFFF + 0.5f, 0.0f, (float)0xFFFF));
+		}
+
+		for(int q = 0; q < 4; q++)
+		{
+			for(int c = 0; c < 16; c++)
+			{
+				for(int i = 0; i < 4; i++)
+				{
+					const float X[4] = {+0.3125f, -0.3125f, -0.1250f, +0.1250f};
+					const float Y[4] = {+0.1250f, -0.1250f, +0.3125f, -0.3125f};
+
+					sampleX[q][c][i] = c & (1 << i) ? X[q] : 0.0f;
+					sampleY[q][c][i] = c & (1 << i) ? Y[q] : 0.0f;
+					weight[c][i] = c & (1 << i) ? 1.0f : 0.0f;
+				}
+			}
+		}
+
+		const int Xf[4] = {-5, +5, +2, -2};   // Fragment offsets
+		const int Yf[4] = {-2, +2, -5, +5};   // Fragment offsets
+
+		memcpy(&this->Xf, &Xf, sizeof(Xf));
+		memcpy(&this->Yf, &Yf, sizeof(Yf));
+
+		static const float4 X[4] = {{-0.3125f, -0.3125f, -0.3125f, -0.3125f},
+					                {+0.3125f, +0.3125f, +0.3125f, +0.3125f},
+					                {+0.1250f, +0.1250f, +0.1250f, +0.1250f},
+					                {-0.1250f, -0.1250f, -0.1250f, -0.1250f}};
+
+		static const float4 Y[4] = {{-0.1250f, -0.1250f, -0.1250f, -0.1250f},
+		                            {+0.1250f, +0.1250f, +0.1250f, +0.1250f},
+		                            {-0.3125f, -0.3125f, -0.3125f, -0.3125f},
+		                            {+0.3125f, +0.3125f, +0.3125f, +0.3125f}};
+
+		memcpy(&this->X, &X, sizeof(X));
+		memcpy(&this->Y, &Y, sizeof(Y));
+
+		const dword maxX[16] = {0x00000000, 0x00000001, 0x00000100, 0x00000101, 0x00010000, 0x00010001, 0x00010100, 0x00010101, 0x01000000, 0x01000001, 0x01000100, 0x01000101, 0x01010000, 0x01010001, 0x01010100, 0x01010101};
+		const dword maxY[16] = {0x00000000, 0x00000002, 0x00000200, 0x00000202, 0x00020000, 0x00020002, 0x00020200, 0x00020202, 0x02000000, 0x02000002, 0x02000200, 0x02000202, 0x02020000, 0x02020002, 0x02020200, 0x02020202};
+		const dword maxZ[16] = {0x00000000, 0x00000004, 0x00000400, 0x00000404, 0x00040000, 0x00040004, 0x00040400, 0x00040404, 0x04000000, 0x04000004, 0x04000400, 0x04000404, 0x04040000, 0x04040004, 0x04040400, 0x04040404};
+		const dword minX[16] = {0x00000000, 0x00000008, 0x00000800, 0x00000808, 0x00080000, 0x00080008, 0x00080800, 0x00080808, 0x08000000, 0x08000008, 0x08000800, 0x08000808, 0x08080000, 0x08080008, 0x08080800, 0x08080808};
+		const dword minY[16] = {0x00000000, 0x00000010, 0x00001000, 0x00001010, 0x00100000, 0x00100010, 0x00101000, 0x00101010, 0x10000000, 0x10000010, 0x10001000, 0x10001010, 0x10100000, 0x10100010, 0x10101000, 0x10101010};
+		const dword minZ[16] = {0x00000000, 0x00000020, 0x00002000, 0x00002020, 0x00200000, 0x00200020, 0x00202000, 0x00202020, 0x20000000, 0x20000020, 0x20002000, 0x20002020, 0x20200000, 0x20200020, 0x20202000, 0x20202020};
+		const dword fini[16] = {0x00000000, 0x00000080, 0x00008000, 0x00008080, 0x00800000, 0x00800080, 0x00808000, 0x00808080, 0x80000000, 0x80000080, 0x80008000, 0x80008080, 0x80800000, 0x80800080, 0x80808000, 0x80808080};
+
+		memcpy(&this->maxX, &maxX, sizeof(maxX));
+		memcpy(&this->maxY, &maxY, sizeof(maxY));
+		memcpy(&this->maxZ, &maxZ, sizeof(maxZ));
+		memcpy(&this->minX, &minX, sizeof(minX));
+		memcpy(&this->minY, &minY, sizeof(minY));
+		memcpy(&this->minZ, &minZ, sizeof(minZ));
+		memcpy(&this->fini, &fini, sizeof(fini));
+
+		static const dword4 maxPos = {0x7F7FFFFF, 0x7F7FFFFF, 0x7F7FFFFF, 0x7F7FFFFE};
+
+		memcpy(&this->maxPos, &maxPos, sizeof(maxPos));
+
+		static const float4 unscaleByte = {1.0f / 0xFF, 1.0f / 0xFF, 1.0f / 0xFF, 1.0f / 0xFF};
+		static const float4 unscaleSByte = {1.0f / 0x7F, 1.0f / 0x7F, 1.0f / 0x7F, 1.0f / 0x7F};
+		static const float4 unscaleShort = {1.0f / 0x7FFF, 1.0f / 0x7FFF, 1.0f / 0x7FFF, 1.0f / 0x7FFF};
+		static const float4 unscaleUShort = {1.0f / 0xFFFF, 1.0f / 0xFFFF, 1.0f / 0xFFFF, 1.0f / 0xFFFF};
+		static const float4 unscaleFixed = {1.0f / 0x00010000, 1.0f / 0x00010000, 1.0f / 0x00010000, 1.0f / 0x00010000};
+
+		memcpy(&this->unscaleByte, &unscaleByte, sizeof(unscaleByte));
+		memcpy(&this->unscaleSByte, &unscaleSByte, sizeof(unscaleSByte));
+		memcpy(&this->unscaleShort, &unscaleShort, sizeof(unscaleShort));
+		memcpy(&this->unscaleUShort, &unscaleUShort, sizeof(unscaleUShort));
+		memcpy(&this->unscaleFixed, &unscaleFixed, sizeof(unscaleFixed));
+
+		for(int i = 0; i <= 0xFFFF; i++)
+		{
+			half2float[i] = (float)reinterpret_cast<half&>(i);
+		}
+	}
+}
\ No newline at end of file
diff --git a/src/Shader/Constants.hpp b/src/Shader/Constants.hpp
new file mode 100644
index 0000000..d803ed3
--- /dev/null
+++ b/src/Shader/Constants.hpp
@@ -0,0 +1,102 @@
+// SwiftShader Software Renderer

+//

+// Copyright(c) 2005-2011 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.

+//

+

+#include "Types.hpp"

+

+namespace sw

+{

+	struct Constants

+	{

+		Constants();

+

+		unsigned short sRGBtoLinear8[256];

+

+		unsigned int transposeBit0[16];

+		unsigned int transposeBit1[16];

+		unsigned int transposeBit2[16];

+

+		ushort4 cWeight[17];

+		float4 uvWeight[17];

+		float4 uvStart[17];

+

+		unsigned int occlusionCount[16];

+

+		byte8 maskB4Q[16];

+		byte8 invMaskB4Q[16];

+		word4 maskW4Q[16];

+		word4 invMaskW4Q[16];

+		dword4 maskD4X[16];

+		dword4 invMaskD4X[16];

+		qword maskQ0Q[16];

+		qword maskQ1Q[16];

+		qword maskQ2Q[16];

+		qword maskQ3Q[16];

+		qword invMaskQ0Q[16];

+		qword invMaskQ1Q[16];

+		qword invMaskQ2Q[16];

+		qword invMaskQ3Q[16];

+		dword4 maskX0X[16];

+		dword4 maskX1X[16];

+		dword4 maskX2X[16];

+		dword4 maskX3X[16];

+		dword4 invMaskX0X[16];

+		dword4 invMaskX1X[16];

+		dword4 invMaskX2X[16];

+		dword4 invMaskX3X[16];

+		dword2 maskD01Q[16];

+		dword2 maskD23Q[16];

+		dword2 invMaskD01Q[16];

+		dword2 invMaskD23Q[16];

+		qword2 maskQ01X[16];

+		qword2 maskQ23X[16];

+		qword2 invMaskQ01X[16];

+		qword2 invMaskQ23X[16];

+		word4 maskW01Q[4];

+		word4 invMaskW01Q[4];

+		dword4 maskD01X[4];

+		dword4 invMaskD01X[4];

+

+		unsigned short linToSRGB12_16[4096];

+		unsigned short sRGBtoLin12_16[4096];

+

+		// Centroid parameters

+		float4 sampleX[4][16];

+		float4 sampleY[4][16];

+		float4 weight[16];

+

+		// Fragment offsets

+		int Xf[4];

+		int Yf[4];

+

+		float4 X[4];

+		float4 Y[4];

+

+		dword maxX[16];

+		dword maxY[16];

+		dword maxZ[16];

+		dword minX[16];

+		dword minY[16];

+		dword minZ[16];

+		dword fini[16];

+

+		dword4 maxPos;

+

+		float4 unscaleByte;

+		float4 unscaleSByte;

+		float4 unscaleShort;

+		float4 unscaleUShort;

+		float4 unscaleFixed;

+

+		float half2float[65536];

+	};

+

+	static Constants constants;

+}

diff --git a/src/Shader/PixelRoutine.cpp b/src/Shader/PixelRoutine.cpp
new file mode 100644
index 0000000..f1ac5be
--- /dev/null
+++ b/src/Shader/PixelRoutine.cpp
@@ -0,0 +1,5399 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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.
+//
+
+#include "PixelRoutine.hpp"
+
+#include "Renderer.hpp"
+#include "PixelShader.hpp"
+#include "QuadRasterizer.hpp"
+#include "Surface.hpp"
+#include "Primitive.hpp"
+#include "CPUID.hpp"
+#include "SamplerCore.hpp"
+#include "Constants.hpp"
+#include "Debug.hpp"
+
+#include <assert.h>
+
+extern bool localShaderConstants;
+
+namespace sw
+{
+	extern bool complementaryDepthBuffer;
+	extern bool postBlendSRGB;
+	extern bool exactColorRounding;
+
+	PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *pixelShader) : Rasterizer(state), pixelShader(pixelShader)
+	{
+		perturbate = false;
+		luminance = false;
+		previousScaling = false;
+
+		returns = false;
+		ifDepth = 0;
+		loopRepDepth = 0;
+		breakDepth = 0;
+
+		for(int i = 0; i < 2048; i++)
+		{
+			labelBlock[i] = 0;
+		}
+	}
+
+	PixelRoutine::~PixelRoutine()
+	{
+		for(int i = 0; i < 16; i++)
+		{
+			delete sampler[i];
+		}
+	}
+
+	void PixelRoutine::quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
+	{
+		#if PERF_PROFILE
+			Long pipeTime = Ticks();
+		#endif
+
+		for(int i = 0; i < 16; i++)
+		{
+			sampler[i] = new SamplerCore(r.constants, state.sampler[i]);
+		}
+
+		const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive();
+		const bool integerPipeline = pixelShaderVersion() <= 0x0104;
+
+		Int zMask[4];   // Depth mask
+		Int sMask[4];   // Stencil mask
+
+		for(unsigned int q = 0; q < state.multiSample; q++)
+		{
+			zMask[q] = cMask[q];
+			sMask[q] = cMask[q];
+		}
+
+		for(unsigned int q = 0; q < state.multiSample; q++)
+		{
+			stencilTest(r, sBuffer, q, x, sMask[q], cMask[q]);
+		}
+
+		Float4 f;
+
+		Color4i &current = r.ri[0];
+		Color4i &diffuse = r.vi[0];
+		Color4i &specular = r.vi[1];
+
+		Float4 (&z)[4] = r.z;
+		Float4 &rhw = r.rhw;
+		Float4 rhwCentroid;
+
+		Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16);
+		Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,yQuad), 16);
+
+		if(state.depthTestActive || state.pixelFogActive())
+		{
+			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));
+				}
+
+				z[q] = interpolate(x, r.Dz[q], z[q], r.primitive + OFFSET(Primitive,z), false, false);
+			}
+		}
+
+		Bool depthPass = false;
+
+		if(earlyDepthTest)
+		{
+			for(unsigned int q = 0; q < state.multiSample; q++)
+			{
+				depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
+			}
+		}
+
+		If(depthPass || Bool(!earlyDepthTest))
+		{
+			#if PERF_PROFILE
+				Long interpTime = Ticks();
+			#endif
+
+			// Centroid locations
+			Float4 XXXX = Float4(0.0f);
+			Float4 YYYY = Float4(0.0f);
+
+			if(state.centroid)
+			{
+				Float4 WWWW(1.0e-9f);
+
+				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]);
+				}
+
+				WWWW = Rcp_pp(WWWW);
+				XXXX *= WWWW;
+				YYYY *= WWWW;
+
+				XXXX += xxxx;
+				YYYY += yyyy;
+			}
+
+			if(state.perspective)
+			{
+				rhw = reciprocal(interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false));
+
+				if(state.centroid)
+				{
+					rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,w), false, false));
+				}
+			}
+
+			for(int interpolant = 0; interpolant < 10; interpolant++)
+			{
+				for(int component = 0; component < 4; component++)
+				{
+					Array<Float4> *pv;
+
+					switch(component)
+					{
+					case 0: pv = &r.vx; break;
+					case 1: pv = &r.vy; break;
+					case 2: pv = &r.vz; break;
+					case 3: pv = &r.vw; break;
+					}
+
+					Array<Float4> &v = *pv;
+
+					if(state.interpolant[interpolant].component & (1 << component))
+					{
+						if(!state.interpolant[interpolant].centroid)
+						{
+							v[interpolant] = interpolate(xxxx, r.Dv[interpolant][component], rhw, r.primitive + OFFSET(Primitive,V[interpolant][component]), state.interpolant[interpolant].flat & (1 << component), state.perspective);
+						}
+						else
+						{
+							v[interpolant] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), state.interpolant[interpolant].flat & (1 << component), state.perspective);
+						}
+					}
+				}
+
+				Float4 rcp;
+
+				switch(state.interpolant[interpolant].project)
+				{
+				case 0:
+					break;
+				case 1:
+					rcp = reciprocal(Float4(r.vy[interpolant]));
+					r.vx[interpolant] = r.vx[interpolant] * rcp;
+					break;
+				case 2:
+					rcp = reciprocal(Float4(r.vz[interpolant]));
+					r.vx[interpolant] = r.vx[interpolant] * rcp;
+					r.vy[interpolant] = r.vy[interpolant] * rcp;
+					break;
+				case 3:
+					rcp = reciprocal(Float4(r.vw[interpolant]));
+					r.vx[interpolant] = r.vx[interpolant] * rcp;
+					r.vy[interpolant] = r.vy[interpolant] * rcp;
+					r.vz[interpolant] = r.vz[interpolant] * rcp;
+					break;
+				}
+			}
+
+			if(state.fog.component)
+			{
+				f = interpolate(xxxx, r.Df, rhw, r.primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
+			}
+
+			if(integerPipeline)
+			{
+				if(state.color[0].component & 0x1) diffuse.x = convertFixed12(Float4(r.vx[0])); else diffuse.x = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+				if(state.color[0].component & 0x2) diffuse.y = convertFixed12(Float4(r.vy[0])); else diffuse.y = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+				if(state.color[0].component & 0x4) diffuse.z = convertFixed12(Float4(r.vz[0])); else diffuse.z = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+				if(state.color[0].component & 0x8) diffuse.w = convertFixed12(Float4(r.vw[0])); else diffuse.w = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+
+				if(state.color[1].component & 0x1) specular.x = convertFixed12(Float4(r.vx[1])); else specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+				if(state.color[1].component & 0x2) specular.y = convertFixed12(Float4(r.vy[1])); else specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+				if(state.color[1].component & 0x4) specular.z = convertFixed12(Float4(r.vz[1])); else specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+				if(state.color[1].component & 0x8) specular.w = convertFixed12(Float4(r.vw[1])); else specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+			}
+			else if(pixelShaderVersion() >= 0x0300)
+			{
+				if(pixelShader->vPosDeclared)
+				{
+					r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
+					r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
+				}
+
+				if(pixelShader->vFaceDeclared)
+				{
+					Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive,area));
+					
+					r.vFace.x = area;
+					r.vFace.y = area;
+					r.vFace.z = area;
+					r.vFace.w = area;
+				}
+			}
+
+			#if PERF_PROFILE
+				r.cycles[PERF_INTERP] += Ticks() - interpTime;
+			#endif
+
+			Bool alphaPass = true;
+
+			if(colorUsed())
+			{
+				#if PERF_PROFILE
+					Long shaderTime = Ticks();
+				#endif
+
+				if(pixelShader)
+				{
+				//	pixelShader->print("PixelShader-%0.16llX.txt", state.shaderHash);
+
+					if(pixelShader->getVersion() <= 0x0104)
+					{
+						ps_1_x(r, cMask);
+					}
+					else
+					{
+						ps_2_x(r, cMask);
+					}
+				}
+				else
+				{
+					current = diffuse;
+					Color4i temp(0x0000, 0x0000, 0x0000, 0x0000);
+
+					for(int stage = 0; stage < 8; stage++)
+					{
+						if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE)
+						{
+							break;
+						}
+
+						Color4i texture;
+
+						if(state.textureStage[stage].usesTexture)
+						{
+							sampleTexture(r, texture, stage, stage);
+						}
+
+						blendTexture(r, current, temp, texture, stage);
+					}
+
+					specularPixel(current, specular);
+				}
+
+				#if PERF_PROFILE
+					r.cycles[PERF_SHADER] += Ticks() - shaderTime;
+				#endif
+
+				if(integerPipeline)
+				{
+					current.r = Min(current.r, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.r = Max(current.r, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+					current.g = Min(current.g, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.g = Max(current.g, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+					current.b = Min(current.b, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.b = Max(current.b, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+					current.a = Min(current.a, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.a = Max(current.a, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+
+					alphaPass = alphaTest(r, cMask, current);
+				}
+				else
+				{
+					clampColor(r.oC);
+
+					alphaPass = alphaTest(r, cMask, r.oC[0]);
+				}
+
+				if((pixelShader && pixelShader->containsTexkill()) || state.alphaTestActive())
+				{
+					for(unsigned int q = 0; q < state.multiSample; q++)
+					{
+						zMask[q] &= cMask[q];
+						sMask[q] &= cMask[q];
+					}
+				}
+			}
+
+			If(alphaPass)
+			{
+				if(!earlyDepthTest)
+				{
+					for(unsigned int q = 0; q < state.multiSample; q++)
+					{
+						depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
+					}
+				}
+
+				#if PERF_PROFILE
+					Long ropTime = Ticks();
+				#endif
+
+				If(depthPass || Bool(earlyDepthTest))
+				{
+					for(unsigned int q = 0; q < state.multiSample; q++)
+					{
+						if(state.multiSampleMask & (1 << q))
+						{
+							writeDepth(r, zBuffer, q, x, z[q], zMask[q]);
+
+							if(state.occlusionEnabled)
+							{
+								r.occlusion += *Pointer<UInt>(r.constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
+							}
+						}
+					}
+
+					if(colorUsed())
+					{
+						#if PERF_PROFILE
+							AddAtomic(Pointer<Long>(&profiler.ropOperations), Long(4));
+						#endif
+
+						if(integerPipeline)
+						{
+							rasterOperation(current, r, f, cBuffer[0], x, sMask, zMask, cMask);
+						}
+						else
+						{
+							rasterOperation(r.oC, r, f, cBuffer, x, sMask, zMask, cMask);
+						}
+					}
+				}
+
+				#if PERF_PROFILE
+					r.cycles[PERF_ROP] += Ticks() - ropTime;
+				#endif
+			}
+		}
+
+		for(unsigned int q = 0; q < state.multiSample; q++)
+		{
+			if(state.multiSampleMask & (1 << q))
+			{
+				writeStencil(r, sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
+			}
+		}
+
+		#if PERF_PROFILE
+			r.cycles[PERF_PIPE] += Ticks() - pipeTime;
+		#endif
+	}
+
+	Float4 PixelRoutine::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
+	{
+		Float4 interpolant = D;
+
+		if(!flat)
+		{
+			interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16);
+
+			if(perspective)
+			{
+				interpolant *= rhw;
+			}
+		}
+
+		return interpolant;
+	}
+
+	Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
+	{
+		Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16);
+
+		if(!flat)
+		{
+			interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16) +
+			               y * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,B), 16);
+
+			if(perspective)
+			{
+				interpolant *= rhw;
+			}
+		}
+
+		return interpolant;
+	}
+
+	void PixelRoutine::stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
+	{
+		if(!state.stencilActive)
+		{
+			return;
+		}
+
+		// (StencilRef & StencilMask) CompFunc (StencilBufferValue & StencilMask)
+
+		Pointer<Byte> buffer = sBuffer + 2 * x;
+
+		if(q > 0)
+		{
+			buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
+		}
+
+		Byte8 value = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
+		Byte8 valueCCW = value;
+
+		if(!state.noStencilMask)
+		{
+			value &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].testMaskQ));
+		}
+
+		stencilTest(r, value, (Context::StencilCompareMode)state.stencilCompareMode, false);
+
+		if(state.twoSidedStencil)
+		{
+			if(!state.noStencilMaskCCW)
+			{
+				valueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].testMaskQ));
+			}
+
+			stencilTest(r, valueCCW, (Context::StencilCompareMode)state.stencilCompareModeCCW, true);
+
+			value &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
+			valueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
+			value |= valueCCW;
+		}
+
+		sMask = SignMask(value) & cMask;
+	}
+
+	void PixelRoutine::stencilTest(Registers &r, Byte8 &value, Context::StencilCompareMode stencilCompareMode, bool CCW)
+	{
+		Byte8 equal;
+
+		switch(stencilCompareMode)
+		{
+		case Context::STENCIL_ALWAYS:
+			value = Byte8(0xFFFFFFFFFFFFFFFF);
+			break;
+		case Context::STENCIL_NEVER:
+			value = Byte8(0x0000000000000000);
+			break;
+		case Context::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)));
+			break;
+		case Context::STENCIL_EQUAL:
+			value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
+			break;
+		case Context::STENCIL_NOTEQUAL:		// a != b ~ !(a == b)
+			value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
+			value ^= Byte8(0xFFFFFFFFFFFFFFFF);
+			break;
+		case Context::STENCIL_LESSEQUAL:	// a <= b ~ (b > a) || (a == b)
+			equal = value;
+			equal = CmpEQ(equal, *Pointer<Byte8>(r.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 |= equal;
+			break;
+		case Context::STENCIL_GREATER:		// a > b
+			equal = *Pointer<Byte8>(r.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 Context::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 ^= Byte8(0xFFFFFFFFFFFFFFFF);
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	Bool PixelRoutine::depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
+	{
+		if(!state.depthTestActive)
+		{
+			return true;
+		}
+
+		Float4 Z = z;
+
+		if(pixelShader && pixelShader->depthOverride())
+		{
+			if(complementaryDepthBuffer)
+			{
+				Z = Float4(1, 1, 1, 1) - r.oDepth;
+			}
+			else
+			{
+				Z = r.oDepth;
+			}
+		}
+
+		Pointer<Byte> buffer;
+		Int pitch;
+
+		if(!state.quadLayoutDepthBuffer)
+		{
+			buffer = zBuffer + 4 * x;
+			pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
+		}
+		else
+		{
+			buffer = zBuffer + 8 * x;
+		}
+
+		if(q > 0)
+		{
+			buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
+		}
+
+		Float4 zValue;
+
+		if(state.depthCompareMode != Context::DEPTH_NEVER || (state.depthCompareMode != Context::DEPTH_ALWAYS && !state.depthWriteEnable))
+		{
+			if(!state.quadLayoutDepthBuffer)
+			{
+				// FIXME: Properly optimizes?
+				zValue.xy = *Pointer<Float4>(buffer);
+				zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
+			}
+			else
+			{
+				zValue = *Pointer<Float4>(buffer, 16);
+			}
+		}
+
+		Int4 zTest;
+
+		switch(state.depthCompareMode)
+		{
+		case Context::DEPTH_ALWAYS:
+			// Optimized
+			break;
+		case Context::DEPTH_NEVER:
+			// Optimized
+			break;
+		case Context::DEPTH_EQUAL:
+			zTest = CmpEQ(zValue, Z);
+			break;
+		case Context::DEPTH_NOTEQUAL:
+			zTest = CmpNEQ(zValue, Z);
+			break;
+		case Context::DEPTH_LESS:
+			if(complementaryDepthBuffer)
+			{
+				zTest = CmpLT(zValue, Z);
+			}
+			else
+			{
+				zTest = CmpNLE(zValue, Z);
+			}
+			break;
+		case Context::DEPTH_GREATEREQUAL:
+			if(complementaryDepthBuffer)
+			{
+				zTest = CmpNLT(zValue, Z);
+			}
+			else
+			{
+				zTest = CmpLE(zValue, Z);
+			}
+			break;
+		case Context::DEPTH_LESSEQUAL:
+			if(complementaryDepthBuffer)
+			{
+				zTest = CmpLE(zValue, Z);
+			}
+			else
+			{
+				zTest = CmpNLT(zValue, Z);
+			}
+			break;
+		case Context::DEPTH_GREATER:
+			if(complementaryDepthBuffer)
+			{
+				zTest = CmpNLE(zValue, Z);
+			}
+			else
+			{
+				zTest = CmpLT(zValue, Z);
+			}
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		switch(state.depthCompareMode)
+		{
+		case Context::DEPTH_ALWAYS:
+			zMask = cMask;
+			break;
+		case Context::DEPTH_NEVER:
+			zMask = 0x0;
+			break;
+		default:
+			zMask = SignMask(zTest) & cMask;
+			break;
+		}
+		
+		if(state.stencilActive)
+		{
+			zMask &= sMask;
+		}
+
+		return zMask != 0;
+	}
+
+	void PixelRoutine::blendTexture(Registers &r, Color4i &current, Color4i &temp, Color4i &texture, int stage)
+	{
+		Color4i *arg1;
+		Color4i *arg2;
+		Color4i *arg3;
+		Color4i res;
+
+		Color4i constant;
+		Color4i tfactor;
+
+		const TextureStage::State &textureStage = state.textureStage[stage];
+
+		if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT ||
+		   textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
+		   textureStage.secondArgument == TextureStage::SOURCE_CONSTANT ||
+		   textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
+		   textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
+		   textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
+		{
+			constant.r = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[0]));
+			constant.g = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[1]));
+			constant.b = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[2]));
+			constant.a = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[3]));
+		}
+
+		if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
+		   textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
+		   textureStage.secondArgument == TextureStage::SOURCE_TFACTOR ||
+		   textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
+		   textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
+		   textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
+		{
+			tfactor.r = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[0]));
+			tfactor.g = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[1]));
+			tfactor.b = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[2]));
+			tfactor.a = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]));
+		}
+
+		// Premodulate
+		if(stage > 0 && textureStage.usesTexture)
+		{
+			if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
+			{
+				current.r = MulHigh(current.r, texture.r) << 4;
+				current.g = MulHigh(current.g, texture.g) << 4;
+				current.b = MulHigh(current.b, texture.b) << 4;
+			}
+
+			if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
+			{
+				current.a = MulHigh(current.a, texture.a) << 4;
+			}
+		}
+
+		if(luminance)
+		{
+			texture.r = MulHigh(texture.r, r.L) << 4;
+			texture.g = MulHigh(texture.g, r.L) << 4;
+			texture.b = MulHigh(texture.b, r.L) << 4;
+
+			luminance = false;
+		}
+
+		switch(textureStage.firstArgument)
+		{
+		case TextureStage::SOURCE_TEXTURE:	arg1 = &texture;		break;
+		case TextureStage::SOURCE_CONSTANT:	arg1 = &constant;		break;
+		case TextureStage::SOURCE_CURRENT:	arg1 = &current;		break;
+		case TextureStage::SOURCE_DIFFUSE:	arg1 = &r.diffuse;		break;
+		case TextureStage::SOURCE_SPECULAR:	arg1 = &r.specular;		break;
+		case TextureStage::SOURCE_TEMP:		arg1 = &temp;			break;
+		case TextureStage::SOURCE_TFACTOR:	arg1 = &tfactor;		break;
+		default:
+			ASSERT(false);
+		}
+
+		switch(textureStage.secondArgument)
+		{
+		case TextureStage::SOURCE_TEXTURE:	arg2 = &texture;		break;
+		case TextureStage::SOURCE_CONSTANT:	arg2 = &constant;		break;
+		case TextureStage::SOURCE_CURRENT:	arg2 = &current;		break;
+		case TextureStage::SOURCE_DIFFUSE:	arg2 = &r.diffuse;		break;
+		case TextureStage::SOURCE_SPECULAR:	arg2 = &r.specular;		break;
+		case TextureStage::SOURCE_TEMP:		arg2 = &temp;			break;
+		case TextureStage::SOURCE_TFACTOR:	arg2 = &tfactor;		break;
+		default:
+			ASSERT(false);
+		}
+
+		switch(textureStage.thirdArgument)
+		{
+		case TextureStage::SOURCE_TEXTURE:	arg3 = &texture;		break;
+		case TextureStage::SOURCE_CONSTANT:	arg3 = &constant;		break;
+		case TextureStage::SOURCE_CURRENT:	arg3 = &current;		break;
+		case TextureStage::SOURCE_DIFFUSE:	arg3 = &r.diffuse;		break;
+		case TextureStage::SOURCE_SPECULAR:	arg3 = &r.specular;		break;
+		case TextureStage::SOURCE_TEMP:		arg3 = &temp;			break;
+		case TextureStage::SOURCE_TFACTOR:	arg3 = &tfactor;		break;
+		default:
+			ASSERT(false);
+		}
+
+		Color4i mod1;
+		Color4i mod2;
+		Color4i mod3;
+
+		switch(textureStage.firstModifier)
+		{
+		case TextureStage::MODIFIER_COLOR:
+			break;
+		case TextureStage::MODIFIER_INVCOLOR:
+			{
+				mod1.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->r);
+				mod1.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->g);
+				mod1.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->b);
+				mod1.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
+
+				arg1 = &mod1;
+			}
+			break;
+		case TextureStage::MODIFIER_ALPHA:
+			{
+				mod1.r = arg1->a;
+				mod1.g = arg1->a;
+				mod1.b = arg1->a;
+				mod1.a = arg1->a;
+
+				arg1 = &mod1;
+			}
+			break;
+		case TextureStage::MODIFIER_INVALPHA:
+			{
+				mod1.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
+				mod1.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
+				mod1.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
+				mod1.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
+
+				arg1 = &mod1;
+			}
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		switch(textureStage.secondModifier)
+		{
+		case TextureStage::MODIFIER_COLOR:
+			break;
+		case TextureStage::MODIFIER_INVCOLOR:
+			{
+				mod2.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->r);
+				mod2.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->g);
+				mod2.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->b);
+				mod2.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
+
+				arg2 = &mod2;
+			}
+			break;
+		case TextureStage::MODIFIER_ALPHA:
+			{
+				mod2.r = arg2->a;
+				mod2.g = arg2->a;
+				mod2.b = arg2->a;
+				mod2.a = arg2->a;
+
+				arg2 = &mod2;
+			}
+			break;
+		case TextureStage::MODIFIER_INVALPHA:
+			{
+				mod2.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
+				mod2.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
+				mod2.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
+				mod2.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
+
+				arg2 = &mod2;
+			}
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		switch(textureStage.thirdModifier)
+		{
+		case TextureStage::MODIFIER_COLOR:
+			break;
+		case TextureStage::MODIFIER_INVCOLOR:
+			{
+				mod3.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->r);
+				mod3.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->g);
+				mod3.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->b);
+				mod3.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
+
+				arg3 = &mod3;
+			}
+			break;
+		case TextureStage::MODIFIER_ALPHA:
+			{
+				mod3.r = arg3->a;
+				mod3.g = arg3->a;
+				mod3.b = arg3->a;
+				mod3.a = arg3->a;
+
+				arg3 = &mod3;
+			}
+			break;
+		case TextureStage::MODIFIER_INVALPHA:
+			{
+				mod3.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
+				mod3.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
+				mod3.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
+				mod3.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
+
+				arg3 = &mod3;
+			}
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		switch(textureStage.stageOperation)
+		{
+		case TextureStage::STAGE_DISABLE:
+			break;
+		case TextureStage::STAGE_SELECTARG1:					// Arg1
+			{
+				res.r = arg1->r;
+				res.g = arg1->g;
+				res.b = arg1->b;
+			}
+			break;
+		case TextureStage::STAGE_SELECTARG2:					// Arg2
+			{
+				res.r = arg2->r;
+				res.g = arg2->g;
+				res.b = arg2->b;
+			}
+			break;
+		case TextureStage::STAGE_SELECTARG3:					// Arg3
+			{
+				res.r = arg3->r;
+				res.g = arg3->g;
+				res.b = arg3->b;
+			}
+			break;
+		case TextureStage::STAGE_MODULATE:					// Arg1 * Arg2
+			{
+				res.r = MulHigh(arg1->r, arg2->r) << 4;
+				res.g = MulHigh(arg1->g, arg2->g) << 4;
+				res.b = MulHigh(arg1->b, arg2->b) << 4;
+			}
+			break;
+		case TextureStage::STAGE_MODULATE2X:					// Arg1 * Arg2 * 2
+			{
+				res.r = MulHigh(arg1->r, arg2->r) << 5;
+				res.g = MulHigh(arg1->g, arg2->g) << 5;
+				res.b = MulHigh(arg1->b, arg2->b) << 5;
+			}
+			break;
+		case TextureStage::STAGE_MODULATE4X:					// Arg1 * Arg2 * 4
+			{
+				res.r = MulHigh(arg1->r, arg2->r) << 6;
+				res.g = MulHigh(arg1->g, arg2->g) << 6;
+				res.b = MulHigh(arg1->b, arg2->b) << 6;
+			}
+			break;
+		case TextureStage::STAGE_ADD:						// Arg1 + Arg2
+			{
+				res.r = AddSat(arg1->r, arg2->r);
+				res.g = AddSat(arg1->g, arg2->g);
+				res.b = AddSat(arg1->b, arg2->b);
+			}
+			break;
+		case TextureStage::STAGE_ADDSIGNED:					// Arg1 + Arg2 - 0.5
+			{
+				res.r = AddSat(arg1->r, arg2->r);
+				res.g = AddSat(arg1->g, arg2->g);
+				res.b = AddSat(arg1->b, arg2->b);
+
+				res.r = SubSat(res.r, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+				res.g = SubSat(res.g, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+				res.b = SubSat(res.b, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+			}
+			break;
+		case TextureStage::STAGE_ADDSIGNED2X:				// (Arg1 + Arg2 - 0.5) << 1
+			{
+				res.r = AddSat(arg1->r, arg2->r);
+				res.g = AddSat(arg1->g, arg2->g);
+				res.b = AddSat(arg1->b, arg2->b);
+
+				res.r = SubSat(res.r, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+				res.g = SubSat(res.g, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+				res.b = SubSat(res.b, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+
+				res.r = AddSat(res.r, res.r);
+				res.g = AddSat(res.g, res.g);
+				res.b = AddSat(res.b, res.b);
+			}
+			break;
+		case TextureStage::STAGE_SUBTRACT:					// Arg1 - Arg2
+			{
+				res.r = SubSat(arg1->r, arg2->r);
+				res.g = SubSat(arg1->g, arg2->g);
+				res.b = SubSat(arg1->b, arg2->b);
+			}
+			break;
+		case TextureStage::STAGE_ADDSMOOTH:					// Arg1 + Arg2 - Arg1 * Arg2
+			{
+				Short4 tmp;
+
+				tmp = MulHigh(arg1->r, arg2->r) << 4; res.r = AddSat(arg1->r, arg2->r); res.r = SubSat(res.r, tmp);
+				tmp = MulHigh(arg1->g, arg2->g) << 4; res.g = AddSat(arg1->g, arg2->g); res.g = SubSat(res.g, tmp);
+				tmp = MulHigh(arg1->b, arg2->b) << 4; res.b = AddSat(arg1->b, arg2->b); res.b = SubSat(res.b, tmp);
+			}
+			break;
+		case TextureStage::STAGE_MULTIPLYADD:				// Arg3 + Arg1 * Arg2
+			{
+				res.r = MulHigh(arg1->r, arg2->r) << 4; res.r = AddSat(res.r, arg3->r);
+				res.g = MulHigh(arg1->g, arg2->g) << 4; res.g = AddSat(res.g, arg3->g);
+				res.b = MulHigh(arg1->b, arg2->b) << 4; res.b = AddSat(res.b, arg3->b);
+			}
+			break;
+		case TextureStage::STAGE_LERP:						// Arg3 * (Arg1 - Arg2) + Arg2
+			{
+				res.r = SubSat(arg1->r, arg2->r); res.r = MulHigh(res.r, arg3->r) << 4; res.r = AddSat(res.r, arg2->r);
+				res.g = SubSat(arg1->g, arg2->g); res.g = MulHigh(res.g, arg3->g) << 4; res.g = AddSat(res.g, arg2->g);
+				res.b = SubSat(arg1->b, arg2->b); res.b = MulHigh(res.b, arg3->b) << 4; res.b = AddSat(res.b, arg2->b);
+			}
+			break;
+		case TextureStage::STAGE_DOT3:						// 2 * (Arg1.r - 0.5) * 2 * (Arg2.r - 0.5) + 2 * (Arg1.g - 0.5) * 2 * (Arg2.g - 0.5) + 2 * (Arg1.b - 0.5) * 2 * (Arg2.b - 0.5)
+			{
+				Short4 tmp;
+
+				res.r = SubSat(arg1->r, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->r, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.r = MulHigh(res.r, tmp);
+				res.g = SubSat(arg1->g, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->g, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.g = MulHigh(res.g, tmp);
+				res.b = SubSat(arg1->b, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->b, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.b = MulHigh(res.b, tmp);
+
+				res.r = res.r << 6;
+				res.g = res.g << 6;
+				res.b = res.b << 6;
+
+				res.r = AddSat(res.r, res.g);
+				res.r = AddSat(res.r, res.b);
+
+				// Clamp to [0, 1]
+				res.r = Max(res.r, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+				res.r = Min(res.r, Short4(0x1000, 0x1000, 0x1000, 0x1000));
+
+				res.g = res.r;
+				res.b = res.r;
+				res.a = res.r;
+			}
+			break;
+		case TextureStage::STAGE_BLENDCURRENTALPHA:			// Alpha * (Arg1 - Arg2) + Arg2
+			{
+				res.r = SubSat(arg1->r, arg2->r); res.r = MulHigh(res.r, current.a) << 4; res.r = AddSat(res.r, arg2->r);
+				res.g = SubSat(arg1->g, arg2->g); res.g = MulHigh(res.g, current.a) << 4; res.g = AddSat(res.g, arg2->g);
+				res.b = SubSat(arg1->b, arg2->b); res.b = MulHigh(res.b, current.a) << 4; res.b = AddSat(res.b, arg2->b);
+			}
+			break;
+		case TextureStage::STAGE_BLENDDIFFUSEALPHA:			// Alpha * (Arg1 - Arg2) + Arg2
+			{
+				res.r = SubSat(arg1->r, arg2->r); res.r = MulHigh(res.r, r.diffuse.a) << 4; res.r = AddSat(res.r, arg2->r);
+				res.g = SubSat(arg1->g, arg2->g); res.g = MulHigh(res.g, r.diffuse.a) << 4; res.g = AddSat(res.g, arg2->g);
+				res.b = SubSat(arg1->b, arg2->b); res.b = MulHigh(res.b, r.diffuse.a) << 4; res.b = AddSat(res.b, arg2->b);
+			}
+			break;
+		case TextureStage::STAGE_BLENDFACTORALPHA:			// Alpha * (Arg1 - Arg2) + Arg2
+			{
+				res.r = SubSat(arg1->r, arg2->r); res.r = MulHigh(res.r, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.r = AddSat(res.r, arg2->r);
+				res.g = SubSat(arg1->g, arg2->g); res.g = MulHigh(res.g, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.g = AddSat(res.g, arg2->g);
+				res.b = SubSat(arg1->b, arg2->b); res.b = MulHigh(res.b, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.b = AddSat(res.b, arg2->b);
+			}
+			break;
+		case TextureStage::STAGE_BLENDTEXTUREALPHA:			// Alpha * (Arg1 - Arg2) + Arg2
+			{
+				res.r = SubSat(arg1->r, arg2->r); res.r = MulHigh(res.r, texture.a) << 4; res.r = AddSat(res.r, arg2->r);
+				res.g = SubSat(arg1->g, arg2->g); res.g = MulHigh(res.g, texture.a) << 4; res.g = AddSat(res.g, arg2->g);
+				res.b = SubSat(arg1->b, arg2->b); res.b = MulHigh(res.b, texture.a) << 4; res.b = AddSat(res.b, arg2->b);
+			}
+			break;
+		case TextureStage::STAGE_BLENDTEXTUREALPHAPM:		// Arg1 + Arg2 * (1 - Alpha)
+			{
+				res.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), texture.a); res.r = MulHigh(res.r, arg2->r) << 4; res.r = AddSat(res.r, arg1->r);
+				res.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), texture.a); res.g = MulHigh(res.g, arg2->g) << 4; res.g = AddSat(res.g, arg1->g);
+				res.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), texture.a); res.b = MulHigh(res.b, arg2->b) << 4; res.b = AddSat(res.b, arg1->b);
+			}
+			break;
+		case TextureStage::STAGE_PREMODULATE:
+			{
+				res.r = arg1->r;
+				res.g = arg1->g;
+				res.b = arg1->b;
+			}
+			break;
+		case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:		// Arg1 + Arg1.a * Arg2
+			{
+				res.r = MulHigh(arg1->a, arg2->r) << 4; res.r = AddSat(res.r, arg1->r);
+				res.g = MulHigh(arg1->a, arg2->g) << 4; res.g = AddSat(res.g, arg1->g);
+				res.b = MulHigh(arg1->a, arg2->b) << 4; res.b = AddSat(res.b, arg1->b);
+			}
+			break;
+		case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:		// Arg1 * Arg2 + Arg1.a
+			{
+				res.r = MulHigh(arg1->r, arg2->r) << 4; res.r = AddSat(res.r, arg1->a);
+				res.g = MulHigh(arg1->g, arg2->g) << 4; res.g = AddSat(res.g, arg1->a);
+				res.b = MulHigh(arg1->b, arg2->b) << 4; res.b = AddSat(res.b, arg1->a);
+			}
+			break;
+		case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:	// (1 - Arg1.a) * Arg2 + Arg1
+			{
+				Short4 tmp;
+
+				res.r = AddSat(arg1->r, arg2->r); tmp = MulHigh(arg1->a, arg2->r) << 4; res.r = SubSat(res.r, tmp);
+				res.g = AddSat(arg1->g, arg2->g); tmp = MulHigh(arg1->a, arg2->g) << 4; res.g = SubSat(res.g, tmp);
+				res.b = AddSat(arg1->b, arg2->b); tmp = MulHigh(arg1->a, arg2->b) << 4; res.b = SubSat(res.b, tmp);
+			}
+			break;
+		case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:	// (1 - Arg1) * Arg2 + Arg1.a
+			{
+				Short4 tmp;
+
+				res.r = AddSat(arg1->a, arg2->r); tmp = MulHigh(arg1->r, arg2->r) << 4; res.r = SubSat(res.r, tmp);
+				res.g = AddSat(arg1->a, arg2->g); tmp = MulHigh(arg1->g, arg2->g) << 4; res.g = SubSat(res.g, tmp);
+				res.b = AddSat(arg1->a, arg2->b); tmp = MulHigh(arg1->b, arg2->b) << 4; res.b = SubSat(res.b, tmp);
+			}
+			break;
+		case TextureStage::STAGE_BUMPENVMAP:
+			{
+				r.du = Float4(texture.r) * Float4(1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0);
+				r.dv = Float4(texture.g) * Float4(1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0, 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;
+
+				perturbate = true;
+
+				res.r = r.current.r;
+				res.g = r.current.g;
+				res.b = r.current.b;
+				res.a = r.current.a;
+			}
+			break;
+		case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
+			{
+				r.du = Float4(texture.r) * Float4(1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0);
+				r.dv = Float4(texture.g) * Float4(1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0, 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;
+
+				perturbate = true;
+
+				r.L = texture.b;
+				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, 0x1000, 0x1000, 0x1000));
+
+				luminance = true;
+
+				res.r = r.current.r;
+				res.g = r.current.g;
+				res.b = r.current.b;
+				res.a = r.current.a;
+			}
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		if(textureStage.stageOperation != TextureStage::STAGE_DOT3)
+		{
+			switch(textureStage.firstArgumentAlpha)
+			{
+			case TextureStage::SOURCE_TEXTURE:	arg1 = &texture;		break;
+			case TextureStage::SOURCE_CONSTANT:	arg1 = &constant;		break;
+			case TextureStage::SOURCE_CURRENT:	arg1 = &current;		break;
+			case TextureStage::SOURCE_DIFFUSE:	arg1 = &r.diffuse;		break;
+			case TextureStage::SOURCE_SPECULAR:	arg1 = &r.specular;		break;
+			case TextureStage::SOURCE_TEMP:		arg1 = &temp;			break;
+			case TextureStage::SOURCE_TFACTOR:	arg1 = &tfactor;		break;
+			default:
+				ASSERT(false);
+			}
+
+			switch(textureStage.secondArgumentAlpha)
+			{
+			case TextureStage::SOURCE_TEXTURE:	arg2 = &texture;		break;
+			case TextureStage::SOURCE_CONSTANT:	arg2 = &constant;		break;
+			case TextureStage::SOURCE_CURRENT:	arg2 = &current;		break;
+			case TextureStage::SOURCE_DIFFUSE:	arg2 = &r.diffuse;		break;
+			case TextureStage::SOURCE_SPECULAR:	arg2 = &r.specular;		break;
+			case TextureStage::SOURCE_TEMP:		arg2 = &temp;			break;
+			case TextureStage::SOURCE_TFACTOR:	arg2 = &tfactor;		break;
+			default:
+				ASSERT(false);
+			}
+
+			switch(textureStage.thirdArgumentAlpha)
+			{
+			case TextureStage::SOURCE_TEXTURE:	arg3 = &texture;		break;
+			case TextureStage::SOURCE_CONSTANT:	arg3 = &constant;		break;
+			case TextureStage::SOURCE_CURRENT:	arg3 = &current;		break;
+			case TextureStage::SOURCE_DIFFUSE:	arg3 = &r.diffuse;		break;
+			case TextureStage::SOURCE_SPECULAR:	arg3 = &r.specular;		break;
+			case TextureStage::SOURCE_TEMP:		arg3 = &temp;			break;
+			case TextureStage::SOURCE_TFACTOR:	arg3 = &tfactor;		break;
+			default:
+				ASSERT(false);
+			}
+
+			switch(textureStage.firstModifierAlpha)   // FIXME: Check if actually used
+			{
+			case TextureStage::MODIFIER_COLOR:
+				break;
+			case TextureStage::MODIFIER_INVCOLOR:
+				{
+					mod1.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
+
+					arg1 = &mod1;
+				}
+				break;
+			case TextureStage::MODIFIER_ALPHA:
+				{
+					// Redudant
+				}
+				break;
+			case TextureStage::MODIFIER_INVALPHA:
+				{
+					mod1.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
+
+					arg1 = &mod1;
+				}
+				break;
+			default:
+				ASSERT(false);
+			}
+
+			switch(textureStage.secondModifierAlpha)   // FIXME: Check if actually used
+			{
+			case TextureStage::MODIFIER_COLOR:
+				break;
+			case TextureStage::MODIFIER_INVCOLOR:
+				{
+					mod2.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
+
+					arg2 = &mod2;
+				}
+				break;
+			case TextureStage::MODIFIER_ALPHA:
+				{
+					// Redudant
+				}
+				break;
+			case TextureStage::MODIFIER_INVALPHA:
+				{
+					mod2.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
+
+					arg2 = &mod2;
+				}
+				break;
+			default:
+				ASSERT(false);
+			}
+
+			switch(textureStage.thirdModifierAlpha)   // FIXME: Check if actually used
+			{
+			case TextureStage::MODIFIER_COLOR:
+				break;
+			case TextureStage::MODIFIER_INVCOLOR:
+				{
+					mod3.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
+
+					arg3 = &mod3;
+				}
+				break;
+			case TextureStage::MODIFIER_ALPHA:
+				{
+					// Redudant
+				}
+				break;
+			case TextureStage::MODIFIER_INVALPHA:
+				{
+					mod3.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
+
+					arg3 = &mod3;
+				}
+				break;
+			default:
+				ASSERT(false);
+			}
+		
+			switch(textureStage.stageOperationAlpha)
+			{
+			case TextureStage::STAGE_DISABLE:
+				break;
+			case TextureStage::STAGE_SELECTARG1:					// Arg1
+				{
+					res.a = arg1->a;
+				}
+				break;
+			case TextureStage::STAGE_SELECTARG2:					// Arg2
+				{
+					res.a = arg2->a;
+				}
+				break;
+			case TextureStage::STAGE_SELECTARG3:					// Arg3
+				{
+					res.a = arg3->a;
+				}
+				break;
+			case TextureStage::STAGE_MODULATE:					// Arg1 * Arg2
+				{
+					res.a = MulHigh(arg1->a, arg2->a) << 4;
+				}
+				break;
+			case TextureStage::STAGE_MODULATE2X:					// Arg1 * Arg2 * 2
+				{
+					res.a = MulHigh(arg1->a, arg2->a) << 5;
+				}
+				break;
+			case TextureStage::STAGE_MODULATE4X:					// Arg1 * Arg2 * 4
+				{
+					res.a = MulHigh(arg1->a, arg2->a) << 6;
+				}
+				break;
+			case TextureStage::STAGE_ADD:						// Arg1 + Arg2
+				{
+					res.a = AddSat(arg1->a, arg2->a);
+				}
+				break;
+			case TextureStage::STAGE_ADDSIGNED:					// Arg1 + Arg2 - 0.5
+				{
+					res.a = AddSat(arg1->a, arg2->a);
+					res.a = SubSat(res.a, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+				}
+				break;
+			case TextureStage::STAGE_ADDSIGNED2X:					// (Arg1 + Arg2 - 0.5) << 1
+				{
+					res.a = AddSat(arg1->a, arg2->a);
+					res.a = SubSat(res.a, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+					res.a = AddSat(res.a, res.a);
+				}
+				break;
+			case TextureStage::STAGE_SUBTRACT:					// Arg1 - Arg2
+				{
+					res.a = SubSat(arg1->a, arg2->a);
+				}
+				break;
+			case TextureStage::STAGE_ADDSMOOTH:					// Arg1 + Arg2 - Arg1 * Arg2
+				{
+					Short4 tmp;
+
+					tmp = MulHigh(arg1->a, arg2->a) << 4; res.a = AddSat(arg1->a, arg2->a); res.a = SubSat(res.a, tmp);
+				}
+				break;
+			case TextureStage::STAGE_MULTIPLYADD:				// Arg3 + Arg1 * Arg2
+				{
+					res.a = MulHigh(arg1->a, arg2->a) << 4; res.a = AddSat(res.a, arg3->a);
+				}
+				break;
+			case TextureStage::STAGE_LERP:						// Arg3 * (Arg1 - Arg2) + Arg2
+				{
+					res.a = SubSat(arg1->a, arg2->a); res.a = MulHigh(res.a, arg3->a) << 4; res.a = AddSat(res.a, arg2->a);
+				}
+				break;
+			case TextureStage::STAGE_DOT3:
+				break;   // Already computed in color channel
+			case TextureStage::STAGE_BLENDCURRENTALPHA:			// Alpha * (Arg1 - Arg2) + Arg2
+				{
+					res.a = SubSat(arg1->a, arg2->a); res.a = MulHigh(res.a, current.a) << 4; res.a = AddSat(res.a, arg2->a);
+				}
+				break;
+			case TextureStage::STAGE_BLENDDIFFUSEALPHA:			// Arg1 * (Alpha) + Arg2 * (1 - Alpha)
+				{
+					res.a = SubSat(arg1->a, arg2->a); res.a = MulHigh(res.a, r.diffuse.a) << 4; res.a = AddSat(res.a, arg2->a);
+				}
+				break;
+			case TextureStage::STAGE_BLENDFACTORALPHA:
+				{
+					res.a = SubSat(arg1->a, arg2->a); res.a = MulHigh(res.a, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.a = AddSat(res.a, arg2->a);
+				}
+				break;
+			case TextureStage::STAGE_BLENDTEXTUREALPHA:			// Arg1 * (Alpha) + Arg2 * (1 - Alpha)
+				{
+					res.a = SubSat(arg1->a, arg2->a); res.a = MulHigh(res.a, texture.a) << 4; res.a = AddSat(res.a, arg2->a);
+				}
+				break;
+			case TextureStage::STAGE_BLENDTEXTUREALPHAPM:		// Arg1 + Arg2 * (1 - Alpha)
+				{
+					res.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), texture.a); res.a = MulHigh(res.a, arg2->a) << 4; res.a = AddSat(res.a, arg1->a);
+				}
+				break;
+			case TextureStage::STAGE_PREMODULATE:
+				{
+					res.a = arg1->a;
+				}
+				break;
+			case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
+			case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
+			case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
+			case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
+			case TextureStage::STAGE_BUMPENVMAP:
+			case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
+				break;   // Invalid alpha operations
+			default:
+				ASSERT(false);
+			}
+		}
+
+		// Clamp result to [0, 1]
+
+		switch(textureStage.stageOperation)
+		{
+		case TextureStage::STAGE_DISABLE:
+		case TextureStage::STAGE_SELECTARG1:
+		case TextureStage::STAGE_SELECTARG2:
+		case TextureStage::STAGE_SELECTARG3:
+		case TextureStage::STAGE_MODULATE:
+		case TextureStage::STAGE_MODULATE2X:
+		case TextureStage::STAGE_MODULATE4X:
+		case TextureStage::STAGE_ADD:
+		case TextureStage::STAGE_MULTIPLYADD:
+		case TextureStage::STAGE_LERP:
+		case TextureStage::STAGE_BLENDCURRENTALPHA:
+		case TextureStage::STAGE_BLENDDIFFUSEALPHA:
+		case TextureStage::STAGE_BLENDFACTORALPHA:
+		case TextureStage::STAGE_BLENDTEXTUREALPHA:
+		case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
+		case TextureStage::STAGE_DOT3:   // Already clamped
+		case TextureStage::STAGE_PREMODULATE:
+		case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
+		case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
+		case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
+		case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
+		case TextureStage::STAGE_BUMPENVMAP:
+		case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
+			if(state.textureStage[stage].cantUnderflow)
+			{
+				break;   // Can't go below zero
+			}
+		case TextureStage::STAGE_ADDSIGNED:
+		case TextureStage::STAGE_ADDSIGNED2X:
+		case TextureStage::STAGE_SUBTRACT:
+		case TextureStage::STAGE_ADDSMOOTH:
+			res.r = Max(res.r, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+			res.g = Max(res.g, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+			res.b = Max(res.b, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		switch(textureStage.stageOperationAlpha)
+		{
+		case TextureStage::STAGE_DISABLE:
+		case TextureStage::STAGE_SELECTARG1:
+		case TextureStage::STAGE_SELECTARG2:
+		case TextureStage::STAGE_SELECTARG3:
+		case TextureStage::STAGE_MODULATE:
+		case TextureStage::STAGE_MODULATE2X:
+		case TextureStage::STAGE_MODULATE4X:
+		case TextureStage::STAGE_ADD:
+		case TextureStage::STAGE_MULTIPLYADD:
+		case TextureStage::STAGE_LERP:
+		case TextureStage::STAGE_BLENDCURRENTALPHA:
+		case TextureStage::STAGE_BLENDDIFFUSEALPHA:
+		case TextureStage::STAGE_BLENDFACTORALPHA:
+		case TextureStage::STAGE_BLENDTEXTUREALPHA:
+		case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
+		case TextureStage::STAGE_DOT3:   // Already clamped
+		case TextureStage::STAGE_PREMODULATE:
+		case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
+		case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
+		case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
+		case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
+		case TextureStage::STAGE_BUMPENVMAP:
+		case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
+			if(state.textureStage[stage].cantUnderflow)
+			{
+				break;   // Can't go below zero
+			}
+		case TextureStage::STAGE_ADDSIGNED:
+		case TextureStage::STAGE_ADDSIGNED2X:
+		case TextureStage::STAGE_SUBTRACT:
+		case TextureStage::STAGE_ADDSMOOTH:
+			res.a = Max(res.a, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		switch(textureStage.stageOperation)
+		{
+		case TextureStage::STAGE_DISABLE:
+		case TextureStage::STAGE_SELECTARG1:
+		case TextureStage::STAGE_SELECTARG2:
+		case TextureStage::STAGE_SELECTARG3:
+		case TextureStage::STAGE_MODULATE:
+		case TextureStage::STAGE_SUBTRACT:
+		case TextureStage::STAGE_ADDSMOOTH:
+		case TextureStage::STAGE_LERP:
+		case TextureStage::STAGE_BLENDCURRENTALPHA:
+		case TextureStage::STAGE_BLENDDIFFUSEALPHA:
+		case TextureStage::STAGE_BLENDFACTORALPHA:
+		case TextureStage::STAGE_BLENDTEXTUREALPHA:
+		case TextureStage::STAGE_DOT3:   // Already clamped
+		case TextureStage::STAGE_PREMODULATE:
+		case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
+		case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
+		case TextureStage::STAGE_BUMPENVMAP:
+		case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
+			break;   // Can't go above one
+		case TextureStage::STAGE_MODULATE2X:
+		case TextureStage::STAGE_MODULATE4X:
+		case TextureStage::STAGE_ADD:
+		case TextureStage::STAGE_ADDSIGNED:
+		case TextureStage::STAGE_ADDSIGNED2X:
+		case TextureStage::STAGE_MULTIPLYADD:
+		case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
+		case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
+		case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
+			res.r = Min(res.r, Short4(0x1000, 0x1000, 0x1000, 0x1000));
+			res.g = Min(res.g, Short4(0x1000, 0x1000, 0x1000, 0x1000));
+			res.b = Min(res.b, Short4(0x1000, 0x1000, 0x1000, 0x1000));
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		switch(textureStage.stageOperationAlpha)
+		{
+		case TextureStage::STAGE_DISABLE:
+		case TextureStage::STAGE_SELECTARG1:
+		case TextureStage::STAGE_SELECTARG2:
+		case TextureStage::STAGE_SELECTARG3:
+		case TextureStage::STAGE_MODULATE:
+		case TextureStage::STAGE_SUBTRACT:
+		case TextureStage::STAGE_ADDSMOOTH:
+		case TextureStage::STAGE_LERP:
+		case TextureStage::STAGE_BLENDCURRENTALPHA:
+		case TextureStage::STAGE_BLENDDIFFUSEALPHA:
+		case TextureStage::STAGE_BLENDFACTORALPHA:
+		case TextureStage::STAGE_BLENDTEXTUREALPHA:
+		case TextureStage::STAGE_DOT3:   // Already clamped
+		case TextureStage::STAGE_PREMODULATE:
+		case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
+		case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
+		case TextureStage::STAGE_BUMPENVMAP:
+		case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
+			break;   // Can't go above one
+		case TextureStage::STAGE_MODULATE2X:
+		case TextureStage::STAGE_MODULATE4X:
+		case TextureStage::STAGE_ADD:
+		case TextureStage::STAGE_ADDSIGNED:
+		case TextureStage::STAGE_ADDSIGNED2X:
+		case TextureStage::STAGE_MULTIPLYADD:
+		case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
+		case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
+		case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
+			res.a = Min(res.a, Short4(0x1000, 0x1000, 0x1000, 0x1000));
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		switch(textureStage.destinationArgument)
+		{
+		case TextureStage::DESTINATION_CURRENT:
+			current.r = res.r;
+			current.g = res.g;
+			current.b = res.b;
+			current.a = res.a;
+			break;
+		case TextureStage::DESTINATION_TEMP:
+			temp.r = res.r;
+			temp.g = res.g;
+			temp.b = res.b;
+			temp.a = res.a;
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::alphaTest(Registers &r, Int &aMask, Short4 &alpha)
+	{
+		Short4 cmp;
+		Short4 equal;
+
+		switch(state.alphaCompareMode)
+		{
+		case Context::ALPHA_ALWAYS:
+			aMask = 0xF;
+			break;
+		case Context::ALPHA_NEVER:
+			aMask = 0x0;
+			break;
+		case Context::ALPHA_EQUAL:
+			cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
+			aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+			break;
+		case Context::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
+			aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+			break;
+		case Context::ALPHA_LESS:			// a < b ~ b > a
+			cmp = CmpGT(*Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)), alpha);
+			aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+			break;
+		case Context::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)));
+			cmp |= equal;
+			aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+			break;
+		case Context::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
+			aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+			break;
+		case Context::ALPHA_GREATER:			// a > b
+			cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
+			aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::alphaToCoverage(Registers &r, 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)));
+
+		Int aMask0 = SignMask(coverage0);
+		Int aMask1 = SignMask(coverage1);
+		Int aMask2 = SignMask(coverage2);
+		Int aMask3 = SignMask(coverage3);
+
+		cMask[0] &= aMask0;
+		cMask[1] &= aMask1;
+		cMask[2] &= aMask2;
+		cMask[3] &= aMask3;
+	}
+
+	Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Color4i &current)
+	{
+		if(!state.alphaTestActive())
+		{
+			return true;
+		}
+
+		Int aMask;
+
+		if(state.transparencyAntialiasing == Context::TRANSPARENCY_NONE)
+		{
+			alphaTest(r, aMask, current.a);
+
+			for(unsigned int q = 0; q < state.multiSample; q++)
+			{
+				cMask[q] &= aMask;
+			}
+		}
+		else if(state.transparencyAntialiasing == Context::TRANSPARENCY_ALPHA_TO_COVERAGE)
+		{
+			Float4 alpha = Float4(current.a) * Float4(1.0f / 0x1000);
+
+			alphaToCoverage(r, cMask, alpha);
+		}
+		else ASSERT(false);
+
+		Int pass = cMask[0];
+
+		for(unsigned int q = 1; q < state.multiSample; q++)
+		{
+			pass = pass | cMask[q];
+		}
+
+		return pass != 0x0;
+	}
+
+	Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Color4f &c0)
+	{
+		if(!state.alphaTestActive())
+		{
+			return true;
+		}
+
+		Int aMask;
+
+		if(state.transparencyAntialiasing == Context::TRANSPARENCY_NONE)
+		{
+			Short4 alpha = RoundShort4(c0.a * Float4(0x1000, 0x1000, 0x1000, 0x1000));
+
+			alphaTest(r, aMask, alpha);
+
+			for(unsigned int q = 0; q < state.multiSample; q++)
+			{
+				cMask[q] &= aMask;
+			}
+		}
+		else if(state.transparencyAntialiasing == Context::TRANSPARENCY_ALPHA_TO_COVERAGE)
+		{
+			alphaToCoverage(r, cMask, c0.a);
+		}
+		else ASSERT(false);
+
+		Int pass = cMask[0];
+
+		for(unsigned int q = 1; q < state.multiSample; q++)
+		{
+			pass = pass | cMask[q];
+		}
+
+		return pass != 0x0;
+	}
+
+	void PixelRoutine::fogBlend(Registers &r, Color4i &current, Float4 &f, Float4 &z, Float4 &rhw)
+	{
+		if(!state.fogActive)
+		{
+			return;
+		}
+
+		if(state.pixelFogMode != Context::FOG_NONE)
+		{
+			pixelFog(r, f, z, rhw);
+		}
+		
+		UShort4 fog = convertFixed16(f, true);
+
+		current.r = As<Short4>(MulHigh(As<UShort4>(current.r), fog));
+		current.g = As<Short4>(MulHigh(As<UShort4>(current.g), fog));
+		current.b = As<Short4>(MulHigh(As<UShort4>(current.b), fog));
+
+		UShort4 invFog = UShort4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - fog;
+
+		current.r += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[0]))));
+		current.g += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[1]))));
+		current.b += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[2]))));
+	}
+
+	void PixelRoutine::fogBlend(Registers &r, Color4f &c0, Float4 &fog, Float4 &z, Float4 &rhw)
+	{
+		if(!state.fogActive)
+		{
+			return;
+		}
+
+		if(state.pixelFogMode != Context::FOG_NONE)
+		{
+			pixelFog(r, fog, z, rhw);
+
+			fog = Min(fog, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+			fog = Max(fog, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+		}
+
+		c0.r -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
+		c0.g -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
+		c0.b -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
+
+		c0.r *= fog;
+		c0.g *= fog;
+		c0.b *= fog;
+
+		c0.r += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
+		c0.g += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
+		c0.b += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
+	}
+
+	void PixelRoutine::pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw)
+	{
+		Float4 &zw = visibility;
+
+		if(state.pixelFogMode != Context::FOG_NONE)
+		{
+			if(state.wBasedFog)
+			{
+				zw = rhw;
+			}
+			else
+			{
+				if(complementaryDepthBuffer)
+				{
+					zw = Float4(1.0f, 1.0f, 1.0f, 1.0f) - z;
+				}
+				else
+				{
+					zw = z;
+				}
+			}
+		}
+
+		switch(state.pixelFogMode)
+		{
+		case Context::FOG_NONE:
+			break;
+		case Context::FOG_LINEAR:
+			zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.scale));
+			zw += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.offset));
+			break;
+		case Context::FOG_EXP:
+			zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE));
+			zw = exponential(zw, true);
+			break;
+		case Context::FOG_EXP2:
+			zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE2));
+			zw *= zw;
+			zw = exponential(zw, true);
+			zw = Rcp_pp(zw);
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::specularPixel(Color4i &current, Color4i &specular)
+	{
+		if(!state.specularAdd)
+		{
+			return;
+		}
+
+		current.r = AddSat(current.r, specular.r);
+		current.g = AddSat(current.g, specular.g);
+		current.b = AddSat(current.b, specular.b);
+	}
+
+	void PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
+	{
+		if(!state.depthWriteEnable)
+		{
+			return;
+		}
+
+		Float4 Z = z;
+
+		if(pixelShader && pixelShader->depthOverride())
+		{
+			if(complementaryDepthBuffer)
+			{
+				Z = Float4(1, 1, 1, 1) - r.oDepth;
+			}
+			else
+			{
+				Z = r.oDepth;
+			}
+		}
+
+		Pointer<Byte> buffer;
+		Int pitch;
+
+		if(!state.quadLayoutDepthBuffer)
+		{	
+			buffer = zBuffer + 4 * x;
+			pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
+		}
+		else
+		{	
+			buffer = zBuffer + 8 * x;
+		}
+
+		if(q > 0)
+		{
+			buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
+		}
+
+		Float4 zValue;
+
+		if(state.depthCompareMode != Context::DEPTH_NEVER || (state.depthCompareMode != Context::DEPTH_ALWAYS && !state.depthWriteEnable))
+		{
+			if(!state.quadLayoutDepthBuffer)
+			{
+				// FIXME: Properly optimizes?
+				zValue.xy = *Pointer<Float4>(buffer);
+				zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
+			}
+			else
+			{
+				zValue = *Pointer<Float4>(buffer, 16);
+			}
+		}
+
+		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) | As<Int4>(zValue));
+
+		if(!state.quadLayoutDepthBuffer)
+		{
+			// FIXME: Properly optimizes?
+			*Pointer<Float2>(buffer) = Float2(Z.xy);
+			*Pointer<Float2>(buffer + pitch) = Float2(Z.zw);
+		}
+		else
+		{
+			*Pointer<Float4>(buffer, 16) = Z;
+		}
+	}
+
+	void PixelRoutine::writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
+	{
+		if(!state.stencilActive)
+		{
+			return;
+		}
+
+		if(state.stencilPassOperation == Context::OPERATION_KEEP && state.stencilZFailOperation == Context::OPERATION_KEEP && state.stencilFailOperation == Context::OPERATION_KEEP)
+		{
+			if(!state.twoSidedStencil || (state.stencilPassOperationCCW == Context::OPERATION_KEEP && state.stencilZFailOperationCCW == Context::OPERATION_KEEP && state.stencilFailOperationCCW == Context::OPERATION_KEEP))
+			{
+				return;
+			}
+		}
+
+		if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW))
+		{
+			return;
+		}
+
+		Pointer<Byte> buffer = sBuffer + 2 * x;
+
+		if(q > 0)
+		{
+			buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
+		}
+
+		Byte8 bufferValue = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
+	
+		Byte8 newValue;
+		stencilOperation(r, newValue, bufferValue, (Context::StencilOperation)state.stencilPassOperation, (Context::StencilOperation)state.stencilZFailOperation, (Context::StencilOperation)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 |= maskedValue;
+		}
+
+		if(state.twoSidedStencil)
+		{
+			Byte8 newValueCCW;
+
+			stencilOperation(r, newValueCCW, bufferValue, (Context::StencilOperation)state.stencilPassOperationCCW, (Context::StencilOperation)state.stencilZFailOperationCCW, (Context::StencilOperation)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 |= maskedValue;
+			}
+
+			newValue &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
+			newValueCCW &= *Pointer<Byte8>(r.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 |= bufferValue;
+
+		*Pointer<UInt>(buffer) = UInt(As<Long>(newValue));
+	}
+
+	void PixelRoutine::stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, Context::StencilOperation stencilPassOperation, Context::StencilOperation stencilZFailOperation, Context::StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
+	{
+		Byte8 &pass = newValue;
+		Byte8 fail;
+		Byte8 zFail;
+
+		stencilOperation(r, pass, bufferValue, stencilPassOperation, CCW);
+
+		if(stencilZFailOperation != stencilPassOperation)
+		{
+			stencilOperation(r, zFail, bufferValue, stencilZFailOperation, CCW);
+		}
+
+		if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
+		{
+			stencilOperation(r, 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 |= zFail;
+			}
+
+			pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
+			fail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
+			pass |= fail;
+		}
+	}
+
+	void PixelRoutine::stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, Context::StencilOperation operation, bool CCW)
+	{
+		switch(operation)
+		{
+		case Context::OPERATION_KEEP:
+			output = bufferValue;
+			break;
+		case Context::OPERATION_ZERO:
+			output = Byte8(0x0000000000000000);
+			break;
+		case Context::OPERATION_REPLACE:
+			output = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceQ));
+			break;
+		case Context::OPERATION_INCRSAT:
+			output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
+			break;
+		case Context::OPERATION_DECRSAT:
+			output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
+			break;
+		case Context::OPERATION_INVERT:
+			output = bufferValue ^ Byte8(0xFFFFFFFFFFFFFFFF);
+			break;
+		case Context::OPERATION_INCR:
+			output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1);
+			break;
+		case Context::OPERATION_DECR:
+			output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1);
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::sampleTexture(Registers &r, Color4i &c, int coordinates, int stage, bool project)
+	{
+		Float4 u = r.vx[2 + coordinates];
+		Float4 v = r.vy[2 + coordinates];
+		Float4 w = r.vz[2 + coordinates];
+		Float4 q = r.vw[2 + coordinates];
+
+		if(perturbate)
+		{
+			u += r.du;
+			v += r.dv;
+
+			perturbate = false;
+		}
+
+		sampleTexture(r, c, stage, u, v, w, q, project);
+	}
+
+	void PixelRoutine::sampleTexture(Registers &r, Color4i &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias, bool fixed12)
+	{
+		Color4f dsx;
+		Color4f dsy;
+
+		sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, fixed12, false);
+	}
+
+	void PixelRoutine::sampleTexture(Registers &r, Color4i &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool project, bool bias, bool fixed12, bool gradients, bool lodProvided)
+	{
+		#if PERF_PROFILE
+			Long texTime = Ticks();
+		#endif
+
+		Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
+
+		if(!project)
+		{
+			sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, fixed12, gradients, lodProvided);
+		}
+		else
+		{
+			Float4 rq = reciprocal(q);
+
+			Float4 u_q = u * rq;
+			Float4 v_q = v * rq;
+			Float4 w_q = w * rq;
+
+			sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, fixed12, gradients, lodProvided);
+		}
+
+		#if PERF_PROFILE
+			r.cycles[PERF_TEX] += Ticks() - texTime;
+		#endif
+	}
+
+	void PixelRoutine::sampleTexture(Registers &r, Color4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &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);
+
+		if(!project)
+		{
+			sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
+		}
+		else
+		{
+			Float4 rq = reciprocal(q);
+
+			Float4 u_q = u * rq;
+			Float4 v_q = v * rq;
+			Float4 w_q = w * rq;
+
+			sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
+		}
+
+		#if PERF_PROFILE
+			r.cycles[PERF_TEX] += Ticks() - texTime;
+		#endif
+	}
+
+	void PixelRoutine::clampColor(Color4f oC[4])
+	{
+		for(int index = 0; index < 4; index++)
+		{
+			if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
+			{
+				continue;
+			}
+
+			switch(state.targetFormat[index])
+			{
+			case FORMAT_NULL:
+				break;
+			case FORMAT_A16B16G16R16:
+			case FORMAT_A8R8G8B8:
+			case FORMAT_X8R8G8B8:
+			case FORMAT_G16R16:
+				oC[index].r = Max(oC[index].r, Float4(0.0f, 0.0f, 0.0f, 0.0f)); oC[index].r = Min(oC[index].r, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+				oC[index].g = Max(oC[index].g, Float4(0.0f, 0.0f, 0.0f, 0.0f)); oC[index].g = Min(oC[index].g, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+				oC[index].b = Max(oC[index].b, Float4(0.0f, 0.0f, 0.0f, 0.0f)); oC[index].b = Min(oC[index].b, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+				oC[index].a = Max(oC[index].a, Float4(0.0f, 0.0f, 0.0f, 0.0f)); oC[index].a = Min(oC[index].a, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+				break;
+			case FORMAT_R32F:
+			case FORMAT_G32R32F:
+			case FORMAT_A32B32G32R32F:
+				break;
+			default:
+				ASSERT(false);
+			}
+		}
+	}
+
+	void PixelRoutine::rasterOperation(Color4i &current, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
+	{
+		if(!state.colorWriteActive(0))
+		{
+			return;
+		}
+
+		Color4f oC;
+
+		switch(state.targetFormat[0])
+		{
+		case FORMAT_X8R8G8B8:
+		case FORMAT_A8R8G8B8:
+		case FORMAT_G16R16:
+		case FORMAT_A16B16G16R16:
+			if(!postBlendSRGB && state.writeSRGB)
+			{
+				linearToSRGB12_16(r, current);
+			}
+			else
+			{
+				current.r <<= 4;
+				current.g <<= 4;
+				current.b <<= 4;
+				current.a <<= 4;
+			}
+
+			fogBlend(r, current, fog, r.z[0], r.rhw);
+
+			for(unsigned int q = 0; q < state.multiSample; q++)
+			{
+				Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
+				Color4i color = current;
+
+				if(state.multiSampleMask & (1 << q))
+				{
+					alphaBlend(r, 0, buffer, color, x);
+					writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+				}
+			}
+			break;
+		case FORMAT_R32F:
+		case FORMAT_G32R32F:
+		case FORMAT_A32B32G32R32F:
+			convertSigned12(oC, current);
+			fogBlend(r, oC, fog, r.z[0], r.rhw);
+			
+			for(unsigned int q = 0; q < state.multiSample; q++)
+			{
+				Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
+				Color4f 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]);
+				}
+			}
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::rasterOperation(Color4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
+	{
+		for(int index = 0; index < 4; index++)
+		{
+			if(!state.colorWriteActive(index))
+			{
+				continue;
+			}
+
+			if(!postBlendSRGB && state.writeSRGB)
+			{
+				oC[index].r = linearToSRGB(oC[index].r);
+				oC[index].g = linearToSRGB(oC[index].g);
+				oC[index].b = linearToSRGB(oC[index].b);
+			}
+
+			if(index == 0)
+			{
+				fogBlend(r, oC[index], fog, r.z[0], r.rhw);
+			}
+
+			switch(state.targetFormat[index])
+			{
+			case FORMAT_X8R8G8B8:
+			case FORMAT_A8R8G8B8:
+			case FORMAT_G16R16:
+			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]));
+					Color4i color;
+
+					color.r = convertFixed16(oC[index].r, false);
+					color.g = convertFixed16(oC[index].g, false);
+					color.b = convertFixed16(oC[index].b, false);
+					color.a = convertFixed16(oC[index].a, false);
+
+					if(state.multiSampleMask & (1 << q))
+					{
+						alphaBlend(r, index, buffer, color, x);
+						writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+					}
+				}
+				break;
+			case FORMAT_R32F:
+			case FORMAT_G32R32F:
+			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]));
+					Color4f color = oC[index];
+
+					if(state.multiSampleMask & (1 << q))
+					{
+						alphaBlend(r, index, buffer, color, x);
+						writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+					}
+				}
+				break;
+			default:
+				ASSERT(false);
+			}
+		}
+	}
+
+	void PixelRoutine::blendFactor(Registers &r, const Color4i &blendFactor, const Color4i &current, const Color4i &pixel, Context::BlendFactor blendFactorActive)
+	{
+		switch(blendFactorActive)
+		{
+		case Context::BLEND_ZERO:
+			// Optimized
+			break;
+		case Context::BLEND_ONE:
+			// Optimized
+			break;
+		case Context::BLEND_SOURCE:
+			blendFactor.r = current.r;
+			blendFactor.g = current.g;
+			blendFactor.b = current.b;
+			break;
+		case Context::BLEND_INVSOURCE:
+			blendFactor.r = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.r;
+			blendFactor.g = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.g;
+			blendFactor.b = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.b;
+			break;
+		case Context::BLEND_DEST:
+			blendFactor.r = pixel.r;
+			blendFactor.g = pixel.g;
+			blendFactor.b = pixel.b;
+			break;
+		case Context::BLEND_INVDEST:
+			blendFactor.r = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.r;
+			blendFactor.g = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.g;
+			blendFactor.b = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.b;
+			break;
+		case Context::BLEND_SOURCEALPHA:
+			blendFactor.r = current.a;
+			blendFactor.g = current.a;
+			blendFactor.b = current.a;
+			break;
+		case Context::BLEND_INVSOURCEALPHA:
+			blendFactor.r = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.a;
+			blendFactor.g = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.a;
+			blendFactor.b = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.a;
+			break;
+		case Context::BLEND_DESTALPHA:
+			blendFactor.r = pixel.a;
+			blendFactor.g = pixel.a;
+			blendFactor.b = pixel.a;
+			break;
+		case Context::BLEND_INVDESTALPHA:
+			blendFactor.r = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.a;
+			blendFactor.g = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.a;
+			blendFactor.b = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.a;
+			break;
+		case Context::BLEND_SRCALPHASAT:
+			blendFactor.r = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.a;
+			blendFactor.r = Min(As<UShort4>(blendFactor.r), As<UShort4>(current.a));
+			blendFactor.g = blendFactor.r;
+			blendFactor.b = blendFactor.r;
+			break;
+		case Context::BLEND_CONSTANT:
+			blendFactor.r = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0]));
+			blendFactor.g = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1]));
+			blendFactor.b = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2]));
+			break;
+		case Context::BLEND_INVCONSTANT:
+			blendFactor.r = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
+			blendFactor.g = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
+			blendFactor.b = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
+			break;
+		case Context::BLEND_CONSTANTALPHA:
+			blendFactor.r = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
+			blendFactor.g = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
+			blendFactor.b = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
+			break;
+		case Context::BLEND_INVCONSTANTALPHA:
+			blendFactor.r = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+			blendFactor.g = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+			blendFactor.b = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+	
+	void PixelRoutine::blendFactorAlpha(Registers &r, const Color4i &blendFactor, const Color4i &current, const Color4i &pixel, Context::BlendFactor blendFactorAlphaActive)
+	{
+		switch(blendFactorAlphaActive)
+		{
+		case Context::BLEND_ZERO:
+			// Optimized
+			break;
+		case Context::BLEND_ONE:
+			// Optimized
+			break;
+		case Context::BLEND_SOURCE:
+			blendFactor.a = current.a;
+			break;
+		case Context::BLEND_INVSOURCE:
+			blendFactor.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.a;
+			break;
+		case Context::BLEND_DEST:
+			blendFactor.a = pixel.a;
+			break;
+		case Context::BLEND_INVDEST:
+			blendFactor.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.a;
+			break;
+		case Context::BLEND_SOURCEALPHA:
+			blendFactor.a = current.a;
+			break;
+		case Context::BLEND_INVSOURCEALPHA:
+			blendFactor.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.a;
+			break;
+		case Context::BLEND_DESTALPHA:
+			blendFactor.a = pixel.a;
+			break;
+		case Context::BLEND_INVDESTALPHA:
+			blendFactor.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.a;
+			break;
+		case Context::BLEND_SRCALPHASAT:
+			blendFactor.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
+			break;
+		case Context::BLEND_CONSTANT:
+		case Context::BLEND_CONSTANTALPHA:
+			blendFactor.a = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
+			break;
+		case Context::BLEND_INVCONSTANT:
+		case Context::BLEND_INVCONSTANTALPHA:
+			blendFactor.a = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Color4i &current, Int &x)
+	{
+		if(!state.alphaBlendActive)
+		{
+			return;
+		}
+		 
+		Pointer<Byte> buffer;
+
+		Color4i pixel;
+		Short4 c01;
+		Short4 c23;
+
+		// Read pixel
+		switch(state.targetFormat[index])
+		{
+		case FORMAT_A8R8G8B8:
+			buffer = cBuffer + 4 * x;
+			c01 = *Pointer<Short4>(buffer);
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+			c23 = *Pointer<Short4>(buffer);
+			pixel.b = c01;
+			pixel.g = c01;
+			pixel.b = UnpackLow(As<Byte8>(pixel.b), As<Byte8>(c23));
+			pixel.g = UnpackHigh(As<Byte8>(pixel.g), As<Byte8>(c23));
+			pixel.r = pixel.b;
+			pixel.b = UnpackLow(As<Byte8>(pixel.b), As<Byte8>(pixel.g));
+			pixel.r = UnpackHigh(As<Byte8>(pixel.r), As<Byte8>(pixel.g));
+			pixel.g = pixel.b;
+			pixel.a = pixel.r;
+			pixel.r = UnpackLow(As<Byte8>(pixel.r), As<Byte8>(pixel.r));
+			pixel.g = UnpackHigh(As<Byte8>(pixel.g), As<Byte8>(pixel.g));
+			pixel.b = UnpackLow(As<Byte8>(pixel.b), As<Byte8>(pixel.b));
+			pixel.a = UnpackHigh(As<Byte8>(pixel.a), As<Byte8>(pixel.a));
+			break;
+		case FORMAT_X8R8G8B8:
+			buffer = cBuffer + 4 * x;
+			c01 = *Pointer<Short4>(buffer);
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+			c23 = *Pointer<Short4>(buffer);
+			pixel.b = c01;
+			pixel.g = c01;
+			pixel.b = UnpackLow(As<Byte8>(pixel.b), As<Byte8>(c23));
+			pixel.g = UnpackHigh(As<Byte8>(pixel.g), As<Byte8>(c23));
+			pixel.r = pixel.b;
+			pixel.b = UnpackLow(As<Byte8>(pixel.b), As<Byte8>(pixel.g));
+			pixel.r = UnpackHigh(As<Byte8>(pixel.r), As<Byte8>(pixel.g));
+			pixel.g = pixel.b;
+			pixel.r = UnpackLow(As<Byte8>(pixel.r), As<Byte8>(pixel.r));
+			pixel.g = UnpackHigh(As<Byte8>(pixel.g), As<Byte8>(pixel.g));
+			pixel.b = UnpackLow(As<Byte8>(pixel.b), As<Byte8>(pixel.b));
+			pixel.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
+			break;
+		case FORMAT_A8G8R8B8Q:
+			UNIMPLEMENTED();
+		//	pixel.b = UnpackLow(As<Byte8>(pixel.b), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+		//	pixel.r = UnpackHigh(As<Byte8>(pixel.r), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+		//	pixel.g = UnpackLow(As<Byte8>(pixel.g), *Pointer<Byte8>(cBuffer + 8 * x + 8));
+		//	pixel.a = UnpackHigh(As<Byte8>(pixel.a), *Pointer<Byte8>(cBuffer + 8 * x + 8));
+			break;
+		case FORMAT_X8G8R8B8Q:
+			UNIMPLEMENTED();
+		//	pixel.b = UnpackLow(As<Byte8>(pixel.b), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+		//	pixel.r = UnpackHigh(As<Byte8>(pixel.r), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+		//	pixel.g = UnpackLow(As<Byte8>(pixel.g), *Pointer<Byte8>(cBuffer + 8 * x + 8));
+		//	pixel.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
+			break;
+		case FORMAT_A16B16G16R16:
+			buffer  = cBuffer;
+			pixel.r = *Pointer<Short4>(buffer + 8 * x);
+			pixel.g = *Pointer<Short4>(buffer + 8 * x + 8);
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+			pixel.b = *Pointer<Short4>(buffer + 8 * x);
+			pixel.a = *Pointer<Short4>(buffer + 8 * x + 8);
+			transpose4x4(pixel.r, pixel.g, pixel.b, pixel.a);
+			break;
+		case FORMAT_G16R16:
+			buffer = cBuffer;
+			pixel.r = *Pointer<Short4>(buffer  + 4 * x);
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+			pixel.g = *Pointer<Short4>(buffer  + 4 * x);
+			pixel.b = pixel.r;
+			pixel.r = As<Short4>(UnpackLow(pixel.r, pixel.g));
+			pixel.b = As<Short4>(UnpackHigh(pixel.b, pixel.g));
+			pixel.g = pixel.b;
+			pixel.r = As<Short4>(UnpackLow(pixel.r, pixel.b));
+			pixel.g = As<Short4>(UnpackHigh(pixel.g, pixel.b));
+			pixel.b = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
+			pixel.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		if(postBlendSRGB && state.writeSRGB)
+		{
+			sRGBtoLinear16_16(r, pixel);	
+		}
+
+		// Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
+		Color4i sourceFactor;
+		Color4i destFactor;
+
+		blendFactor(r, sourceFactor, current, pixel, (Context::BlendFactor)state.sourceBlendFactor);
+		blendFactor(r, destFactor, current, pixel, (Context::BlendFactor)state.destBlendFactor);
+
+		if(state.sourceBlendFactor != Context::BLEND_ONE && state.sourceBlendFactor != Context::BLEND_ZERO)
+		{
+			current.r = MulHigh(As<UShort4>(current.r), As<UShort4>(sourceFactor.r));
+			current.g = MulHigh(As<UShort4>(current.g), As<UShort4>(sourceFactor.g));
+			current.b = MulHigh(As<UShort4>(current.b), As<UShort4>(sourceFactor.b));
+		}
+	
+		if(state.destBlendFactor != Context::BLEND_ONE && state.destBlendFactor != Context::BLEND_ZERO)
+		{
+			pixel.r = MulHigh(As<UShort4>(pixel.r), As<UShort4>(destFactor.r));
+			pixel.g = MulHigh(As<UShort4>(pixel.g), As<UShort4>(destFactor.g));
+			pixel.b = MulHigh(As<UShort4>(pixel.b), As<UShort4>(destFactor.b));
+		}
+
+		switch(state.blendOperation)
+		{
+		case Context::BLENDOP_ADD:
+			current.r = AddSat(As<UShort4>(current.r), As<UShort4>(pixel.r));
+			current.g = AddSat(As<UShort4>(current.g), As<UShort4>(pixel.g));
+			current.b = AddSat(As<UShort4>(current.b), As<UShort4>(pixel.b));
+			break;
+		case Context::BLENDOP_SUB:
+			current.r = SubSat(As<UShort4>(current.r), As<UShort4>(pixel.r));
+			current.g = SubSat(As<UShort4>(current.g), As<UShort4>(pixel.g));
+			current.b = SubSat(As<UShort4>(current.b), As<UShort4>(pixel.b));
+			break;
+		case Context::BLENDOP_INVSUB:
+			current.r = SubSat(As<UShort4>(pixel.r), As<UShort4>(current.r));
+			current.g = SubSat(As<UShort4>(pixel.g), As<UShort4>(current.g));
+			current.b = SubSat(As<UShort4>(pixel.b), As<UShort4>(current.b));
+			break;
+		case Context::BLENDOP_MIN:
+			current.r = Min(As<UShort4>(current.r), As<UShort4>(pixel.r));
+			current.g = Min(As<UShort4>(current.g), As<UShort4>(pixel.g));
+			current.b = Min(As<UShort4>(current.b), As<UShort4>(pixel.b));
+			break;
+		case Context::BLENDOP_MAX:
+			current.r = Max(As<UShort4>(current.r), As<UShort4>(pixel.r));
+			current.g = Max(As<UShort4>(current.g), As<UShort4>(pixel.g));
+			current.b = Max(As<UShort4>(current.b), As<UShort4>(pixel.b));
+			break;
+		case Context::BLENDOP_SOURCE:
+			// No operation
+			break;
+		case Context::BLENDOP_DEST:
+			current.r = pixel.r;
+			current.g = pixel.g;
+			current.b = pixel.b;
+			break;
+		case Context::BLENDOP_NULL:
+			current.r = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+			current.g = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+			current.b = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		blendFactorAlpha(r, sourceFactor, current, pixel, (Context::BlendFactor)state.sourceBlendFactorAlpha);
+		blendFactorAlpha(r, destFactor, current, pixel, (Context::BlendFactor)state.destBlendFactorAlpha);
+
+		if(state.sourceBlendFactorAlpha != Context::BLEND_ONE && state.sourceBlendFactorAlpha != Context::BLEND_ZERO)
+		{
+			current.a = MulHigh(As<UShort4>(current.a), As<UShort4>(sourceFactor.a));
+		}
+	
+		if(state.destBlendFactorAlpha != Context::BLEND_ONE && state.destBlendFactorAlpha != Context::BLEND_ZERO)
+		{
+			pixel.a = MulHigh(As<UShort4>(pixel.a), As<UShort4>(destFactor.a));
+		}
+
+		switch(state.blendOperationAlpha)
+		{
+		case Context::BLENDOP_ADD:
+			current.a = AddSat(As<UShort4>(current.a), As<UShort4>(pixel.a));
+			break;
+		case Context::BLENDOP_SUB:
+			current.a = SubSat(As<UShort4>(current.a), As<UShort4>(pixel.a));
+			break;
+		case Context::BLENDOP_INVSUB:
+			current.a = SubSat(As<UShort4>(pixel.a), As<UShort4>(current.a));
+			break;
+		case Context::BLENDOP_MIN:
+			current.a = Min(As<UShort4>(current.a), As<UShort4>(pixel.a));
+			break;
+		case Context::BLENDOP_MAX:
+			current.a = Max(As<UShort4>(current.a), As<UShort4>(pixel.a));
+			break;
+		case Context::BLENDOP_SOURCE:
+			// No operation
+			break;
+		case Context::BLENDOP_DEST:
+			current.a = pixel.a;
+			break;
+		case Context::BLENDOP_NULL:
+			current.a = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Color4i &current, Int &sMask, Int &zMask, Int &cMask)
+	{
+		if(!state.colorWriteActive(index))
+		{
+			return;
+		}
+
+		if(postBlendSRGB && state.writeSRGB)
+		{
+			linearToSRGB16_16(r, current);
+		}
+
+		if(exactColorRounding)
+		{
+			switch(state.targetFormat[index])
+			{
+			case FORMAT_X8G8R8B8Q:
+			case FORMAT_A8G8R8B8Q:
+			case FORMAT_X8R8G8B8:
+			case FORMAT_A8R8G8B8:
+				{
+					current.r = current.r - As<Short4>(As<UShort4>(current.r) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
+					current.g = current.g - As<Short4>(As<UShort4>(current.g) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
+					current.b = current.b - As<Short4>(As<UShort4>(current.b) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
+					current.a = current.a - As<Short4>(As<UShort4>(current.a) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
+				}
+				break;
+			}
+		}
+
+		int rgbaWriteMask = state.colorWriteActive(index);
+		int bgraWriteMask = rgbaWriteMask & 0x0000000A | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2;
+		int brgaWriteMask = rgbaWriteMask & 0x00000008 | (rgbaWriteMask & 0x00000001) << 1 | (rgbaWriteMask & 0x00000002) << 1 | (rgbaWriteMask & 0x00000004) >> 2;
+
+		switch(state.targetFormat[index])
+		{
+		case FORMAT_X8G8R8B8Q:
+			UNIMPLEMENTED();
+		//	current.r = As<Short4>(As<UShort4>(current.r) >> 8);
+		//	current.g = As<Short4>(As<UShort4>(current.g) >> 8);
+		//	current.b = As<Short4>(As<UShort4>(current.b) >> 8);
+
+		//	current.b = As<Short4>(Pack(As<UShort4>(current.b), As<UShort4>(current.r)));
+		//	current.g = As<Short4>(Pack(As<UShort4>(current.g), As<UShort4>(current.g)));
+			break;
+		case FORMAT_A8G8R8B8Q:
+			UNIMPLEMENTED();
+		//	current.r = As<Short4>(As<UShort4>(current.r) >> 8);
+		//	current.g = As<Short4>(As<UShort4>(current.g) >> 8);
+		//	current.b = As<Short4>(As<UShort4>(current.b) >> 8);
+		//	current.a = As<Short4>(As<UShort4>(current.a) >> 8);
+
+		//	current.b = As<Short4>(Pack(As<UShort4>(current.b), As<UShort4>(current.r)));
+		//	current.g = As<Short4>(Pack(As<UShort4>(current.g), As<UShort4>(current.a)));
+			break;
+		case FORMAT_X8R8G8B8:
+		case FORMAT_A8R8G8B8:
+			if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7)
+			{
+				current.r = As<Short4>(As<UShort4>(current.r) >> 8);
+				current.g = As<Short4>(As<UShort4>(current.g) >> 8);
+				current.b = As<Short4>(As<UShort4>(current.b) >> 8);
+
+				current.b = As<Short4>(Pack(As<UShort4>(current.b), As<UShort4>(current.r)));
+				current.g = As<Short4>(Pack(As<UShort4>(current.g), As<UShort4>(current.g)));
+
+				current.r = current.b;
+				current.b = UnpackLow(As<Byte8>(current.b), As<Byte8>(current.g));
+				current.r = UnpackHigh(As<Byte8>(current.r), As<Byte8>(current.g));
+				current.g = current.b;
+				current.b = As<Short4>(UnpackLow(current.b, current.r));
+				current.g = As<Short4>(UnpackHigh(current.g, current.r));
+			}
+			else
+			{
+				current.r = As<Short4>(As<UShort4>(current.r) >> 8);
+				current.g = As<Short4>(As<UShort4>(current.g) >> 8);
+				current.b = As<Short4>(As<UShort4>(current.b) >> 8);
+				current.a = As<Short4>(As<UShort4>(current.a) >> 8);
+
+				current.b = As<Short4>(Pack(As<UShort4>(current.b), As<UShort4>(current.r)));
+				current.g = As<Short4>(Pack(As<UShort4>(current.g), As<UShort4>(current.a)));
+
+				current.r = current.b;
+				current.b = UnpackLow(As<Byte8>(current.b), As<Byte8>(current.g));
+				current.r = UnpackHigh(As<Byte8>(current.r), As<Byte8>(current.g));
+				current.g = current.b;
+				current.b = As<Short4>(UnpackLow(current.b, current.r));
+				current.g = As<Short4>(UnpackHigh(current.g, current.r));
+			}
+			break;
+		case FORMAT_G16R16:
+			current.b = current.r;
+			current.r = As<Short4>(UnpackLow(current.r, current.g));
+			current.b = As<Short4>(UnpackHigh(current.b, current.g));
+			current.g = current.b;
+			break;
+		case FORMAT_A16B16G16R16:
+			transpose4x4(current.r, current.g, current.b, current.a);
+			break;
+		case FORMAT_R32F:
+		case FORMAT_G32R32F:
+		case FORMAT_A32B32G32R32F:
+			{
+				Color4f oC;
+
+				oC.r = convertUnsigned16(UShort4(current.r));
+				oC.g = convertUnsigned16(UShort4(current.g));
+				oC.b = convertUnsigned16(UShort4(current.b));
+				oC.a = convertUnsigned16(UShort4(current.a));
+
+				writeColor(r, index, cBuffer, x, oC, sMask, zMask, cMask);
+			}
+			return;
+		default:
+			ASSERT(false);
+		}
+
+		Short4 c01 = current.b;
+		Short4 c23 = current.g;
+
+		Int xMask;   // Combination of all masks
+
+		if(state.depthTestActive)
+		{
+			xMask = zMask;
+		}
+		else
+		{
+			xMask = cMask;
+		}
+
+		if(state.stencilActive)
+		{
+			xMask &= sMask;
+		}
+
+		Pointer<Byte> buffer;
+		Short4 value;
+
+		switch(state.targetFormat[index])
+		{
+		case FORMAT_A8G8R8B8Q:
+		case FORMAT_X8G8R8B8Q:   // FIXME: Don't touch alpha?
+			UNIMPLEMENTED();
+		//	value = *Pointer<Short4>(cBuffer + 8 * x + 0);
+
+		//	if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
+		//	   ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
+		//	    (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 |= masked;
+		//	}
+
+		//	c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+		//	value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+		//	c01 |= value;
+		//	*Pointer<Short4>(cBuffer + 8 * x + 0) = c01;
+
+		//	value = *Pointer<Short4>(cBuffer + 8 * x + 8);
+
+		//	if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
+		//	   ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
+		//	    (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 |= masked;
+		//	}
+
+		//	c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+		//	value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+		//	c23 |= value;
+		//	*Pointer<Short4>(cBuffer + 8 * x + 8) = c23;
+			break;
+		case FORMAT_A8R8G8B8:
+		case FORMAT_X8R8G8B8:   // FIXME: Don't touch alpha?
+			buffer = cBuffer + x * 4;
+			value = *Pointer<Short4>(buffer);
+
+			if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
+			   ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
+			    (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 |= masked;
+			}
+
+			c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+			value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+			c01 |= value;
+			*Pointer<Short4>(buffer) = c01;
+
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+			value = *Pointer<Short4>(buffer);
+
+			if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
+			   ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
+			    (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 |= masked;
+			}
+
+			c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+			value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+			c23 |= value;
+			*Pointer<Short4>(buffer) = c23;
+			break;
+		case FORMAT_G16R16:
+			buffer = cBuffer + 4 * x;
+
+			value = *Pointer<Short4>(buffer);
+
+			if((rgbaWriteMask & 0x00000003) != 0x00000003)
+			{
+				Short4 masked = value;
+				current.r &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
+				masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
+				current.r |= masked;
+			}
+
+			current.r &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+			value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+			current.r |= value;
+			*Pointer<Short4>(buffer) = current.r;
+
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+
+			value = *Pointer<Short4>(buffer);
+
+			if((rgbaWriteMask & 0x00000003) != 0x00000003)
+			{
+				Short4 masked = value;
+				current.g &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
+				masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
+				current.g |= masked;
+			}
+
+			current.g &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+			value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+			current.g |= value;
+			*Pointer<Short4>(buffer) = current.g;
+			break;
+		case FORMAT_A16B16G16R16:
+			buffer = cBuffer + 8 * x;
+
+			{
+				value = *Pointer<Short4>(buffer);
+
+				if(rgbaWriteMask != 0x0000000F)
+				{
+					Short4 masked = value;
+					current.r &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+					masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+					current.r |= masked;
+				}
+
+				current.r &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
+				value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
+				current.r |= value;
+				*Pointer<Short4>(buffer) = current.r;
+			}
+
+			{
+				value = *Pointer<Short4>(buffer + 8);
+
+				if(rgbaWriteMask != 0x0000000F)
+				{
+					Short4 masked = value;
+					current.g &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+					masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+					current.g |= masked;
+				}
+
+				current.g &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
+				value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
+				current.g |= value;
+				*Pointer<Short4>(buffer + 8) = current.g;
+			}
+
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+
+			{
+				value = *Pointer<Short4>(buffer);
+
+				if(rgbaWriteMask != 0x0000000F)
+				{
+					Short4 masked = value;
+					current.b &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+					masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+					current.b |= masked;
+				}
+
+				current.b &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
+				value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
+				current.b |= value;
+				*Pointer<Short4>(buffer) = current.b;
+			}
+
+			{
+				value = *Pointer<Short4>(buffer + 8);
+
+				if(rgbaWriteMask != 0x0000000F)
+				{
+					Short4 masked = value;
+					current.a &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+					masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+					current.a |= masked;
+				}
+
+				current.a &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
+				value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
+				current.a |= value;
+				*Pointer<Short4>(buffer + 8) = current.a;
+			}
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::blendFactor(Registers &r, const Color4f &blendFactor, const Color4f &oC, const Color4f &pixel, Context::BlendFactor blendFactorActive) 
+	{
+		switch(blendFactorActive)
+		{
+		case Context::BLEND_ZERO:
+			// Optimized
+			break;
+		case Context::BLEND_ONE:
+			// Optimized
+			break;
+		case Context::BLEND_SOURCE:
+			blendFactor.r = oC.r;
+			blendFactor.g = oC.g;
+			blendFactor.b = oC.b;
+			break;
+		case Context::BLEND_INVSOURCE:
+			blendFactor.r = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.r;
+			blendFactor.g = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.g;
+			blendFactor.b = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.b;
+			break;
+		case Context::BLEND_DEST:
+			blendFactor.r = pixel.r;
+			blendFactor.g = pixel.g;
+			blendFactor.b = pixel.b;
+			break;
+		case Context::BLEND_INVDEST:
+			blendFactor.r = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.r;
+			blendFactor.g = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.g;
+			blendFactor.b = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.b;
+			break;
+		case Context::BLEND_SOURCEALPHA:
+			blendFactor.r = oC.a;
+			blendFactor.g = oC.a;
+			blendFactor.b = oC.a;
+			break;
+		case Context::BLEND_INVSOURCEALPHA:
+			blendFactor.r = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.a;
+			blendFactor.g = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.a;
+			blendFactor.b = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.a;
+			break;
+		case Context::BLEND_DESTALPHA:
+			blendFactor.r = pixel.a;
+			blendFactor.g = pixel.a;
+			blendFactor.b = pixel.a;
+			break;
+		case Context::BLEND_INVDESTALPHA:
+			blendFactor.r = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.a;
+			blendFactor.g = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.a;
+			blendFactor.b = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.a;
+			break;
+		case Context::BLEND_SRCALPHASAT:
+			blendFactor.r = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.a;
+			blendFactor.r = Min(blendFactor.r, oC.a);
+			blendFactor.g = blendFactor.r;
+			blendFactor.b = blendFactor.r;
+			break;
+		case Context::BLEND_CONSTANT:
+			blendFactor.r = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0]));
+			blendFactor.g = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1]));
+			blendFactor.b = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2]));
+			break;
+		case Context::BLEND_INVCONSTANT:
+			blendFactor.r = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
+			blendFactor.g = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
+			blendFactor.b = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::blendFactorAlpha(Registers &r, const Color4f &blendFactor, const Color4f &oC, const Color4f &pixel, Context::BlendFactor blendFactorAlphaActive) 
+	{
+		switch(blendFactorAlphaActive)
+		{
+		case Context::BLEND_ZERO:
+			// Optimized
+			break;
+		case Context::BLEND_ONE:
+			// Optimized
+			break;
+		case Context::BLEND_SOURCE:
+			blendFactor.a = oC.a;
+			break;
+		case Context::BLEND_INVSOURCE:
+			blendFactor.a = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.a;
+			break;
+		case Context::BLEND_DEST:
+			blendFactor.a = pixel.a;
+			break;
+		case Context::BLEND_INVDEST:
+			blendFactor.a = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.a;
+			break;
+		case Context::BLEND_SOURCEALPHA:
+			blendFactor.a = oC.a;
+			break;
+		case Context::BLEND_INVSOURCEALPHA:
+			blendFactor.a = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.a;
+			break;
+		case Context::BLEND_DESTALPHA:
+			blendFactor.a = pixel.a;
+			break;
+		case Context::BLEND_INVDESTALPHA:
+			blendFactor.a = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.a;
+			break;
+		case Context::BLEND_SRCALPHASAT:
+			blendFactor.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+			break;
+		case Context::BLEND_CONSTANT:
+			blendFactor.a = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3]));
+			break;
+		case Context::BLEND_INVCONSTANT:
+			blendFactor.a = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Color4f &oC, Int &x)
+	{
+		if(!state.alphaBlendActive)
+		{
+			return;
+		}
+
+		Pointer<Byte> buffer;
+		Color4f pixel;
+
+		Color4i color;
+		Short4 c01;
+		Short4 c23;
+
+		// Read pixel
+		switch(state.targetFormat[index])
+		{
+		case FORMAT_A8R8G8B8:
+			buffer = cBuffer + 4 * x;
+			c01 = *Pointer<Short4>(buffer);
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+			c23 = *Pointer<Short4>(buffer);
+			color.b = c01;
+			color.g = c01;
+			color.b = UnpackLow(As<Byte8>(color.b), As<Byte8>(c23));
+			color.g = UnpackHigh(As<Byte8>(color.g), As<Byte8>(c23));
+			color.r = color.b;
+			color.b = UnpackLow(As<Byte8>(color.b), As<Byte8>(color.g));
+			color.r = UnpackHigh(As<Byte8>(color.r), As<Byte8>(color.g));
+			color.g = color.b;
+			color.a = color.r;
+			color.r = UnpackLow(As<Byte8>(color.r), As<Byte8>(color.r));
+			color.g = UnpackHigh(As<Byte8>(color.g), As<Byte8>(color.g));
+			color.b = UnpackLow(As<Byte8>(color.b), As<Byte8>(color.b));
+			color.a = UnpackHigh(As<Byte8>(color.a), As<Byte8>(color.a));
+
+			pixel.r = convertUnsigned16(As<UShort4>(color.r));
+			pixel.g = convertUnsigned16(As<UShort4>(color.g));
+			pixel.b = convertUnsigned16(As<UShort4>(color.b));
+			pixel.a = convertUnsigned16(As<UShort4>(color.a));
+			break;
+		case FORMAT_X8R8G8B8:
+			buffer = cBuffer + 4 * x;
+			c01 = *Pointer<Short4>(buffer);
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+			c23 = *Pointer<Short4>(buffer);
+			color.b = c01;
+			color.g = c01;
+			color.b = UnpackLow(As<Byte8>(color.b), As<Byte8>(c23));
+			color.g = UnpackHigh(As<Byte8>(color.g), As<Byte8>(c23));
+			color.r = color.b;
+			color.b = UnpackLow(As<Byte8>(color.b), As<Byte8>(color.g));
+			color.r = UnpackHigh(As<Byte8>(color.r), As<Byte8>(color.g));
+			color.g = color.b;
+			color.r = UnpackLow(As<Byte8>(color.r), As<Byte8>(color.r));
+			color.g = UnpackHigh(As<Byte8>(color.g), As<Byte8>(color.g));
+			color.b = UnpackLow(As<Byte8>(color.b), As<Byte8>(color.b));
+
+			pixel.r = convertUnsigned16(As<UShort4>(color.r));
+			pixel.g = convertUnsigned16(As<UShort4>(color.g));
+			pixel.b = convertUnsigned16(As<UShort4>(color.b));
+			pixel.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+			break;
+		case FORMAT_A8G8R8B8Q:
+UNIMPLEMENTED();
+		//	UnpackLow(pixel.b, qword_ptr [cBuffer+8*x+0]);
+		//	UnpackHigh(pixel.r, qword_ptr [cBuffer+8*x+0]);
+		//	UnpackLow(pixel.g, qword_ptr [cBuffer+8*x+8]);
+		//	UnpackHigh(pixel.a, qword_ptr [cBuffer+8*x+8]);
+			break;
+		case FORMAT_X8G8R8B8Q:
+UNIMPLEMENTED();
+		//	UnpackLow(pixel.b, qword_ptr [cBuffer+8*x+0]);
+		//	UnpackHigh(pixel.r, qword_ptr [cBuffer+8*x+0]);
+		//	UnpackLow(pixel.g, qword_ptr [cBuffer+8*x+8]);
+		//	pixel.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
+			break;
+		case FORMAT_A16B16G16R16:
+			buffer  = cBuffer;
+			color.r = *Pointer<Short4>(buffer + 8 * x);
+			color.g = *Pointer<Short4>(buffer + 8 * x + 8);
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+			color.b = *Pointer<Short4>(buffer + 8 * x);
+			color.a = *Pointer<Short4>(buffer + 8 * x + 8);
+			
+			transpose4x4(color.r, color.g, color.b, color.a);
+
+			pixel.r = convertUnsigned16(As<UShort4>(color.r));
+			pixel.g = convertUnsigned16(As<UShort4>(color.g));
+			pixel.b = convertUnsigned16(As<UShort4>(color.b));
+			pixel.a = convertUnsigned16(As<UShort4>(color.a));
+			break;
+		case FORMAT_G16R16:
+			buffer = cBuffer;
+			color.r = *Pointer<Short4>(buffer  + 4 * x);
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+			color.g = *Pointer<Short4>(buffer  + 4 * x);
+			color.b = color.r;
+			color.r = As<Short4>(UnpackLow(color.r, color.g));
+			color.b = As<Short4>(UnpackHigh(color.b, color.g));
+			color.g = color.b;
+			color.r = As<Short4>(UnpackLow(color.r, color.b));
+			color.g = As<Short4>(UnpackHigh(color.g, color.b));
+			
+			pixel.r = convertUnsigned16(As<UShort4>(color.r));
+			pixel.g = convertUnsigned16(As<UShort4>(color.g));
+			pixel.b = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+			pixel.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+			break;
+		case FORMAT_R32F:
+			buffer = cBuffer;
+			// FIXME: movlps
+			pixel.r.x = *Pointer<Float>(buffer + 4 * x + 0);
+			pixel.r.y = *Pointer<Float>(buffer + 4 * x + 4);
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+			// FIXME: movhps
+			pixel.r.z = *Pointer<Float>(buffer + 4 * x + 0);
+			pixel.r.w = *Pointer<Float>(buffer + 4 * x + 4);
+			pixel.g = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+			pixel.b = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+			pixel.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+			break;
+		case FORMAT_G32R32F:
+			buffer = cBuffer;
+			pixel.r = *Pointer<Float4>(buffer + 8 * x, 16);
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+			pixel.g = *Pointer<Float4>(buffer + 8 * x, 16);
+			pixel.b = pixel.r;
+			pixel.r = ShuffleLowHigh(pixel.r, pixel.g, 0x88);
+			pixel.b = ShuffleLowHigh(pixel.b, pixel.g, 0xDD);
+			pixel.g = pixel.b;
+			pixel.b = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+			pixel.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+			break;
+		case FORMAT_A32B32G32R32F:
+			buffer = cBuffer;
+			pixel.r = *Pointer<Float4>(buffer + 16 * x, 16);
+			pixel.g = *Pointer<Float4>(buffer + 16 * x + 16, 16);
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+			pixel.b = *Pointer<Float4>(buffer + 16 * x, 16);
+			pixel.a = *Pointer<Float4>(buffer + 16 * x + 16, 16);
+			transpose4x4(pixel.r, pixel.g, pixel.b, pixel.a);
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		if(postBlendSRGB && state.writeSRGB)
+		{
+			sRGBtoLinear(pixel.r);
+			sRGBtoLinear(pixel.g);
+			sRGBtoLinear(pixel.b);
+		}
+
+		// Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
+		Color4f sourceFactor;
+		Color4f destFactor;
+
+		blendFactor(r, sourceFactor, oC, pixel, (Context::BlendFactor)state.sourceBlendFactor);
+		blendFactor(r, destFactor, oC, pixel, (Context::BlendFactor)state.destBlendFactor);
+
+		if(state.sourceBlendFactor != Context::BLEND_ONE && state.sourceBlendFactor != Context::BLEND_ZERO)
+		{
+			oC.r *= sourceFactor.r;
+			oC.g *= sourceFactor.g;
+			oC.b *= sourceFactor.b;
+		}
+	
+		if(state.destBlendFactor != Context::BLEND_ONE && state.destBlendFactor != Context::BLEND_ZERO)
+		{
+			pixel.r *= destFactor.r;
+			pixel.g *= destFactor.g;
+			pixel.b *= destFactor.b;
+		}
+
+		switch(state.blendOperation)
+		{
+		case Context::BLENDOP_ADD:
+			oC.r += pixel.r;
+			oC.g += pixel.g;
+			oC.b += pixel.b;
+			break;
+		case Context::BLENDOP_SUB:
+			oC.r -= pixel.r;
+			oC.g -= pixel.g;
+			oC.b -= pixel.b;
+			break;
+		case Context::BLENDOP_INVSUB:
+			oC.r = pixel.r - oC.r;
+			oC.g = pixel.g - oC.g;
+			oC.b = pixel.b - oC.b;
+			break;
+		case Context::BLENDOP_MIN:
+			oC.r = Min(oC.r, pixel.r);
+			oC.g = Min(oC.g, pixel.g);
+			oC.b = Min(oC.b, pixel.b);
+			break;
+		case Context::BLENDOP_MAX:
+			oC.r = Max(oC.r, pixel.r);
+			oC.g = Max(oC.g, pixel.g);
+			oC.b = Max(oC.b, pixel.b);
+			break;
+		case Context::BLENDOP_SOURCE:
+			// No operation
+			break;
+		case Context::BLENDOP_DEST:
+			oC.r = pixel.r;
+			oC.g = pixel.g;
+			oC.b = pixel.b;
+			break;
+		case Context::BLENDOP_NULL:
+			oC.r = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			oC.g = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			oC.b = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		blendFactorAlpha(r, sourceFactor, oC, pixel, (Context::BlendFactor)state.sourceBlendFactorAlpha);
+		blendFactorAlpha(r, destFactor, oC, pixel, (Context::BlendFactor)state.destBlendFactorAlpha);
+
+		if(state.sourceBlendFactorAlpha != Context::BLEND_ONE && state.sourceBlendFactorAlpha != Context::BLEND_ZERO)
+		{
+			oC.a *= sourceFactor.a;
+		}
+	
+		if(state.destBlendFactorAlpha != Context::BLEND_ONE && state.destBlendFactorAlpha != Context::BLEND_ZERO)
+		{
+			pixel.a *= destFactor.a;
+		}
+
+		switch(state.blendOperationAlpha)
+		{
+		case Context::BLENDOP_ADD:
+			oC.a += pixel.a;
+			break;
+		case Context::BLENDOP_SUB:
+			oC.a -= pixel.a;
+			break;
+		case Context::BLENDOP_INVSUB:
+			pixel.a -= oC.a;
+			oC.a = pixel.a;
+			break;
+		case Context::BLENDOP_MIN:	
+			oC.a = Min(oC.a, pixel.a);
+			break;
+		case Context::BLENDOP_MAX:	
+			oC.a = Max(oC.a, pixel.a);
+			break;
+		case Context::BLENDOP_SOURCE:
+			// No operation
+			break;
+		case Context::BLENDOP_DEST:
+			oC.a = pixel.a;
+			break;
+		case Context::BLENDOP_NULL:
+			oC.a = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Color4f &oC, Int &sMask, Int &zMask, Int &cMask)
+	{
+		if(!state.colorWriteActive(index))
+		{
+			return;
+		}
+
+		Color4i color;
+
+		switch(state.targetFormat[index])
+		{
+		case FORMAT_X8R8G8B8:
+		case FORMAT_A8R8G8B8:
+		case FORMAT_G16R16:
+		case FORMAT_A16B16G16R16:
+			convertFixed16(color, oC, true);
+			writeColor(r, index, cBuffer, x, color, sMask, zMask, cMask);
+			return;
+		case FORMAT_R32F:
+			break;
+		case FORMAT_G32R32F:
+			oC.b = oC.r;
+			oC.r = UnpackLow(oC.r, oC.g);
+			oC.b = UnpackHigh(oC.b, oC.g);
+			oC.g = oC.b;
+			break;
+		case FORMAT_A32B32G32R32F:
+			transpose4x4(oC.r, oC.g, oC.b, oC.a);
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		int rgbaWriteMask = state.colorWriteActive(index);
+
+		Int xMask;   // Combination of all masks
+
+		if(state.depthTestActive)
+		{
+			xMask = zMask;
+		}
+		else
+		{
+			xMask = cMask;
+		}
+
+		if(state.stencilActive)
+		{
+			xMask &= sMask;
+		}
+
+		Pointer<Byte> buffer;
+		Float4 value;
+
+		switch(state.targetFormat[index])
+		{
+		case FORMAT_R32F:
+			if(rgbaWriteMask & 0x00000001)
+			{
+				buffer = cBuffer + 4 * x;
+
+				// FIXME: movlps
+				value.x = *Pointer<Float>(buffer + 0);
+				value.y = *Pointer<Float>(buffer + 4);
+
+				buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+
+				// FIXME: movhps
+				value.z = *Pointer<Float>(buffer + 0);
+				value.w = *Pointer<Float>(buffer + 4);
+
+				oC.r = As<Float4>(As<Int4>(oC.r) & *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.r = As<Float4>(As<Int4>(oC.r) | As<Int4>(value));
+
+				// FIXME: movhps
+				*Pointer<Float>(buffer + 0) = oC.r.z;
+				*Pointer<Float>(buffer + 4) = oC.r.w;
+
+				buffer -= *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+
+				// FIXME: movlps
+				*Pointer<Float>(buffer + 0) = oC.r.x;
+				*Pointer<Float>(buffer + 4) = oC.r.y;
+			}
+			break;
+		case FORMAT_G32R32F:
+			buffer = cBuffer + 8 * x;
+
+			value = *Pointer<Float4>(buffer);
+
+			if((rgbaWriteMask & 0x00000003) != 0x00000003)
+			{
+				Float4 masked = value;
+				oC.r = As<Float4>(As<Int4>(oC.r) & *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.r = As<Float4>(As<Int4>(oC.r) | As<Int4>(masked));
+			}
+
+			oC.r = As<Float4>(As<Int4>(oC.r) & *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.r = As<Float4>(As<Int4>(oC.r) | As<Int4>(value));
+			*Pointer<Float4>(buffer) = oC.r;
+
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+
+			value = *Pointer<Float4>(buffer);
+
+			if((rgbaWriteMask & 0x00000003) != 0x00000003)
+			{
+				Float4 masked;
+
+				masked = value;
+				oC.g = As<Float4>(As<Int4>(oC.g) & *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.g = As<Float4>(As<Int4>(oC.g) | As<Int4>(masked));
+			}
+
+			oC.g = As<Float4>(As<Int4>(oC.g) & *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.g = As<Float4>(As<Int4>(oC.g) | As<Int4>(value));
+			*Pointer<Float4>(buffer) = oC.g;
+			break;
+		case FORMAT_A32B32G32R32F:
+			buffer = cBuffer + 16 * x;
+
+			{
+				value = *Pointer<Float4>(buffer, 16);
+
+				if(rgbaWriteMask != 0x0000000F)
+				{
+					Float4 masked = value;
+					oC.r = As<Float4>(As<Int4>(oC.r) & *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.r = As<Float4>(As<Int4>(oC.r) | As<Int4>(masked));
+				}
+				
+				oC.r = As<Float4>(As<Int4>(oC.r) & *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.r = As<Float4>(As<Int4>(oC.r) | As<Int4>(value));
+				*Pointer<Float4>(buffer, 16) = oC.r;
+			}
+
+			{
+				value = *Pointer<Float4>(buffer + 16, 16);
+
+				if(rgbaWriteMask != 0x0000000F)
+				{	
+					Float4 masked = value;
+					oC.g = As<Float4>(As<Int4>(oC.g) & *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.g = As<Float4>(As<Int4>(oC.g) | As<Int4>(masked));
+				}
+
+				oC.g = As<Float4>(As<Int4>(oC.g) & *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.g = As<Float4>(As<Int4>(oC.g) | As<Int4>(value));
+				*Pointer<Float4>(buffer + 16, 16) = oC.g;
+			}
+
+			buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
+
+			{
+				value = *Pointer<Float4>(buffer, 16);
+
+				if(rgbaWriteMask != 0x0000000F)
+				{
+					Float4 masked = value;
+					oC.b = As<Float4>(As<Int4>(oC.b) & *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.b = As<Float4>(As<Int4>(oC.b) | As<Int4>(masked));
+				}
+
+				oC.b = As<Float4>(As<Int4>(oC.b) & *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.b = As<Float4>(As<Int4>(oC.b) | As<Int4>(value));
+				*Pointer<Float4>(buffer, 16) = oC.b;
+			}
+
+			{
+				value = *Pointer<Float4>(buffer + 16, 16);
+
+				if(rgbaWriteMask != 0x0000000F)
+				{
+					Float4 masked = value;
+					oC.a = As<Float4>(As<Int4>(oC.a) & *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.a = As<Float4>(As<Int4>(oC.a) | As<Int4>(masked));
+				}
+
+				oC.a = As<Float4>(As<Int4>(oC.a) & *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.a = As<Float4>(As<Int4>(oC.a) | As<Int4>(value));
+				*Pointer<Float4>(buffer + 16, 16) = oC.a;
+			}
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::ps_1_x(Registers &r, Int cMask[4])
+	{
+		int pad = 0;        // Count number of texm3x3pad instructions
+		Color4i dPairing;   // Destination for first pairing instruction
+
+		for(int i = 0; i < pixelShader->getLength(); i++)
+		{
+			const ShaderInstruction *instruction = pixelShader->getInstruction(i);
+			Op::Opcode opcode = instruction->getOpcode();
+
+		//	#ifndef NDEBUG   // FIXME: Centralize debug output control
+		//		pixelShader->printInstruction(i, "debug.txt");
+		//	#endif
+
+			if(opcode == Op::OPCODE_DCL || opcode == Op::OPCODE_DEF || opcode == Op::OPCODE_DEFI || opcode == Op::OPCODE_DEFB)
+			{
+				continue;
+			}
+
+			const Dst &dst = instruction->getDestinationParameter();
+			const Src &src0 = instruction->getSourceParameter(0);
+			const Src &src1 = instruction->getSourceParameter(1);
+			const Src &src2 = instruction->getSourceParameter(2);
+			const Src &src3 = instruction->getSourceParameter(3);
+
+			bool pairing = i + 1 < pixelShader->getLength() && pixelShader->getInstruction(i + 1)->isCoissue();   // First instruction of pair
+			bool coissue = instruction->isCoissue();                                                                                // Second instruction of pair
+
+			Color4i d;
+			Color4i s0;
+			Color4i s1;
+			Color4i s2;
+			Color4i s3;
+
+			if(src0.type != Src::PARAMETER_VOID) s0 = regi(r, src0);
+			if(src1.type != Src::PARAMETER_VOID) s1 = regi(r, src1);
+			if(src2.type != Src::PARAMETER_VOID) s2 = regi(r, src2);
+			if(src3.type != Src::PARAMETER_VOID) s3 = regi(r, src3);
+
+			switch(opcode)
+			{
+			case Op::OPCODE_PS_1_0:															break;
+			case Op::OPCODE_PS_1_1:															break;
+			case Op::OPCODE_PS_1_2:															break;
+			case Op::OPCODE_PS_1_3:															break;
+			case Op::OPCODE_PS_1_4:															break;
+
+			case Op::OPCODE_DEF:															break;
+
+			case Op::OPCODE_NOP:															break;
+			case Op::OPCODE_MOV:			MOV(d, s0);										break;
+			case Op::OPCODE_ADD:			ADD(d, s0, s1);									break;
+			case Op::OPCODE_SUB:			SUB(d, s0, s1);									break;
+			case Op::OPCODE_MAD:			MAD(d, s0, s1, s2);								break;
+			case Op::OPCODE_MUL:			MUL(d, s0, s1);									break;
+			case Op::OPCODE_DP3:			DP3(d, s0, s1);									break;
+			case Op::OPCODE_DP4:			DP4(d, s0, s1);									break;
+			case Op::OPCODE_LRP:			LRP(d, s0, s1, s2);								break;
+			case Op::OPCODE_TEXCOORD:
+				if(pixelShader->getVersion() < 0x0104)
+				{
+					TEXCOORD(d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index);
+				}
+				else
+				{
+					if((src0.swizzle & 0x30) == 0x20)   // .xyz
+					{
+						TEXCRD(d, Float4(r.vx[2 + src0.index]), Float4(r.vy[2 + src0.index]), Float4(r.vz[2 + src0.index]), src0.index, src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DZ || src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DW);
+					}
+					else   // .xyw
+					{
+						TEXCRD(d, Float4(r.vx[2 + src0.index]), Float4(r.vy[2 + src0.index]), Float4(r.vw[2 + src0.index]), src0.index, src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DZ || src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DW);
+					}
+				}
+				break;
+			case Op::OPCODE_TEXKILL:
+				if(pixelShader->getVersion() < 0x0104)
+				{
+					TEXKILL(cMask, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]));
+				}
+				else if(pixelShader->getVersion() == 0x0104)
+				{
+					if(dst.type == Dst::PARAMETER_TEXTURE)
+					{
+						TEXKILL(cMask, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]));
+					}
+					else
+					{
+						TEXKILL(cMask, r.ri[dst.index]);
+					}
+				}
+				else ASSERT(false);
+				break;
+			case Op::OPCODE_TEX:
+				if(pixelShader->getVersion() < 0x0104)
+				{
+					TEX(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index, false);
+				}
+				else if(pixelShader->getVersion() == 0x0104)
+				{
+					if(src0.type == Src::PARAMETER_TEXTURE)
+					{
+						if((src0.swizzle & 0x30) == 0x20)   // .xyz
+						{
+							TEX(r, d, Float4(r.vx[2 + src0.index]), Float4(r.vy[2 + src0.index]), Float4(r.vz[2 + src0.index]), dst.index, src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DZ || src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DW);
+						}
+						else   // .xyw
+						{
+							TEX(r, d, Float4(r.vx[2 + src0.index]), Float4(r.vy[2 + src0.index]), Float4(r.vw[2 + src0.index]), dst.index, src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DZ || src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DW);
+						}
+					}
+					else
+					{
+						TEXLD(r, d, s0, dst.index, src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DZ || src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DW);
+					}
+				}
+				else ASSERT(false);
+				break;
+			case Op::OPCODE_TEXBEM:			TEXBEM(r, d, s0, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index);	break;
+			case Op::OPCODE_TEXBEML:		TEXBEML(r, d, s0, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index);	break;
+			case Op::OPCODE_TEXREG2AR:		TEXREG2AR(r, d, s0, dst.index);					break;
+			case Op::OPCODE_TEXREG2GB:		TEXREG2GB(r, d, s0, dst.index);					break;
+			case Op::OPCODE_TEXM3X2PAD:		TEXM3X2PAD(r, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), s0, 0, src0.modifier == Src::MODIFIER_SIGN);	break;
+			case Op::OPCODE_TEXM3X2TEX:		TEXM3X2TEX(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index, s0, src0.modifier == Src::MODIFIER_SIGN);	break;
+			case Op::OPCODE_TEXM3X3PAD:		TEXM3X3PAD(r, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), s0, pad++ % 2, src0.modifier == Src::MODIFIER_SIGN);	break;
+			case Op::OPCODE_TEXM3X3TEX:		TEXM3X3TEX(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index, s0, src0.modifier == Src::MODIFIER_SIGN);	break;
+			case Op::OPCODE_TEXM3X3SPEC:	TEXM3X3SPEC(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index, s0, s1);		break;
+			case Op::OPCODE_TEXM3X3VSPEC:	TEXM3X3VSPEC(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index, s0);		break;
+			case Op::OPCODE_CND:			CND(d, s0, s1, s2);								break;
+			case Op::OPCODE_TEXREG2RGB:		TEXREG2RGB(r, d, s0, dst.index);				break;
+			case Op::OPCODE_TEXDP3TEX:		TEXDP3TEX(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index, s0);	break;
+			case Op::OPCODE_TEXM3X2DEPTH:	TEXM3X2DEPTH(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), s0, src0.modifier == Src::MODIFIER_SIGN);	break;
+			case Op::OPCODE_TEXDP3:			TEXDP3(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), s0);				break;
+			case Op::OPCODE_TEXM3X3:		TEXM3X3(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), s0, src0.modifier == Src::MODIFIER_SIGN); 	break;
+			case Op::OPCODE_TEXDEPTH:		TEXDEPTH(r);									break;
+			case Op::OPCODE_CMP:			CMP(d, s0, s1, s2);								break;
+			case Op::OPCODE_BEM:			BEM(r, d, s0, s1, dst.index);					break;
+			case Op::OPCODE_PHASE:															break;
+			case Op::OPCODE_END:															break;
+			default:
+				ASSERT(false);
+			}
+
+			if(dst.type != Dst::PARAMETER_VOID && opcode != Op::OPCODE_TEXKILL)
+			{
+				if(dst.shift > 0)
+				{
+					if(dst.mask & 0x1) {d.r = AddSat(d.r, d.r); if(dst.shift > 1) d.r = AddSat(d.r, d.r); if(dst.shift > 2) d.r = AddSat(d.r, d.r);}
+					if(dst.mask & 0x2) {d.g = AddSat(d.g, d.g); if(dst.shift > 1) d.g = AddSat(d.g, d.g); if(dst.shift > 2) d.g = AddSat(d.g, d.g);}
+					if(dst.mask & 0x4) {d.b = AddSat(d.b, d.b); if(dst.shift > 1) d.b = AddSat(d.b, d.b); if(dst.shift > 2) d.b = AddSat(d.b, d.b);}
+					if(dst.mask & 0x8) {d.a = AddSat(d.a, d.a); if(dst.shift > 1) d.a = AddSat(d.a, d.a); if(dst.shift > 2) d.a = AddSat(d.a, d.a);}
+				}
+				else if(dst.shift < 0)
+				{
+					if(dst.mask & 0x1) d.r = d.r >> -dst.shift;
+					if(dst.mask & 0x2) d.g = d.g >> -dst.shift;
+					if(dst.mask & 0x4) d.b = d.b >> -dst.shift;
+					if(dst.mask & 0x8) d.a = d.a >> -dst.shift;
+				}
+
+				if(dst.saturate)
+				{
+					if(dst.mask & 0x1) {d.r = Min(d.r, Short4(0x1000, 0x1000, 0x1000, 0x1000)); d.r = Max(d.r, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
+					if(dst.mask & 0x2) {d.g = Min(d.g, Short4(0x1000, 0x1000, 0x1000, 0x1000)); d.g = Max(d.g, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
+					if(dst.mask & 0x4) {d.b = Min(d.b, Short4(0x1000, 0x1000, 0x1000, 0x1000)); d.b = Max(d.b, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
+					if(dst.mask & 0x8) {d.a = Min(d.a, Short4(0x1000, 0x1000, 0x1000, 0x1000)); d.a = Max(d.a, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
+				}
+
+				if(pairing)
+				{
+					if(dst.mask & 0x1) dPairing.r = d.r;
+					if(dst.mask & 0x2) dPairing.g = d.g;
+					if(dst.mask & 0x4) dPairing.b = d.b;
+					if(dst.mask & 0x8) dPairing.a = d.a;
+				}
+			
+				if(coissue)
+				{
+					const Dst &dst = pixelShader->getInstruction(i - 1)->getDestinationParameter();
+
+					writeDestination(r, dPairing, dst);
+				}
+			
+				if(!pairing)
+				{
+					writeDestination(r, d, dst);
+				}
+			}
+		}
+	}
+
+	void PixelRoutine::ps_2_x(Registers &r, Int cMask[4])
+	{
+		r.enableIndex = 0;
+		r.stackIndex = 0;
+		
+		for(int i = 0; i < pixelShader->getLength(); i++)
+		{
+			const ShaderInstruction *instruction = pixelShader->getInstruction(i);
+			Op::Opcode opcode = instruction->getOpcode();
+
+		//	#ifndef NDEBUG   // FIXME: Centralize debug output control
+		//		pixelShader->printInstruction(i, "debug.txt");
+		//	#endif
+
+			if(opcode == Op::OPCODE_DCL || opcode == Op::OPCODE_DEF || opcode == Op::OPCODE_DEFI || opcode == Op::OPCODE_DEFB)
+			{
+				continue;
+			}
+
+			const Dst &dst = instruction->getDestinationParameter();
+			const Src &src0 = instruction->getSourceParameter(0);
+			const Src &src1 = instruction->getSourceParameter(1);
+			const Src &src2 = instruction->getSourceParameter(2);
+			const Src &src3 = instruction->getSourceParameter(3);
+
+			bool predicate = instruction->isPredicate();
+			Control control = instruction->getControl();
+			bool pp = dst.partialPrecision;
+			bool project = instruction->isProject();
+			bool bias = instruction->isBias();
+
+			Color4f d;
+			Color4f s0;
+			Color4f s1;
+			Color4f s2;
+			Color4f s3;
+
+			if(opcode == Op::OPCODE_TEXKILL)
+			{
+				if(dst.type == Dst::PARAMETER_TEXTURE)
+				{
+					d.x = r.vx[2 + dst.index];
+					d.y = r.vy[2 + dst.index];
+					d.z = r.vz[2 + dst.index];
+					d.w = r.vw[2 + dst.index];
+				}
+				else
+				{
+					d = r.rf[dst.index];
+				}
+			}
+
+			if(src0.type != Src::PARAMETER_VOID) s0 = reg(r, src0);
+			if(src1.type != Src::PARAMETER_VOID) s1 = reg(r, src1);
+			if(src2.type != Src::PARAMETER_VOID) s2 = reg(r, src2);
+			if(src3.type != Src::PARAMETER_VOID) s3 = reg(r, src3);
+
+			switch(opcode)
+			{
+			case Op::OPCODE_PS_2_0:														break;
+			case Op::OPCODE_PS_2_x:														break;
+			case Op::OPCODE_PS_3_0:														break;
+			case Op::OPCODE_DEF:														break;
+			case Op::OPCODE_DCL:														break;
+			case Op::OPCODE_NOP:														break;
+			case Op::OPCODE_MOV:		mov(d, s0);										break;
+			case Op::OPCODE_ADD:		add(d, s0, s1);									break;
+			case Op::OPCODE_SUB:		sub(d, s0, s1);									break;
+			case Op::OPCODE_MUL:		mul(d, s0, s1);									break;
+			case Op::OPCODE_MAD:		mad(d, s0, s1, s2);								break;
+			case Op::OPCODE_DP2ADD:		dp2add(d, s0, s1, s2);							break;
+			case Op::OPCODE_DP3:		dp3(d, s0, s1);									break;
+			case Op::OPCODE_DP4:		dp4(d, s0, s1);									break;
+			case Op::OPCODE_CMP:		cmp(d, s0, s1, s2);								break;
+			case Op::OPCODE_FRC:		frc(d, s0);										break;
+			case Op::OPCODE_EXP:		exp(d, s0, pp);									break;
+			case Op::OPCODE_LOG:		log(d, s0, pp);									break;
+			case Op::OPCODE_RCP:		rcp(d, s0, pp);									break;
+			case Op::OPCODE_RSQ:		rsq(d, s0, pp);									break;
+			case Op::OPCODE_MIN:		min(d, s0, s1);									break;
+			case Op::OPCODE_MAX:		max(d, s0, s1);									break;
+			case Op::OPCODE_LRP:		lrp(d, s0, s1, s2);								break;
+			case Op::OPCODE_POW:		pow(d, s0, s1, pp);								break;
+			case Op::OPCODE_CRS:		crs(d, s0, s1);									break;
+			case Op::OPCODE_NRM:		nrm(d, s0, pp);									break;
+			case Op::OPCODE_ABS:		abs(d, s0);										break;
+			case Op::OPCODE_SINCOS:		sincos(d, s0, pp);								break;
+			case Op::OPCODE_M4X4:		M4X4(r, d, s0, src1);							break;
+			case Op::OPCODE_M4X3:		M4X3(r, d, s0, src1);							break;
+			case Op::OPCODE_M3X4:		M3X4(r, d, s0, src1);							break;
+			case Op::OPCODE_M3X3:		M3X3(r, d, s0, src1);							break;
+			case Op::OPCODE_M3X2:		M3X2(r, d, s0, src1);							break;
+			case Op::OPCODE_TEX:		TEXLD(r, d, s0, src1, project, bias);			break;
+			case Op::OPCODE_TEXLDD:		TEXLDD(r, d, s0, src1, s2, s3, project, bias);	break;
+			case Op::OPCODE_TEXLDL:		TEXLDL(r, d, s0, src1, project, bias);			break;
+			case Op::OPCODE_TEXKILL:	TEXKILL(cMask, d, dst.mask);					break;
+			case Op::OPCODE_DSX:		DSX(d, s0);										break;
+			case Op::OPCODE_DSY:		DSY(d, s0);										break;
+			case Op::OPCODE_BREAK:		BREAK(r);										break;
+			case Op::OPCODE_BREAKC:		BREAKC(r, s0, s1, control);						break;
+			case Op::OPCODE_BREAKP:		BREAKP(r, src0);								break;
+			case Op::OPCODE_CALL:		CALL(r, dst.index);								break;
+			case Op::OPCODE_CALLNZ:		CALLNZ(r, dst.index, src0);						break;
+			case Op::OPCODE_ELSE:		ELSE(r);										break;
+			case Op::OPCODE_ENDIF:		ENDIF(r);										break;
+			case Op::OPCODE_ENDLOOP:	ENDLOOP(r);										break;
+			case Op::OPCODE_ENDREP:		ENDREP(r);										break;
+			case Op::OPCODE_IF:			IF(r, src0);									break;
+			case Op::OPCODE_IFC:		IFC(r, s0, s1, control);						break;
+			case Op::OPCODE_LABEL:		LABEL(dst.index);								break;
+			case Op::OPCODE_LOOP:		LOOP(r, src1);									break;
+			case Op::OPCODE_REP:		REP(r, src0);									break;
+			case Op::OPCODE_RET:		RET(r);											break;
+			case Op::OPCODE_SETP:		setp(d, s0, s1, control);						break;
+			case Op::OPCODE_END:														break;
+			default:
+				ASSERT(false);
+			}
+
+			if(dst.type != Dst::PARAMETER_VOID && dst.type != Dst::PARAMETER_LABEL && opcode != Op::OPCODE_TEXKILL)
+			{
+				if(dst.saturate)
+				{
+					if(dst.x) d.r = Max(d.r, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					if(dst.y) d.g = Max(d.g, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					if(dst.z) d.b = Max(d.b, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					if(dst.w) d.a = Max(d.a, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+
+					if(dst.x) d.r = Min(d.r, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+					if(dst.y) d.g = Min(d.g, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+					if(dst.z) d.b = Min(d.b, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+					if(dst.w) d.a = Min(d.a, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+				}
+
+				if(pixelShader->containsDynamicBranching())
+				{
+					Color4f pDst;   // FIXME: Rename
+
+					switch(dst.type)
+					{
+					case Dst::PARAMETER_TEMP:
+						if(dst.x) pDst.x = r.rf[dst.index].x;
+						if(dst.y) pDst.y = r.rf[dst.index].y;
+						if(dst.z) pDst.z = r.rf[dst.index].z;
+						if(dst.w) pDst.w = r.rf[dst.index].w;
+						break;
+					case Dst::PARAMETER_COLOROUT:
+						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;
+						break;
+					case Dst::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;
+						break;
+					case Dst::PARAMETER_DEPTHOUT:
+						pDst.x = r.oDepth;
+						break;
+					default:
+						ASSERT(false);
+					}
+				
+					Int4 enable = r.enableStack[r.enableIndex] & r.enableBreak;
+
+					Int4 xEnable = enable;
+					Int4 yEnable = enable;
+					Int4 zEnable = enable;
+					Int4 wEnable = enable;
+
+					if(predicate)
+					{
+						unsigned char pSwizzle = instruction->getPredicateSwizzle();
+
+						Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
+						Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
+						Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
+						Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
+
+						if(!instruction->isPredicateNot())
+						{
+							if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
+							if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
+							if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
+							if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
+						}
+						else
+						{
+							if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
+							if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
+							if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
+							if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
+						}
+					}
+
+					if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
+					if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
+					if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
+					if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
+
+					if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
+					if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
+					if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
+					if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
+				}
+
+				switch(dst.type)
+				{
+				case Dst::PARAMETER_TEMP:
+					if(dst.x) r.rf[dst.index].x = d.x;
+					if(dst.y) r.rf[dst.index].y = d.y;
+					if(dst.z) r.rf[dst.index].z = d.z;
+					if(dst.w) r.rf[dst.index].w = d.w;
+					break;
+				case Dst::PARAMETER_COLOROUT:
+					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;
+					break;
+				case Dst::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;
+					break;
+				case Dst::PARAMETER_DEPTHOUT:
+					r.oDepth = d.x;
+					break;
+				default:
+					ASSERT(false);
+				}
+			}
+		}
+
+		if(returns)
+		{
+			Nucleus::setInsertBlock(returnBlock);
+		}
+	}
+
+	Short4 PixelRoutine::convertFixed12(Float4 &cf)
+	{
+		return RoundShort4(cf * Float4(0x1000, 0x1000, 0x1000, 0x1000));
+	}
+
+	void PixelRoutine::convertFixed12(Color4i &ci, Color4f &cf)
+	{
+		ci.r = convertFixed12(cf.r);
+		ci.g = convertFixed12(cf.g);
+		ci.b = convertFixed12(cf.b);
+		ci.a = convertFixed12(cf.a);
+	}
+
+	UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
+	{
+		return UShort4(cf * Float4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF), saturate);
+	}
+
+	void PixelRoutine::convertFixed16(Color4i &ci, Color4f &cf, bool saturate)
+	{
+		ci.r = convertFixed16(cf.r, saturate);
+		ci.g = convertFixed16(cf.g, saturate);
+		ci.b = convertFixed16(cf.b, saturate);
+		ci.a = convertFixed16(cf.a, saturate);
+	}
+
+	Float4 PixelRoutine::convertSigned12(Short4 &ci)
+	{
+		return Float4(ci) * Float4(1.0f / 0x0FFE);
+	}
+
+	void PixelRoutine::convertSigned12(Color4f &cf, Color4i &ci)
+	{
+		cf.r = convertSigned12(ci.r);
+		cf.g = convertSigned12(ci.g);
+		cf.b = convertSigned12(ci.b);
+		cf.a = convertSigned12(ci.a);
+	}
+
+	Float4 PixelRoutine::convertUnsigned16(UShort4 ci)
+	{
+		return Float4(ci) * Float4(1.0f / 0xFFFF, 1.0f / 0xFFFF, 1.0f / 0xFFFF, 1.0f / 0xFFFF);
+	}
+
+	void PixelRoutine::sRGBtoLinear16_16(Registers &r, Color4i &c)
+	{
+		c.r = As<UShort4>(c.r) >> 4;
+		c.g = As<UShort4>(c.g) >> 4;
+		c.b = As<UShort4>(c.b) >> 4;
+
+		sRGBtoLinear12_16(r, c);
+	}
+
+	void PixelRoutine::sRGBtoLinear12_16(Registers &r, Color4i &c)
+	{
+		Pointer<Byte> LUT = r.constants + OFFSET(Constants,sRGBtoLin12_16);
+
+		c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 0))), 0);
+		c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 1))), 1);
+		c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 2))), 2);
+		c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 3))), 3);
+
+		c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 0))), 0);
+		c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 1))), 1);
+		c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 2))), 2);
+		c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 3))), 3);
+
+		c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 0))), 0);
+		c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 1))), 1);
+		c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 2))), 2);
+		c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 3))), 3);
+	}
+
+	void PixelRoutine::linearToSRGB16_16(Registers &r, Color4i &c)
+	{
+		c.r = As<UShort4>(c.r) >> 4;
+		c.g = As<UShort4>(c.g) >> 4;
+		c.b = As<UShort4>(c.b) >> 4;
+
+		linearToSRGB12_16(r, c);
+	}
+
+	void PixelRoutine::linearToSRGB12_16(Registers &r, Color4i &c)
+	{
+		Pointer<Byte> LUT = r.constants + OFFSET(Constants,linToSRGB12_16);
+
+		c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 0))), 0);
+		c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 1))), 1);
+		c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 2))), 2);
+		c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 3))), 3);
+
+		c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 0))), 0);
+		c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 1))), 1);
+		c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 2))), 2);
+		c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 3))), 3);
+
+		c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 0))), 0);
+		c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 1))), 1);
+		c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 2))), 2);
+		c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 3))), 3);
+	}
+
+	Float4 PixelRoutine::linearToSRGB(const Float4 &x)   // Approximates x^(1.0/2.2)
+	{
+		Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
+		Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
+
+		return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
+	}
+
+	Float4 PixelRoutine::sRGBtoLinear(const Float4 &x)   // Approximates x^2.2
+	{
+		Float4 linear = x * x;
+		linear = linear * Float4(0.73f) + linear * x * Float4(0.27f);
+
+		return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
+	}
+
+	void PixelRoutine::MOV(Color4i &dst, Color4i &src0)
+	{
+		dst.r = src0.x;
+		dst.g = src0.y;
+		dst.b = src0.z;
+		dst.a = src0.w;
+	}
+
+	void PixelRoutine::ADD(Color4i &dst, Color4i &src0, Color4i &src1)
+	{
+		dst.r = AddSat(src0.x, src1.x);
+		dst.g = AddSat(src0.y, src1.y);
+		dst.b = AddSat(src0.z, src1.z);
+		dst.a = AddSat(src0.w, src1.w);
+	}
+
+	void PixelRoutine::SUB(Color4i &dst, Color4i &src0, Color4i &src1)
+	{
+		dst.r = SubSat(src0.x, src1.x);
+		dst.g = SubSat(src0.y, src1.y);
+		dst.b = SubSat(src0.z, src1.z);
+		dst.a = SubSat(src0.w, src1.w);
+	}
+
+	void PixelRoutine::MAD(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2)
+	{
+		// FIXME: Long fixed-point multiply fixup
+		{dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x);}
+		{dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);}
+		{dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z);}
+		{dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w);}
+	}
+
+	void PixelRoutine::MUL(Color4i &dst, Color4i &src0, Color4i &src1)
+	{
+		// FIXME: Long fixed-point multiply fixup
+		{dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x);}
+		{dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y);}
+		{dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z);}
+		{dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w);}
+	}
+
+	void PixelRoutine::DP3(Color4i &dst, Color4i &src0, Color4i &src1)
+	{
+		Short4 t0;
+		Short4 t1;
+
+		// FIXME: Long fixed-point multiply fixup
+		t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); 
+		t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
+		t0 = AddSat(t0, t1);
+		t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
+		t0 = AddSat(t0, t1);
+
+		dst.r = t0;
+		dst.g = t0;
+		dst.b = t0;
+		dst.a = t0;
+	}
+
+	void PixelRoutine::DP4(Color4i &dst, Color4i &src0, Color4i &src1)
+	{
+		Short4 t0;
+		Short4 t1;
+
+		// FIXME: Long fixed-point multiply fixup
+		t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); 
+		t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
+		t0 = AddSat(t0, t1);
+		t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
+		t0 = AddSat(t0, t1);
+		t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); 
+		t0 = AddSat(t0, t1);
+
+		dst.r = t0;
+		dst.g = t0;
+		dst.b = t0;
+		dst.a = t0;
+	}
+
+	void PixelRoutine::LRP(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2)
+	{
+		// FIXME: Long fixed-point multiply fixup
+		{dst.x = SubSat(src1.x, src2.x); dst.x = MulHigh(dst.x, src0.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x);}
+		{dst.y = SubSat(src1.y, src2.y); dst.y = MulHigh(dst.y, src0.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);}
+		{dst.z = SubSat(src1.z, src2.z); dst.z = MulHigh(dst.z, src0.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z);}
+		{dst.w = SubSat(src1.w, src2.w); dst.w = MulHigh(dst.w, src0.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w);}
+	}
+
+	void PixelRoutine::TEXCOORD(Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
+	{
+		Float4 uw;
+		Float4 vw;
+		Float4 sw;
+
+		if(state.interpolant[2 + coordinate].component & 0x01)
+		{
+			uw = Max(u, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+			uw = Min(uw, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+			dst.r = convertFixed12(uw);
+		}
+		else
+		{
+			dst.r = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+		}
+
+		if(state.interpolant[2 + coordinate].component & 0x02)
+		{
+			vw = Max(v, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+			vw = Min(vw, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+			dst.g = convertFixed12(vw);
+		}
+		else
+		{
+			dst.g = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+		}
+
+		if(state.interpolant[2 + coordinate].component & 0x04)
+		{
+			sw = Max(s, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+			sw = Min(sw, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+			dst.b = convertFixed12(sw);
+		}
+		else
+		{
+			dst.b = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+		}
+
+		dst.a = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+	}
+
+	void PixelRoutine::TEXCRD(Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
+	{
+		Float4 uw = u;
+		Float4 vw = v;
+		Float4 sw = s;
+
+		if(project)
+		{
+			uw *= Rcp_pp(s);
+			vw *= Rcp_pp(s);
+		}
+
+		if(state.interpolant[2 + coordinate].component & 0x01)
+		{
+			uw *= Float4(0x1000, 0x1000, 0x1000, 0x1000);
+			uw = Max(uw, Float4(-0x8000, -0x8000, -0x8000, -0x8000));
+			uw = Min(uw, Float4(0x7FFF, 0x7FFF, 0x7FFF, 0x7FFF));
+			dst.r = RoundShort4(uw);
+		}
+		else
+		{
+			dst.r = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+		}
+
+		if(state.interpolant[2 + coordinate].component & 0x02)
+		{
+			vw *= Float4(0x1000, 0x1000, 0x1000, 0x1000);
+			vw = Max(vw, Float4(-0x8000, -0x8000, -0x8000, -0x8000));
+			vw = Min(vw, Float4(0x7FFF, 0x7FFF, 0x7FFF, 0x7FFF));
+			dst.g = RoundShort4(vw);
+		}
+		else
+		{
+			dst.g = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+		}
+		
+		if(state.interpolant[2 + coordinate].component & 0x04)
+		{
+			sw *= Float4(0x1000, 0x1000, 0x1000, 0x1000);
+			sw = Max(sw, Float4(-0x8000, -0x8000, -0x8000, -0x8000));
+			sw = Min(sw, Float4(0x7FFF, 0x7FFF, 0x7FFF, 0x7FFF));
+			dst.b = RoundShort4(sw);
+		}
+		else
+		{
+			dst.b = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+		}
+	}
+
+	void PixelRoutine::TEXDP3(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, Color4i &src)
+	{
+		TEXM3X3PAD(r, u, v, s, src, 0, false);
+
+		Short4 t0 = RoundShort4(r.u_ * Float4(0x1000, 0x1000, 0x1000, 0x1000));
+
+		dst.r = t0;
+		dst.g = t0;
+		dst.b = t0;
+		dst.a = t0;
+	}
+
+	void PixelRoutine::TEXDP3TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0)
+	{
+		TEXM3X3PAD(r, u, v, s, src0, 0, false);
+
+		r.v_ = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+		r.w_ = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+
+		sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+	}
+
+	void PixelRoutine::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
+	{
+		Int kill = SignMask(CmpNLT(u, Float4(0, 0, 0, 0))) &
+		           SignMask(CmpNLT(v, Float4(0, 0, 0, 0))) &
+		           SignMask(CmpNLT(s, Float4(0, 0, 0, 0)));
+
+		for(unsigned int q = 0; q < state.multiSample; q++)
+		{
+			cMask[q] &= kill;
+		}
+	}
+
+	void PixelRoutine::TEXKILL(Int cMask[4], Color4i &src)
+	{
+		Short4 test = src.r | src.g | src.b;
+		Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
+
+		for(unsigned int q = 0; q < state.multiSample; q++)
+		{
+			cMask[q] &= kill;
+		}
+	}
+
+	void PixelRoutine::TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
+	{
+		sampleTexture(r, dst, sampler, u, v, s, s, project);
+	}
+
+	void PixelRoutine::TEXLD(Registers &r, Color4i &dst, Color4i &src, int sampler, bool project)
+	{
+		Float4 u = Float4(src.r) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+		Float4 v = Float4(src.g) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+		Float4 s = Float4(src.b) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+
+		sampleTexture(r, dst, sampler, u, v, s, s, project);
+	}
+
+	void PixelRoutine::TEXBEM(Registers &r, Color4i &dst, Color4i &src, Float4 &u, Float4 &v, Float4 &s, int stage)
+	{
+		Float4 du = Float4(src.r) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+		Float4 dv = Float4(src.g) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+
+		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 += 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 += du2;
+
+		Float4 u_ = u + du;
+		Float4 v_ = v + dv;
+
+		sampleTexture(r, dst, stage, u_, v_, s, s);
+	}
+
+	void PixelRoutine::TEXBEML(Registers &r, Color4i &dst, Color4i &src, Float4 &u, Float4 &v, Float4 &s, int stage)
+	{
+		Float4 du = Float4(src.r) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+		Float4 dv = Float4(src.g) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+
+		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 += 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 += du2;
+
+		Float4 u_ = u + du;
+		Float4 v_ = v + dv;
+
+		sampleTexture(r, dst, stage, u_, v_, s, s);
+
+		Short4 L;
+
+		L = src.b;
+		L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
+		L = L << 4;
+		L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
+		L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+		L = Min(L, Short4(0x1000, 0x1000, 0x1000, 0x1000));
+
+		dst.r = MulHigh(dst.r, L); dst.r = dst.r << 4;
+		dst.g = MulHigh(dst.g, L); dst.g = dst.g << 4;
+		dst.b = MulHigh(dst.b, L); dst.b = dst.b << 4;
+	}
+
+	void PixelRoutine::TEXREG2AR(Registers &r, Color4i &dst, Color4i &src0, int stage)
+	{
+		Float4 u = Float4(src0.a) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+		Float4 v = Float4(src0.r) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+		Float4 s = Float4(src0.b) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+
+		sampleTexture(r, dst, stage, u, v, s, s);
+	}
+
+	void PixelRoutine::TEXREG2GB(Registers &r, Color4i &dst, Color4i &src0, int stage)
+	{
+		Float4 u = Float4(src0.g) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+		Float4 v = Float4(src0.b) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+		Float4 s = v;
+
+		sampleTexture(r, dst, stage, u, v, s, s);
+	}
+
+	void PixelRoutine::TEXREG2RGB(Registers &r, Color4i &dst, Color4i &src0, int stage)
+	{
+		Float4 u = Float4(src0.r) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+		Float4 v = Float4(src0.g) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+		Float4 s = Float4(src0.b) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+
+		sampleTexture(r, dst, stage, u, v, s, s);
+	}
+
+	void PixelRoutine::TEXM3X2DEPTH(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, Color4i &src, bool signedScaling)
+	{
+		TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
+
+		// z / w
+		r.u_ *= Rcp_pp(r.v_);   // FIXME: Set result to 1.0 when division by zero
+
+		r.oDepth = r.u_;
+	}
+
+	void PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Color4i &src0, int component, bool signedScaling)
+	{
+		TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
+	}
+
+	void PixelRoutine::TEXM3X2TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0, bool signedScaling)
+	{
+		TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
+
+		r.w_ = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+
+		sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+	}
+
+	void PixelRoutine::TEXM3X3(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, Color4i &src0, bool signedScaling)
+	{
+		TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
+
+		dst.r = RoundShort4(r.u_ * Float4(0x1000, 0x1000, 0x1000, 0x1000));
+		dst.g = RoundShort4(r.v_ * Float4(0x1000, 0x1000, 0x1000, 0x1000));
+		dst.b = RoundShort4(r.w_ * Float4(0x1000, 0x1000, 0x1000, 0x1000));
+		dst.a = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+	}
+
+	void PixelRoutine::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Color4i &src0, int component, bool signedScaling)
+	{
+		if(component == 0 || previousScaling != signedScaling)   // FIXME: Other source modifiers?
+		{
+			r.U = Float4(src0.r);
+			r.V = Float4(src0.g);
+			r.W = Float4(src0.b);
+
+			previousScaling = signedScaling;
+		}
+
+		Float4 x = r.U * u + r.V * v + r.W * s;
+
+		x *= Float4(1.0f / 0x1000, 1.0f / 0x1000, 1.0f / 0x1000, 1.0f / 0x1000);
+
+		switch(component)
+		{
+		case 0:	r.u_ = x; break;
+		case 1:	r.v_ = x; break;
+		case 2: r.w_ = x; break;
+		default: ASSERT(false);
+		}
+	}
+
+	void PixelRoutine::TEXM3X3SPEC(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0, Color4i &src1)
+	{
+		TEXM3X3PAD(r, u, v, s, src0, 2, false);
+
+		Float4 E[3];   // Eye vector
+
+		E[0] = Float4(src1.r) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+		E[1] = Float4(src1.g) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+		E[2] = Float4(src1.b) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+
+		// Reflection
+		Float4 u__;
+		Float4 v__;
+		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__ += v__ + w__;
+		u__ += u__;
+		v__ = u__;
+		w__ = u__;
+		u__ *= r.u_;
+		v__ *= r.v_;
+		w__ *= r.w_;
+		r.u_ *= r.u_;
+		r.v_ *= r.v_;
+		r.w_ *= r.w_;
+		r.u_ += r.v_ + r.w_;
+		u__ -= E[0] * r.u_;
+		v__ -= E[1] * r.u_;
+		w__ -= E[2] * r.u_;
+
+		sampleTexture(r, dst, stage,  u__, v__, w__, w__);
+	}
+
+	void PixelRoutine::TEXM3X3TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0, bool signedScaling)
+	{
+		TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
+
+		sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+	}
+
+	void PixelRoutine::TEXM3X3VSPEC(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0)
+	{
+		TEXM3X3PAD(r, u, v, s, src0, 2, false);
+
+		Float4 E[3];   // Eye vector
+
+		E[0] = r.vw[2 + stage - 2];
+		E[1] = r.vw[2 + stage - 1];
+		E[2] = r.vw[2 + stage - 0];
+
+		// Reflection
+		Float4 u__;
+		Float4 v__;
+		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__ += v__ + w__;
+		u__ += u__;
+		v__ = u__;
+		w__ = u__;
+		u__ *= r.u_;
+		v__ *= r.v_;
+		w__ *= r.w_;
+		r.u_ *= r.u_;
+		r.v_ *= r.v_;
+		r.w_ *= r.w_;
+		r.u_ += r.v_ + r.w_;
+		u__ -= E[0] * r.u_;
+		v__ -= E[1] * r.u_;
+		w__ -= E[2] * r.u_;
+
+		sampleTexture(r, dst, stage, u__, v__, w__, w__);
+	}
+
+	void PixelRoutine::TEXDEPTH(Registers &r)
+	{
+		r.u_ = Float4(r.ri[5].r);
+		r.v_ = Float4(r.ri[5].g);
+
+		// z / w
+		r.u_ *= Rcp_pp(r.v_);   // FIXME: Set result to 1.0 when division by zero
+
+		r.oDepth = r.u_;
+	}
+
+	void PixelRoutine::CND(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2)
+	{
+		{Short4 t0; t0 = src0.x; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.x; t1 = t1 & t0; t0 = ~t0 & src2.x; t0 = t0 | t1; dst.r = t0;};
+		{Short4 t0; t0 = src0.y; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.y; t1 = t1 & t0; t0 = ~t0 & src2.y; t0 = t0 | t1; dst.g = t0;};
+		{Short4 t0; t0 = src0.z; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.z; t1 = t1 & t0; t0 = ~t0 & src2.z; t0 = t0 | t1; dst.b = t0;};
+		{Short4 t0; t0 = src0.w; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.w; t1 = t1 & t0; t0 = ~t0 & src2.w; t0 = t0 | t1; dst.a = t0;};
+	}
+
+	void PixelRoutine::CMP(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2)
+	{
+		{Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.x); Short4 t1; t1 = src2.x; t1 &= t0; t0 = ~t0 & src1.x; t0 |= t1; dst.r = t0;};
+		{Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.y); Short4 t1; t1 = src2.y; t1 &= t0; t0 = ~t0 & src1.y; t0 |= t1; dst.g = t0;};
+		{Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.z); Short4 t1; t1 = src2.z; t1 &= t0; t0 = ~t0 & src1.z; t0 |= t1; dst.b = t0;};
+		{Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.a = t0;};
+	}
+
+	void PixelRoutine::BEM(Registers &r, Color4i &dst, Color4i &src0, Color4i &src1, int stage)
+	{
+		Short4 t0;
+		Short4 t1;
+
+		// dst.r = src0.r + BUMPENVMAT00(stage) * src1.r + BUMPENVMAT10(stage) * src1.g
+		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 = AddSat(t0, t1);
+		t0 = AddSat(t0, src0.x);
+		dst.r = t0;
+
+		// dst.g = src0.g + BUMPENVMAT01(stage) * src1.r + BUMPENVMAT11(stage) * src1.g
+		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 = AddSat(t0, t1);
+		t0 = AddSat(t0, src0.y);
+		dst.g = t0;
+	}
+
+	void PixelRoutine::M3X2(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+	{
+		Color4f row0 = reg(r, src1, 0);
+		Color4f row1 = reg(r, src1, 1);
+
+		dst.x = dot3(src0, row0);
+		dst.y = dot3(src0, row1);
+	}
+
+	void PixelRoutine::M3X3(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+	{
+		Color4f row0 = reg(r, src1, 0);
+		Color4f row1 = reg(r, src1, 1);
+		Color4f row2 = reg(r, src1, 2);
+
+		dst.x = dot3(src0, row0);
+		dst.y = dot3(src0, row1);
+		dst.z = dot3(src0, row2);
+	}
+
+	void PixelRoutine::M3X4(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+	{
+		Color4f row0 = reg(r, src1, 0);
+		Color4f row1 = reg(r, src1, 1);
+		Color4f row2 = reg(r, src1, 2);
+		Color4f row3 = reg(r, src1, 3);
+
+		dst.x = dot3(src0, row0);
+		dst.y = dot3(src0, row1);
+		dst.z = dot3(src0, row2);
+		dst.w = dot3(src0, row3);
+	}
+
+	void PixelRoutine::M4X3(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+	{
+		Color4f row0 = reg(r, src1, 0);
+		Color4f row1 = reg(r, src1, 1);
+		Color4f row2 = reg(r, src1, 2);
+
+		dst.x = dot4(src0, row0);
+		dst.y = dot4(src0, row1);
+		dst.z = dot4(src0, row2);
+	}
+
+	void PixelRoutine::M4X4(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+	{
+		Color4f row0 = reg(r, src1, 0);
+		Color4f row1 = reg(r, src1, 1);
+		Color4f row2 = reg(r, src1, 2);
+		Color4f row3 = reg(r, src1, 3);
+
+		dst.x = dot4(src0, row0);
+		dst.y = dot4(src0, row1);
+		dst.z = dot4(src0, row2);
+		dst.w = dot4(src0, row3);
+	}
+
+	void PixelRoutine::TEXLD(Registers &r, Color4f &dst, Color4f &src0, const Src &src1, bool project, bool bias)
+	{
+		Color4f tmp;
+
+		sampleTexture(r, tmp, src1.index, src0.u, src0.v, src0.s, src0.t, src0, src0, project, bias);
+
+		dst.x = tmp[(src1.swizzle >> 0) & 0x3];
+		dst.y = tmp[(src1.swizzle >> 2) & 0x3];
+		dst.z = tmp[(src1.swizzle >> 4) & 0x3];
+		dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+	}
+	
+	void PixelRoutine::TEXLDD(Registers &r, Color4f &dst, Color4f &src0, const Src &src1, Color4f &src2,  Color4f &src3, bool project, bool bias)
+	{
+		Color4f tmp;
+
+		sampleTexture(r, tmp, src1.index, src0.u, src0.v, src0.s, src0.t, src2, src3, project, bias, true);
+
+		dst.x = tmp[(src1.swizzle >> 0) & 0x3];
+		dst.y = tmp[(src1.swizzle >> 2) & 0x3];
+		dst.z = tmp[(src1.swizzle >> 4) & 0x3];
+		dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+	}
+	
+	void PixelRoutine::TEXLDL(Registers &r, Color4f &dst, Color4f &src0, const Src &src1, bool project, bool bias)
+	{
+		Color4f tmp;
+
+		sampleTexture(r, tmp, src1.index, src0.u, src0.v, src0.s, src0.t, src0, src0, project, bias, false, true);
+
+		dst.x = tmp[(src1.swizzle >> 0) & 0x3];
+		dst.y = tmp[(src1.swizzle >> 2) & 0x3];
+		dst.z = tmp[(src1.swizzle >> 4) & 0x3];
+		dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+	}
+
+	void PixelRoutine::TEXKILL(Int cMask[4], Color4f &src, unsigned char mask)
+	{
+		Int kill = -1;
+		
+		if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0, 0, 0, 0)));
+		if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0, 0, 0, 0)));
+		if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0, 0, 0, 0)));
+		if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0, 0, 0, 0)));
+
+		for(unsigned int q = 0; q < state.multiSample; q++)
+		{
+			cMask[q] &= kill;
+		}
+	}
+
+	void PixelRoutine::DSX(Color4f &dst, Color4f &src)
+	{
+		dst.x = src.x.yyyy - src.x.xxxx;
+		dst.y = src.y.yyyy - src.y.xxxx;
+		dst.z = src.z.yyyy - src.z.xxxx;
+		dst.w = src.w.yyyy - src.w.xxxx;
+	}
+
+	void PixelRoutine::DSY(Color4f &dst, Color4f &src)
+	{
+		dst.x = src.x.zzzz - src.x.xxxx;
+		dst.y = src.y.zzzz - src.y.xxxx;
+		dst.z = src.z.zzzz - src.z.xxxx;
+		dst.w = src.w.zzzz - src.w.xxxx;
+	}
+
+	void PixelRoutine::BREAK(Registers &r)
+	{
+		llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+
+		if(breakDepth == 0)
+		{
+			Nucleus::createBr(endBlock);
+		}
+		else
+		{
+			r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
+			Bool allBreak = SignMask(r.enableBreak) == 0x0;
+
+			branch(allBreak, endBlock, deadBlock);
+		}
+
+		Nucleus::setInsertBlock(deadBlock);
+	}
+
+	void PixelRoutine::BREAKC(Registers &r, Color4f &src0, Color4f &src1, Control control)
+	{
+		Int4 condition;
+
+		switch(control)
+		{
+		case Op::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);	break;
+		case Op::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);		break;
+		case Op::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);	break;
+		case Op::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);	break;
+		case Op::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);	break;
+		case Op::CONTROL_LE: condition = CmpLE(src0.x, src1.x);		break;
+		default:
+			ASSERT(false);
+		}
+
+		condition &= r.enableStack[r.enableIndex];
+
+		llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+
+		r.enableBreak = r.enableBreak & ~condition;
+		Bool allBreak = SignMask(r.enableBreak) == 0x0;
+
+		branch(allBreak, endBlock, continueBlock);
+		Nucleus::setInsertBlock(continueBlock);
+	}
+
+	void PixelRoutine::BREAKP(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
+	{
+		Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+
+		if(predicateRegister.modifier == Src::MODIFIER_NOT)
+		{
+			condition = ~condition;
+		}
+
+		condition &= r.enableStack[r.enableIndex];
+
+		llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+
+		r.enableBreak = r.enableBreak & ~condition;
+		Bool allBreak = SignMask(r.enableBreak) == 0x0;
+
+		branch(allBreak, endBlock, continueBlock);
+		Nucleus::setInsertBlock(continueBlock);
+	}
+
+	void PixelRoutine::CALL(Registers &r, int labelIndex)
+	{
+		if(!labelBlock[labelIndex])
+		{
+			labelBlock[labelIndex] = Nucleus::createBasicBlock();
+		}
+
+		llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
+		callRetBlock.push_back(retBlock);
+
+		r.callStack[r.stackIndex++] = UInt((int)callRetBlock.size() - 1);   // FIXME
+
+		Nucleus::createBr(labelBlock[labelIndex]);
+		Nucleus::setInsertBlock(retBlock);
+	}
+
+	void PixelRoutine::CALLNZ(Registers &r, int labelIndex, const Src &src)
+	{
+		if(src.type == Src::PARAMETER_CONSTBOOL)
+		{
+			CALLNZb(r, labelIndex, src);
+		}
+		else if(src.type == Src::PARAMETER_PREDICATE)
+		{
+			CALLNZp(r, labelIndex, src);
+		}
+		else ASSERT(false);
+	}
+
+	void PixelRoutine::CALLNZb(Registers &r, int labelIndex, const Src &boolRegister)
+	{
+		Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0));   // FIXME
+		
+		if(boolRegister.modifier == Src::MODIFIER_NOT)
+		{
+			condition = !condition;	
+		}
+
+		if(!labelBlock[labelIndex])
+		{
+			labelBlock[labelIndex] = Nucleus::createBasicBlock();
+		}
+
+		llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
+		callRetBlock.push_back(retBlock);
+
+		r.callStack[r.stackIndex++] = UInt((int)callRetBlock.size() - 1);   // FIXME
+
+		branch(condition, labelBlock[labelIndex], retBlock);
+		Nucleus::setInsertBlock(retBlock);
+	}
+
+	void PixelRoutine::CALLNZp(Registers &r, int labelIndex, const Src &predicateRegister)
+	{
+		Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+
+		if(predicateRegister.modifier == Src::MODIFIER_NOT)
+		{
+			condition = ~condition;
+		}
+
+		condition &= r.enableStack[r.enableIndex];
+
+		if(!labelBlock[labelIndex])
+		{
+			labelBlock[labelIndex] = Nucleus::createBasicBlock();
+		}
+
+		llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
+		callRetBlock.push_back(retBlock);
+
+		r.callStack[r.stackIndex++] = UInt((int)callRetBlock.size() - 1);   // FIXME
+
+		r.enableIndex++;
+		r.enableStack[r.enableIndex] = condition;
+
+		Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+
+		branch(notAllFalse, labelBlock[labelIndex], retBlock);
+		Nucleus::setInsertBlock(retBlock);
+
+		r.enableIndex--;
+	}
+
+	void PixelRoutine::ELSE(Registers &r)
+	{
+		ifDepth--;
+
+		llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
+		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+		if(isConditionalIf[ifDepth])
+		{
+			Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+			Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+
+			branch(notAllFalse, falseBlock, endBlock);
+
+			r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+		}
+		else
+		{
+			Nucleus::createBr(endBlock);
+			Nucleus::setInsertBlock(falseBlock);
+		}
+
+		ifFalseBlock[ifDepth] = endBlock;
+
+		ifDepth++;
+	}
+
+	void PixelRoutine::ENDIF(Registers &r)
+	{
+		ifDepth--;
+
+		llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
+
+		Nucleus::createBr(endBlock);
+		Nucleus::setInsertBlock(endBlock);
+
+		if(isConditionalIf[ifDepth])
+		{
+			breakDepth--;
+			r.enableIndex--;
+		}
+	}
+
+	void PixelRoutine::ENDREP(Registers &r)
+	{
+		loopRepDepth--;
+
+		llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(endBlock);
+
+		r.loopDepth--;
+		r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+	}
+
+	void PixelRoutine::ENDLOOP(Registers &r)
+	{
+		loopRepDepth--;
+
+		r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth];   // FIXME: +=
+
+		llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(endBlock);
+
+		r.loopDepth--;
+		r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+	}
+
+	void PixelRoutine::IF(Registers &r, const Src &src)
+	{
+		if(src.type == Src::PARAMETER_CONSTBOOL)
+		{
+			IFb(r, src);
+		}
+		else if(src.type == Src::PARAMETER_PREDICATE)
+		{
+			IFp(r, src);
+		}
+		else ASSERT(false);
+	}
+
+	void PixelRoutine::IFb(Registers &r, const Src &boolRegister)
+	{
+		Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0));   // FIXME
+
+		if(boolRegister.modifier == Src::MODIFIER_NOT)
+		{
+			condition = !condition;	
+		}
+
+		llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+
+		branch(condition, trueBlock, falseBlock);
+
+		isConditionalIf[ifDepth] = false;
+		ifFalseBlock[ifDepth] = falseBlock;
+
+		ifDepth++;
+	}
+
+	void PixelRoutine::IFp(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with IFC
+	{
+		Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+
+		if(predicateRegister.modifier == Src::MODIFIER_NOT)
+		{
+			condition = ~condition;
+		}
+
+		condition &= r.enableStack[r.enableIndex];
+
+		r.enableIndex++;
+		r.enableStack[r.enableIndex] = condition;
+
+		llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+
+		Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+
+		branch(notAllFalse, trueBlock, falseBlock);
+
+		isConditionalIf[ifDepth] = true;
+		ifFalseBlock[ifDepth] = falseBlock;
+
+		ifDepth++;
+		breakDepth++;
+	}
+
+	void PixelRoutine::IFC(Registers &r, Color4f &src0, Color4f &src1, Control control)
+	{
+		Int4 condition;
+
+		switch(control)
+		{
+		case Op::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);	break;
+		case Op::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);		break;
+		case Op::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);	break;
+		case Op::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);	break;
+		case Op::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);	break;
+		case Op::CONTROL_LE: condition = CmpLE(src0.x, src1.x);		break;
+		default:
+			ASSERT(false);
+		}
+
+		condition &= r.enableStack[r.enableIndex];
+
+		r.enableIndex++;
+		r.enableStack[r.enableIndex] = condition;
+
+		llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+
+		Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+
+		branch(notAllFalse, trueBlock, falseBlock);
+
+		isConditionalIf[ifDepth] = true;
+		ifFalseBlock[ifDepth] = falseBlock;
+
+		ifDepth++;
+		breakDepth++;
+	}
+
+	void PixelRoutine::LABEL(int labelIndex)
+	{
+		Nucleus::setInsertBlock(labelBlock[labelIndex]);
+	}
+
+	void PixelRoutine::LOOP(Registers &r, const Src &integerRegister)
+	{
+		r.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]));
+
+	//	If(r.increment[r.loopDepth] == 0)
+	//	{
+	//		r.increment[r.loopDepth] = 1;
+	//	}
+
+		llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+		loopRepTestBlock[loopRepDepth] = testBlock;
+		loopRepEndBlock[loopRepDepth] = endBlock;
+
+		// FIXME: jump(testBlock)
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(testBlock);
+
+		branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
+		Nucleus::setInsertBlock(loopBlock);
+
+		r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
+		
+		loopRepDepth++;
+		breakDepth = 0;
+	}
+
+	void PixelRoutine::REP(Registers &r, const Src &integerRegister)
+	{
+		r.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];
+
+		llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+		loopRepTestBlock[loopRepDepth] = testBlock;
+		loopRepEndBlock[loopRepDepth] = endBlock;
+
+		// FIXME: jump(testBlock)
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(testBlock);
+
+		branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
+		Nucleus::setInsertBlock(loopBlock);
+
+		r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
+
+		loopRepDepth++;
+		breakDepth = 0;
+	}
+
+	void PixelRoutine::RET(Registers &r)
+	{
+		if(!returns)
+		{
+			returnBlock = Nucleus::createBasicBlock();
+			Nucleus::createBr(returnBlock);
+
+			returns = true;
+		}
+		else
+		{
+			// FIXME: Encapsulate
+			UInt index = r.callStack[--r.stackIndex];
+ 
+			llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
+			llvm::Value *value = Nucleus::createLoad(index.address);
+			llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock.size());
+
+			for(unsigned int i = 0; i < callRetBlock.size(); i++)
+			{
+				Nucleus::addSwitchCase(switchInst, i, callRetBlock[i]);
+			}
+
+			Nucleus::setInsertBlock(unreachableBlock);
+			Nucleus::createUnreachable();
+		}
+	}
+
+	void PixelRoutine::writeDestination(Registers &r, Color4i &d, const Dst &dst)
+	{
+		switch(dst.type)
+		{
+		case Dst::PARAMETER_TEMP:
+			if(dst.mask & 0x1) r.ri[dst.index].x = d.x;
+			if(dst.mask & 0x2) r.ri[dst.index].y = d.y;
+			if(dst.mask & 0x4) r.ri[dst.index].z = d.z;
+			if(dst.mask & 0x8) r.ri[dst.index].w = d.w;
+			break;
+		case Dst::PARAMETER_INPUT:
+			if(dst.mask & 0x1) r.vi[dst.index].x = d.x;
+			if(dst.mask & 0x2) r.vi[dst.index].y = d.y;
+			if(dst.mask & 0x4) r.vi[dst.index].z = d.z;
+			if(dst.mask & 0x8) r.vi[dst.index].w = d.w;
+			break;
+		case Dst::PARAMETER_CONST:			ASSERT(false);	break;
+		case Dst::PARAMETER_TEXTURE:
+			if(dst.mask & 0x1) r.ti[dst.index].x = d.x;
+			if(dst.mask & 0x2) r.ti[dst.index].y = d.y;
+			if(dst.mask & 0x4) r.ti[dst.index].z = d.z;
+			if(dst.mask & 0x8) r.ti[dst.index].w = d.w;
+			break;
+		case Dst::PARAMETER_COLOROUT:
+			if(dst.mask & 0x1) r.vi[dst.index].x = d.x;
+			if(dst.mask & 0x2) r.vi[dst.index].y = d.y;
+			if(dst.mask & 0x4) r.vi[dst.index].z = d.z;
+			if(dst.mask & 0x8) r.vi[dst.index].w = d.w;
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	Color4i PixelRoutine::regi(Registers &r, const Src &src)
+	{
+		Color4i *reg;
+		int i = src.index;
+
+		Color4i c;
+
+		if(src.type == ShaderParameter::PARAMETER_CONST)
+		{
+			c.r = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][0]));
+			c.g = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][1]));
+			c.b = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][2]));
+			c.a = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][3]));
+		}
+
+		switch(src.type)
+		{
+		case Src::PARAMETER_TEMP:			reg = &r.ri[i];	break;
+		case Src::PARAMETER_INPUT:			reg = &r.vi[i];	break;
+		case Src::PARAMETER_CONST:			reg = &c;		break;
+		case Src::PARAMETER_TEXTURE:		reg = &r.ti[i];	break;
+		case Src::PARAMETER_VOID:			return r.ri[0];   // Dummy
+		case Src::PARAMETER_FLOATLITERAL:	return r.ri[0];   // Dummy
+		default:
+			ASSERT(false);
+		}
+
+		Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
+		Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3];
+		Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
+		Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
+
+		Color4i mod;
+
+		switch(src.modifier)
+		{
+		case Src::MODIFIER_NONE:
+			mod.r = x;
+			mod.g = y;
+			mod.b = z;
+			mod.a = w;
+			break;
+		case Src::MODIFIER_BIAS:
+			mod.r = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+			mod.g = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+			mod.b = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+			mod.a = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+			break;
+		case Src::MODIFIER_BIAS_NEGATE:
+			mod.r = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
+			mod.g = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
+			mod.b = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
+			mod.a = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
+			break;
+		case Src::MODIFIER_COMPLEMENT:
+			mod.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), x);
+			mod.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), y);
+			mod.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), z);
+			mod.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), w);
+			break;
+		case Src::MODIFIER_NEGATE:
+			mod.r = -x;
+			mod.g = -y;
+			mod.b = -z;
+			mod.a = -w;
+			break;
+		case Src::MODIFIER_X2:
+			mod.r = AddSat(x, x);
+			mod.g = AddSat(y, y);
+			mod.b = AddSat(z, z);
+			mod.a = AddSat(w, w);
+			break;
+		case Src::MODIFIER_X2_NEGATE:
+			mod.r = -AddSat(x, x);
+			mod.g = -AddSat(y, y);
+			mod.b = -AddSat(z, z);
+			mod.a = -AddSat(w, w);
+			break;
+		case Src::MODIFIER_SIGN:
+			mod.r = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+			mod.g = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+			mod.b = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+			mod.a = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+			mod.r = AddSat(mod.r, mod.r);
+			mod.g = AddSat(mod.g, mod.g);
+			mod.b = AddSat(mod.b, mod.b);
+			mod.a = AddSat(mod.a, mod.a);
+			break;
+		case Src::MODIFIER_SIGN_NEGATE:
+			mod.r = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
+			mod.g = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
+			mod.b = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
+			mod.a = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
+			mod.r = AddSat(mod.r, mod.r);
+			mod.g = AddSat(mod.g, mod.g);
+			mod.b = AddSat(mod.b, mod.b);
+			mod.a = AddSat(mod.a, mod.a);
+			break;
+		case Src::MODIFIER_DZ:
+			mod.r = x;
+			mod.g = y;
+			mod.b = z;
+			mod.a = w;
+			// Projection performed by texture sampler
+			break;
+		case Src::MODIFIER_DW:
+			mod.r = x;
+			mod.g = y;
+			mod.b = z;
+			mod.a = w;
+			// Projection performed by texture sampler
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		if(src.type == ShaderParameter::PARAMETER_CONST && (src.modifier == Src::MODIFIER_X2 || src.modifier == Src::MODIFIER_X2_NEGATE))
+		{
+			mod.r = Min(mod.r, Short4(0x1000, 0x1000, 0x1000, 0x1000)); mod.r = Max(mod.r, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
+			mod.g = Min(mod.g, Short4(0x1000, 0x1000, 0x1000, 0x1000)); mod.g = Max(mod.g, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
+			mod.b = Min(mod.b, Short4(0x1000, 0x1000, 0x1000, 0x1000)); mod.b = Max(mod.b, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
+			mod.a = Min(mod.a, Short4(0x1000, 0x1000, 0x1000, 0x1000)); mod.a = Max(mod.a, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
+		}
+
+		return mod;
+	}
+
+	Color4f PixelRoutine::reg(Registers &r, const Src &src, int offset)
+	{
+		Color4f reg;
+		int i = src.index + offset;
+
+		switch(src.type)
+		{
+		case Src::PARAMETER_TEMP:			reg = r.rf[i];		break;
+		case Src::PARAMETER_INPUT:
+			{
+				if(!src.relative)
+				{
+					reg.x = r.vx[i];
+					reg.y = r.vy[i];
+					reg.z = r.vz[i];
+					reg.w = r.vw[i];
+				}
+				else if(src.relativeType == Src::PARAMETER_LOOP)
+				{
+					Int aL = r.aL[r.loopDepth];
+
+					reg.x = r.vx[i + aL];
+					reg.y = r.vy[i + aL];
+					reg.z = r.vz[i + aL];
+					reg.w = r.vw[i + aL];
+				}
+				else ASSERT(false);
+			}
+			break;
+		case Src::PARAMETER_CONST:
+			{
+				reg.r = reg.g = reg.b = reg.a = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]));
+
+				reg.r = reg.r.xxxx;
+				reg.g = reg.g.yyyy;
+				reg.b = reg.b.zzzz;
+				reg.a = reg.a.wwww;
+
+				if(localShaderConstants)   // Constant may be known at compile time
+				{
+					for(int j = 0; j < pixelShader->getLength(); j++)
+					{
+						const ShaderInstruction &instruction = *pixelShader->getInstruction(j);
+
+						if(instruction.getOpcode() == ShaderOperation::OPCODE_DEF)
+						{
+							if(instruction.getDestinationParameter().index == i)
+							{
+								reg.r = Float4(instruction.getSourceParameter(0).value);
+								reg.g = Float4(instruction.getSourceParameter(1).value);
+								reg.b = Float4(instruction.getSourceParameter(2).value);
+								reg.a = Float4(instruction.getSourceParameter(3).value);
+
+								break;
+							}
+						}
+					}
+				}
+			}
+			break;
+		case Src::PARAMETER_TEXTURE:
+			{
+				reg.x = r.vx[2 + i];
+				reg.y = r.vy[2 + i];
+				reg.z = r.vz[2 + i];
+				reg.w = r.vw[2 + i];
+			}
+			break;
+		case Src::PARAMETER_MISCTYPE:
+			if(src.index == 0)				reg = r.vPos;
+			if(src.index == 1)				reg = r.vFace;
+			break;
+		case Src::PARAMETER_SAMPLER:		return r.rf[0];   // Dummy
+		case Src::PARAMETER_PREDICATE:		return r.rf[0];   // Dummy
+		case Src::PARAMETER_VOID:			return r.rf[0];   // Dummy
+		case Src::PARAMETER_FLOATLITERAL:	return r.rf[0];   // Dummy
+		case Src::PARAMETER_CONSTINT:		return r.rf[0];   // Dummy
+		case Src::PARAMETER_CONSTBOOL:		return r.rf[0];   // Dummy
+		case Src::PARAMETER_LOOP:			return r.rf[0];   // Dummy
+		default:
+			ASSERT(false);
+		}
+
+		Float4 &x = reg[(src.swizzle >> 0) & 0x3];
+		Float4 &y = reg[(src.swizzle >> 2) & 0x3];
+		Float4 &z = reg[(src.swizzle >> 4) & 0x3];
+		Float4 &w = reg[(src.swizzle >> 6) & 0x3];
+
+		Color4f mod;
+
+		switch(src.modifier)
+		{
+		case Src::MODIFIER_NONE:
+			mod.x = x;
+			mod.y = y;
+			mod.z = z;
+			mod.w = w;
+			break;
+		case Src::MODIFIER_NEGATE:
+			mod.x = -x;
+			mod.y = -y;
+			mod.z = -z;
+			mod.w = -w;
+			break;
+		case Src::MODIFIER_ABS:
+			mod.x = Abs(x);
+			mod.y = Abs(y);
+			mod.z = Abs(z);
+			mod.w = Abs(w);
+			break;
+		case Src::MODIFIER_ABS_NEGATE:
+			mod.x = -Abs(x);
+			mod.y = -Abs(y);
+			mod.z = -Abs(z);
+			mod.w = -Abs(w);
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		return mod;
+	}
+
+	bool PixelRoutine::colorUsed()
+	{
+		return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsTexkill;
+	}
+
+	unsigned short PixelRoutine::pixelShaderVersion() const
+	{
+		return pixelShader ? pixelShader->getVersion() : 0x0000;
+	}
+}
diff --git a/src/Shader/PixelRoutine.hpp b/src/Shader/PixelRoutine.hpp
new file mode 100644
index 0000000..c1070ff
--- /dev/null
+++ b/src/Shader/PixelRoutine.hpp
@@ -0,0 +1,304 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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_PixelRoutine_hpp
+#define sw_PixelRoutine_hpp
+
+#include "Rasterizer.hpp"
+#include "ShaderCore.hpp"
+
+#include "Types.hpp"
+
+namespace sw
+{
+	extern bool forceClearRegisters;
+
+	class PixelShader;
+	class SamplerCore;
+
+	class PixelRoutine : public Rasterizer, public ShaderCore
+	{
+		friend PixelProcessor;   // FIXME
+
+	public:
+		PixelRoutine(const PixelProcessor::State &state, const PixelShader *pixelShader);
+
+		~PixelRoutine();
+
+	protected:
+		struct Registers
+		{
+			Registers() : current(ri[0]), diffuse(vi[0]), specular(vi[1]), callStack(4), aL(4), increment(4), iteration(4), enableStack(1 + 24), vx(10), vy(10), vz(10), vw(10)
+			{
+				if(forceClearRegisters)
+				{
+					for(int i = 0; i < 10; i++)
+					{
+						vx[i] = Float4(0, 0, 0, 0);
+						vy[i] = Float4(0, 0, 0, 0);
+						vz[i] = Float4(0, 0, 0, 0);
+						vw[i] = Float4(0, 0, 0, 0);
+					}
+
+					for(int i = 0; i < 4; i++)
+					{
+						oC[i].r = Float4(0.0f);
+						oC[i].g = Float4(0.0f);
+						oC[i].b = Float4(0.0f);
+						oC[i].a = Float4(0.0f);
+					}
+				}
+
+				loopDepth = -1;
+				enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+				enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+
+				occlusion = 0;
+				
+				#if PERF_PROFILE
+					for(int i = 0; i < PERF_TIMERS; i++)
+					{
+						cycles[i] = 0;
+					}
+				#endif
+			}
+
+			Pointer<Byte> constants;
+
+			Pointer<Byte> primitive;
+			Int cluster;
+			Pointer<Byte> data;
+
+			Float4 z[4];
+			Float4 rhw;
+
+			Float4 Dz[4];
+			Float4 Dw;
+			Float4 Dv[10][4];
+			Float4 Df;
+
+			Color4i &current;
+			Color4i &diffuse;
+			Color4i &specular;
+
+			Color4i ri[6];
+			Color4i vi[2];
+			Color4i ti[6];
+
+			Color4f rf[32];
+			Array<Float4> vx;
+			Array<Float4> vy;
+			Array<Float4> vz;
+			Array<Float4> vw;
+
+			Color4f vPos;
+			Color4f vFace;
+
+			Color4f oC[4];
+			Float4 oDepth;
+
+			Color4f p0;
+			Array<Int> aL;
+
+			Array<Int> increment;
+			Array<Int> iteration;
+
+			Int loopDepth;
+			Int stackIndex;   // FIXME: Inc/decrement callStack
+			Array<UInt> callStack;
+
+			Int enableIndex;
+			Array<Int4> enableStack;
+			Int4 enableBreak;
+
+			// 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
+
+			UInt occlusion;
+
+			#if PERF_PROFILE
+				Long cycles[PERF_TIMERS];
+			#endif
+		};
+
+		void quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y);
+
+		Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
+		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, Context::StencilCompareMode stencilCompareMode, bool CCW);
+		void stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, Context::StencilOperation stencilPassOperation, Context::StencilOperation stencilZFailOperation, Context::StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask);
+		void stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, Context::StencilOperation operation, bool CCW);
+		Bool depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask);
+		void blendTexture(Registers &r, Color4i &current, Color4i &temp, Color4i &texture, int stage);
+		void alphaTest(Registers &r, Int &aMask, Short4 &alpha);
+		void alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha);
+		Bool alphaTest(Registers &r, Int cMask[4], Color4i &current);
+		Bool alphaTest(Registers &r, Int cMask[4], Color4f &c0);
+		void fogBlend(Registers &r, Color4i &current, Float4 &fog, Float4 &z, Float4 &rhw);
+		void fogBlend(Registers &r, Color4f &c0, Float4 &fog, Float4 &z, Float4 &rhw);
+		void pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw);
+		void specularPixel(Color4i &current, Color4i &specular);
+
+		void sampleTexture(Registers &r, Color4i &c, int coordinates, int sampler, bool project = false);
+		void sampleTexture(Registers &r, Color4i &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false, bool fixed12 = true);
+		void sampleTexture(Registers &r, Color4i &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool project = false, bool bias = false, bool fixed12 = true, bool gradients = false, bool lodProvided = false);
+		void sampleTexture(Registers &r, Color4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
+	
+		// Raster operations
+		void clampColor(Color4f oC[4]);
+		void rasterOperation(Color4i &current, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
+		void rasterOperation(Color4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
+		void blendFactor(Registers &r, const Color4i &blendFactor, const Color4i &current, const Color4i &pixel, Context::BlendFactor blendFactorActive);
+		void blendFactorAlpha(Registers &r, const Color4i &blendFactor, const Color4i &current, const Color4i &pixel, Context::BlendFactor blendFactorAlphaActive);
+		void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Color4i &current, Int &x);
+		void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Color4i &current, Int &sMask, Int &zMask, Int &cMask);
+		void blendFactor(Registers &r, const Color4f &blendFactor, const Color4f &oC, const Color4f &pixel, Context::BlendFactor blendFactorActive);
+		void blendFactorAlpha(Registers &r, const Color4f &blendFactor, const Color4f &oC, const Color4f &pixel, Context::BlendFactor blendFactorAlphaActive);
+		void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Color4f &oC, Int &x);
+		void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Color4f &oC, Int &sMask, Int &zMask, Int &cMask);
+		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 ps_1_x(Registers &r, Int cMask[4]);
+		void ps_2_x(Registers &r, Int cMask[4]);
+
+		Short4 convertFixed12(Float4 &cf);
+		void convertFixed12(Color4i &ci, Color4f &cf);
+		Float4 convertSigned12(Short4 &ci);
+		void convertSigned12(Color4f &cf, Color4i &ci);
+		Float4 convertUnsigned16(UShort4 ci);
+		UShort4 convertFixed16(Float4 &cf, bool saturate = true);
+		void convertFixed16(Color4i &ci, Color4f &cf, bool saturate = true);
+		void sRGBtoLinear16_16(Registers &r, Color4i &c);
+		void sRGBtoLinear12_16(Registers &r, Color4i &c);
+		void linearToSRGB16_16(Registers &r, Color4i &c);
+		void linearToSRGB12_16(Registers &r, Color4i &c);
+		Float4 sRGBtoLinear(const Float4 &x);
+		Float4 linearToSRGB(const Float4 &x);
+
+		typedef Shader::Instruction::DestinationParameter Dst;
+		typedef Shader::Instruction::SourceParameter Src;
+		typedef Shader::Instruction::Operation Op;
+		typedef Shader::Instruction::Operation::Control Control;
+
+		// ps_1_x instructions
+		void MOV(Color4i &dst, Color4i &src0);
+		void ADD(Color4i &dst, Color4i &src0, Color4i &src1);
+		void SUB(Color4i &dst, Color4i &src0, Color4i &src1);
+		void MAD(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2);
+		void MUL(Color4i &dst, Color4i &src0, Color4i &src1);
+		void DP3(Color4i &dst, Color4i &src0, Color4i &src1);
+		void DP4(Color4i &dst, Color4i &src0, Color4i &src1);
+		void LRP(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2);
+		void TEXCOORD(Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate);
+		void TEXCRD(Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project);
+		void TEXDP3(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, Color4i &src);
+		void TEXDP3TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0);
+		void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s);
+		void TEXKILL(Int cMask[4], Color4i &dst);
+		void TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project);
+		void TEXLD(Registers &r, Color4i &dst, Color4i &src, int stage, bool project);
+		void TEXBEM(Registers &r, Color4i &dst, Color4i &src, Float4 &u, Float4 &v, Float4 &s, int stage);
+		void TEXBEML(Registers &r, Color4i &dst, Color4i &src, Float4 &u, Float4 &v, Float4 &s, int stage);
+		void TEXREG2AR(Registers &r, Color4i &dst, Color4i &src0, int stage);
+		void TEXREG2GB(Registers &r, Color4i &dst, Color4i &src0, int stage);
+		void TEXREG2RGB(Registers &r, Color4i &dst, Color4i &src0, int stage);
+		void TEXM3X2DEPTH(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, Color4i &src, bool signedScaling);
+		void TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Color4i &src0, int component, bool signedScaling);
+		void TEXM3X2TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0, bool signedScaling);
+		void TEXM3X3(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, Color4i &src0, bool signedScaling);
+		void TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Color4i &src0, int component, bool signedScaling);
+		void TEXM3X3SPEC(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0, Color4i &src1);
+		void TEXM3X3TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0, bool singedScaling);
+		void TEXM3X3VSPEC(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0);
+		void TEXDEPTH(Registers &r);
+		void CND(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2);
+		void CMP(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2);
+		void BEM(Registers &r, Color4i &dst, Color4i &src0, Color4i &src1, int stage);
+
+		// ps_2_x instructions
+		void M3X2(Registers &r, Color4f &dst, Color4f &src0, const Src &src1);
+		void M3X3(Registers &r, Color4f &dst, Color4f &src0, const Src &src1);
+		void M3X4(Registers &r, Color4f &dst, Color4f &src0, const Src &src1);
+		void M4X3(Registers &r, Color4f &dst, Color4f &src0, const Src &src1);
+		void M4X4(Registers &r, Color4f &dst, Color4f &src0, const Src &src1);
+		void TEXLD(Registers &r, Color4f &dst, Color4f &src0, const Src &src1, bool project, bool bias);
+		void TEXLDD(Registers &r, Color4f &dst, Color4f &src0, const Src &src1, Color4f &src2,  Color4f &src3, bool project, bool bias);
+		void TEXLDL(Registers &r, Color4f &dst, Color4f &src0, const Src &src1, bool project, bool bias);
+		void TEXKILL(Int cMask[4], Color4f &src, unsigned char mask);
+		void DSX(Color4f &dst, Color4f &src);
+		void DSY(Color4f &dst, Color4f &src);
+		void BREAK(Registers &r);
+		void BREAKC(Registers &r, Color4f &src0, Color4f &src1, Control);
+		void BREAKP(Registers &r, const Src &predicateRegister);
+		void CALL(Registers &r, int labelIndex);
+		void CALLNZ(Registers &r, int labelIndex, const Src &src);
+		void CALLNZb(Registers &r, int labelIndex, const Src &boolRegister);
+		void CALLNZp(Registers &r, int labelIndex, const Src &predicateRegister);
+		void ELSE(Registers &r);
+		void ENDIF(Registers &r);
+		void ENDLOOP(Registers &r);
+		void ENDREP(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, Color4f &src0, Color4f &src1, Control);
+		void LABEL(int labelIndex);
+		void LOOP(Registers &r, const Src &integerRegister);
+		void REP(Registers &r, const Src &integerRegister);
+		void RET(Registers &r);
+
+		void readConstant(Registers &r, int index);
+
+		void writeDestination(Registers &r, Color4i &d, const Dst &dst);
+		Color4i regi(Registers &r, const Src &src);
+		Color4f reg(Registers &r, const Src &src, int offset = 0);
+
+		bool colorUsed();
+		unsigned short pixelShaderVersion() const;
+
+	private:
+		SamplerCore *sampler[16];
+
+		bool perturbate;
+		bool luminance;
+		bool previousScaling;
+
+		bool returns;
+		int ifDepth;
+		int loopRepDepth;
+		int breakDepth;
+
+		// 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;
+		llvm::BasicBlock *returnBlock;
+		bool isConditionalIf[24 + 24];
+
+		const PixelShader *const pixelShader;
+	};
+}
+
+#endif   // sw_PixelRoutine_hpp
diff --git a/src/Shader/PixelShader.cpp b/src/Shader/PixelShader.cpp
new file mode 100644
index 0000000..7bf072a
--- /dev/null
+++ b/src/Shader/PixelShader.cpp
@@ -0,0 +1,728 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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.
+//
+
+#include "PixelShader.hpp"
+
+#include "Debug.hpp"
+
+namespace sw
+{
+	PixelShader::PixelShader(const unsigned long *token) : Shader(token)
+	{
+		parse(token);
+	}
+
+	PixelShader::~PixelShader()
+	{
+	}
+
+	void PixelShader::parse(const unsigned long *token)
+	{
+		minorVersion = (unsigned char)(token[0] & 0x000000FF);
+		majorVersion = (unsigned char)((token[0] & 0x0000FF00) >> 8);
+		shaderType = (ShaderType)((token[0] & 0xFFFF0000) >> 16);
+
+		length = validate(token);
+		ASSERT(length != 0);
+
+		instruction = new Shader::Instruction*[length];
+
+		for(int i = 0; i < length; i++)
+		{
+			while((*token & 0x0000FFFF) == 0x0000FFFE)   // Comment token
+			{
+				int length = (*token & 0x7FFF0000) >> 16;
+
+				token += length + 1;
+			}
+
+			int length = size(*token);
+
+			instruction[i] = new Instruction(token, length, majorVersion);
+
+			token += length + 1;
+		}
+
+		analyzeZOverride();
+		analyzeTexkill();
+		analyzeInterpolants();
+		analyzeDirtyConstants();
+		analyzeDynamicBranching();
+		analyzeSamplers();
+	}
+
+	int PixelShader::validate(const unsigned long *const token)
+	{
+		if(!token)
+		{
+			return 0;
+		}
+
+		unsigned short version = (unsigned short)(token[0] & 0x0000FFFF);
+		unsigned char minorVersion = (unsigned char)(token[0] & 0x000000FF);
+		unsigned char majorVersion = (unsigned char)((token[0] & 0x0000FF00) >> 8);
+		ShaderType shaderType = (ShaderType)((token[0] & 0xFFFF0000) >> 16);
+
+		if(shaderType != SHADER_PIXEL || majorVersion > 3)
+		{
+			return 0;
+		}
+
+		int instructionCount = 1;
+
+		for(int i = 0; token[i] != 0x0000FFFF; i++)
+		{
+			if((token[i] & 0x0000FFFF) == 0x0000FFFE)   // Comment token
+			{
+				int length = (token[i] & 0x7FFF0000) >> 16;
+
+				i += length;
+			}
+			else
+			{
+				ShaderOpcode opcode = (ShaderOpcode)(token[i] & 0x0000FFFF);
+
+				switch(opcode)
+				{
+				case ShaderOperation::OPCODE_RESERVED0:
+				case ShaderOperation::OPCODE_MOVA:
+					return 0;   // Unsupported operation
+				default:
+					instructionCount++;
+					break;
+				}
+
+				i += size(token[i], version);
+			}
+		}
+
+		return instructionCount;
+	}
+
+	bool PixelShader::depthOverride() const
+	{
+		return zOverride;
+	}
+
+	bool PixelShader::containsTexkill() const
+	{
+		return texkill;
+	}
+
+	bool PixelShader::containsCentroid() const
+	{
+		return centroid;
+	}
+
+	bool PixelShader::usesDiffuse(int component) const
+	{
+		return semantic[0][component].active();
+	}
+
+	bool PixelShader::usesSpecular(int component) const
+	{
+		return semantic[1][component].active();
+	}
+
+	bool PixelShader::usesTexture(int coordinate, int component) const
+	{
+		return semantic[2 + coordinate][component].active();
+	}
+
+	void PixelShader::analyzeZOverride()
+	{
+		zOverride = false;
+
+		for(int i = 0; i < length; i++)
+		{
+			if(instruction[i]->getOpcode() == Instruction::Operation::OPCODE_TEXM3X2DEPTH ||
+			   instruction[i]->getOpcode() == Instruction::Operation::OPCODE_TEXDEPTH ||
+			   instruction[i]->getDestinationParameter().type == Instruction::DestinationParameter::PARAMETER_DEPTHOUT)
+			{
+				zOverride = true;
+
+				break;
+			}
+		}
+	}
+
+	void PixelShader::analyzeTexkill()
+	{
+		texkill = false;
+
+		for(int i = 0; i < length; i++)
+		{
+			if(instruction[i]->getOpcode() == Instruction::Operation::OPCODE_TEXKILL)
+			{
+				texkill = true;
+
+				break;
+			}
+		}
+	}
+
+	void PixelShader::analyzeInterpolants()
+	{
+		vPosDeclared = false;
+		vFaceDeclared = false;
+		centroid = false;
+
+		if(version < 0x0300)
+		{
+			// Set default mapping; disable unused interpolants below
+			semantic[0][0] = Semantic(ShaderOperation::USAGE_COLOR, 0);
+			semantic[0][1] = Semantic(ShaderOperation::USAGE_COLOR, 0);
+			semantic[0][2] = Semantic(ShaderOperation::USAGE_COLOR, 0);
+			semantic[0][3] = Semantic(ShaderOperation::USAGE_COLOR, 0);
+
+			semantic[1][0] = Semantic(ShaderOperation::USAGE_COLOR, 1);
+			semantic[1][1] = Semantic(ShaderOperation::USAGE_COLOR, 1);
+			semantic[1][2] = Semantic(ShaderOperation::USAGE_COLOR, 1);
+			semantic[1][3] = Semantic(ShaderOperation::USAGE_COLOR, 1);
+
+			for(int i = 0; i < 8; i++)
+			{
+				semantic[2 + i][0] = Semantic(ShaderOperation::USAGE_TEXCOORD, i);
+				semantic[2 + i][1] = Semantic(ShaderOperation::USAGE_TEXCOORD, i);
+				semantic[2 + i][2] = Semantic(ShaderOperation::USAGE_TEXCOORD, i);
+				semantic[2 + i][3] = Semantic(ShaderOperation::USAGE_TEXCOORD, i);
+			}
+
+			Instruction::Operation::SamplerType samplerType[16];
+
+			for(int i = 0; i < 16; i++)
+			{
+				samplerType[i] = Instruction::Operation::SAMPLER_UNKNOWN;
+			}
+
+			for(int i = 0; i < length; i++)
+			{
+				if(instruction[i]->getDestinationParameter().type == Instruction::SourceParameter::PARAMETER_SAMPLER)
+				{
+					int sampler = instruction[i]->getDestinationParameter().index;
+
+					samplerType[sampler] = instruction[i]->getSamplerType();
+				}
+			}
+
+			bool interpolant[10][4] = {false};   // Interpolants in use
+
+			for(int i = 0; i < length; i++)
+			{
+				if(instruction[i]->getDestinationParameter().type == Instruction::SourceParameter::PARAMETER_TEXTURE)
+				{	
+					int index = instruction[i]->getDestinationParameter().index + 2;
+					int mask = instruction[i]->getDestinationParameter().mask;
+
+					switch(instruction[i]->getOpcode())
+					{
+					case Instruction::Operation::OPCODE_TEX:
+					case Instruction::Operation::OPCODE_TEXBEM:
+					case Instruction::Operation::OPCODE_TEXBEML:
+					case Instruction::Operation::OPCODE_TEXCOORD:
+					case Instruction::Operation::OPCODE_TEXDP3:
+					case Instruction::Operation::OPCODE_TEXDP3TEX:
+					case Instruction::Operation::OPCODE_TEXM3X2DEPTH:
+					case Instruction::Operation::OPCODE_TEXM3X2PAD:
+					case Instruction::Operation::OPCODE_TEXM3X2TEX:
+					case Instruction::Operation::OPCODE_TEXM3X3:
+					case Instruction::Operation::OPCODE_TEXM3X3PAD:
+					case Instruction::Operation::OPCODE_TEXM3X3TEX:
+						interpolant[index][0] = true;
+						interpolant[index][1] = true;
+						interpolant[index][2] = true;
+						break;
+					case Instruction::Operation::OPCODE_TEXKILL:
+						if(majorVersion < 2)
+						{
+							interpolant[index][0] = true;
+							interpolant[index][1] = true;
+							interpolant[index][2] = true;
+						}
+						else
+						{
+							interpolant[index][0] = true;
+							interpolant[index][1] = true;
+							interpolant[index][2] = true;
+							interpolant[index][3] = true;
+						}
+						break;
+					case Instruction::Operation::OPCODE_TEXM3X3VSPEC:
+						interpolant[index][0] = true;
+						interpolant[index][1] = true;
+						interpolant[index][2] = true;
+						interpolant[index - 2][3] = true;
+						interpolant[index - 1][3] = true;
+						interpolant[index - 0][3] = true;
+						break;
+					case Instruction::Operation::OPCODE_DCL:
+						break;   // Ignore
+					default:   // Arithmetic instruction
+						if(version >= 0x0104)
+						{
+							ASSERT(false);
+						}
+					}
+				}
+
+				for(int argument = 0; argument < 4; argument++)
+				{
+					if(instruction[i]->getSourceParameter(argument).type == Instruction::SourceParameter::PARAMETER_INPUT ||
+					   instruction[i]->getSourceParameter(argument).type == Instruction::SourceParameter::PARAMETER_TEXTURE)
+					{
+						int index = instruction[i]->getSourceParameter(argument).index;
+						int swizzle = instruction[i]->getSourceParameter(argument).swizzle;
+						int mask = instruction[i]->getDestinationParameter().mask;
+						
+						if(instruction[i]->getSourceParameter(argument).type == Instruction::SourceParameter::PARAMETER_TEXTURE)
+						{
+							index += 2;
+						}
+
+						switch(instruction[i]->getOpcode())
+						{
+						case Instruction::Operation::OPCODE_TEX:
+						case Instruction::Operation::OPCODE_TEXLDD:
+						case Instruction::Operation::OPCODE_TEXLDL:
+							{
+								int sampler = instruction[i]->getSourceParameter(1).index;
+
+								switch(samplerType[sampler])
+								{
+								case Instruction::Operation::SAMPLER_UNKNOWN:
+									if(version == 0x0104)
+									{
+										if((instruction[i]->getSourceParameter(0).swizzle & 0x30) == 0x20)   // .xyz
+										{
+											interpolant[index][0] = true;
+											interpolant[index][1] = true;
+											interpolant[index][2] = true;
+										}
+										else   // .xyw
+										{
+											interpolant[index][0] = true;
+											interpolant[index][1] = true;
+											interpolant[index][3] = true;
+										}
+									}
+									else
+									{
+										ASSERT(false);
+									}
+									break;
+								case Instruction::Operation::SAMPLER_1D:
+									interpolant[index][0] = true;
+									break;
+								case Instruction::Operation::SAMPLER_2D:
+									interpolant[index][0] = true;
+									interpolant[index][1] = true;
+									break;
+								case Instruction::Operation::SAMPLER_CUBE:
+									interpolant[index][0] = true;
+									interpolant[index][1] = true;
+									interpolant[index][2] = true;
+									break;
+								case Instruction::Operation::SAMPLER_VOLUME:
+									interpolant[index][0] = true;
+									interpolant[index][1] = true;
+									interpolant[index][2] = true;
+									break;
+								default:
+									ASSERT(false);
+								}
+
+								if(instruction[i]->isBias())
+								{
+									interpolant[index][3] = true;
+								}
+
+								if(instruction[i]->isProject())
+								{
+									interpolant[index][3] = true;
+								}
+
+								if(version == 0x0104 && instruction[i]->getOpcode() == Instruction::Operation::OPCODE_TEX)
+								{
+									if(instruction[i]->getSourceParameter(0).modifier == Instruction::SourceParameter::MODIFIER_DZ)
+									{
+										interpolant[index][2] = true;
+									}
+
+									if(instruction[i]->getSourceParameter(0).modifier == Instruction::SourceParameter::MODIFIER_DW)
+									{
+										interpolant[index][3] = true;
+									}
+								}
+							}
+							break;
+						case Instruction::Operation::OPCODE_M3X2:
+							if(mask & 0x1)
+							{
+								interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
+								interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
+								interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
+								interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
+							}
+
+							if(argument == 1)
+							{
+								if(mask & 0x2)
+								{
+									interpolant[index + 1][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
+									interpolant[index + 1][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
+									interpolant[index + 1][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
+									interpolant[index + 1][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
+								}
+							}
+							break;
+						case Instruction::Operation::OPCODE_M3X3:
+							if(mask & 0x1)
+							{
+								interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
+								interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
+								interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
+								interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
+							}
+
+							if(argument == 1)
+							{
+								if(mask & 0x2)
+								{
+									interpolant[index + 1][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
+									interpolant[index + 1][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
+									interpolant[index + 1][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
+									interpolant[index + 1][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
+								}
+
+								if(mask & 0x4)
+								{
+									interpolant[index + 2][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
+									interpolant[index + 2][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
+									interpolant[index + 2][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
+									interpolant[index + 2][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
+								}
+							}
+							break;
+						case Instruction::Operation::OPCODE_M3X4:
+							if(mask & 0x1)
+							{
+								interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
+								interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
+								interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
+								interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
+							}
+
+							if(argument == 1)
+							{
+								if(mask & 0x2)
+								{
+									interpolant[index + 1][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
+									interpolant[index + 1][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
+									interpolant[index + 1][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
+									interpolant[index + 1][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
+								}
+
+								if(mask & 0x4)
+								{
+									interpolant[index + 2][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
+									interpolant[index + 2][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
+									interpolant[index + 2][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
+									interpolant[index + 2][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
+								}
+
+								if(mask & 0x8)
+								{
+									interpolant[index + 3][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
+									interpolant[index + 3][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
+									interpolant[index + 3][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
+									interpolant[index + 3][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
+								}
+							}
+							break;
+						case Instruction::Operation::OPCODE_M4X3:
+							if(mask & 0x1)
+							{
+								interpolant[index][0] |= swizzleContainsComponent(swizzle, 0);
+								interpolant[index][1] |= swizzleContainsComponent(swizzle, 1);
+								interpolant[index][2] |= swizzleContainsComponent(swizzle, 2);
+								interpolant[index][3] |= swizzleContainsComponent(swizzle, 3);
+							}
+
+							if(argument == 1)
+							{
+								if(mask & 0x2)
+								{
+									interpolant[index + 1][0] |= swizzleContainsComponent(swizzle, 0);
+									interpolant[index + 1][1] |= swizzleContainsComponent(swizzle, 1);
+									interpolant[index + 1][2] |= swizzleContainsComponent(swizzle, 2);
+									interpolant[index + 1][3] |= swizzleContainsComponent(swizzle, 3);
+								}
+
+								if(mask & 0x4)
+								{
+									interpolant[index + 2][0] |= swizzleContainsComponent(swizzle, 0);
+									interpolant[index + 2][1] |= swizzleContainsComponent(swizzle, 1);
+									interpolant[index + 2][2] |= swizzleContainsComponent(swizzle, 2);
+									interpolant[index + 2][3] |= swizzleContainsComponent(swizzle, 3);
+								}
+							}
+							break;
+						case Instruction::Operation::OPCODE_M4X4:
+							if(mask & 0x1)
+							{
+								interpolant[index][0] |= swizzleContainsComponent(swizzle, 0);
+								interpolant[index][1] |= swizzleContainsComponent(swizzle, 1);
+								interpolant[index][2] |= swizzleContainsComponent(swizzle, 2);
+								interpolant[index][3] |= swizzleContainsComponent(swizzle, 3);
+							}
+
+							if(argument == 1)
+							{
+								if(mask & 0x2)
+								{
+									interpolant[index + 1][0] |= swizzleContainsComponent(swizzle, 0);
+									interpolant[index + 1][1] |= swizzleContainsComponent(swizzle, 1);
+									interpolant[index + 1][2] |= swizzleContainsComponent(swizzle, 2);
+									interpolant[index + 1][3] |= swizzleContainsComponent(swizzle, 3);
+								}
+
+								if(mask & 0x4)
+								{
+									interpolant[index + 2][0] |= swizzleContainsComponent(swizzle, 0);
+									interpolant[index + 2][1] |= swizzleContainsComponent(swizzle, 1);
+									interpolant[index + 2][2] |= swizzleContainsComponent(swizzle, 2);
+									interpolant[index + 2][3] |= swizzleContainsComponent(swizzle, 3);
+								}
+
+								if(mask & 0x8)
+								{
+									interpolant[index + 3][0] |= swizzleContainsComponent(swizzle, 0);
+									interpolant[index + 3][1] |= swizzleContainsComponent(swizzle, 1);
+									interpolant[index + 3][2] |= swizzleContainsComponent(swizzle, 2);
+									interpolant[index + 3][3] |= swizzleContainsComponent(swizzle, 3);
+								}
+							}
+							break;
+						case Instruction::Operation::OPCODE_CRS:
+							if(mask & 0x1)
+							{
+								interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x6);
+								interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x6);
+								interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x6);
+								interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x6);
+							}
+
+							if(mask & 0x2)
+							{
+								interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x5);
+								interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x5);
+								interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x5);
+								interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x5);
+							}
+
+							if(mask & 0x4)
+							{
+								interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x3);
+								interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x3);
+								interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x3);
+								interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x3);
+							}
+							break;
+						case Instruction::Operation::OPCODE_DP2ADD:
+							if(argument == 0 || argument == 1)
+							{
+								interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x3);
+								interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x3);
+								interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x3);
+								interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x3);
+							}
+							else   // argument == 2
+							{
+								interpolant[index][0] |= swizzleContainsComponent(swizzle, 0);
+								interpolant[index][1] |= swizzleContainsComponent(swizzle, 1);
+								interpolant[index][2] |= swizzleContainsComponent(swizzle, 2);
+								interpolant[index][3] |= swizzleContainsComponent(swizzle, 3);
+							}
+							break;
+						case Instruction::Operation::OPCODE_DP3:
+							interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
+							interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
+							interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
+							interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
+							break;
+						case Instruction::Operation::OPCODE_DP4:
+							interpolant[index][0] |= swizzleContainsComponent(swizzle, 0);
+							interpolant[index][1] |= swizzleContainsComponent(swizzle, 1);
+							interpolant[index][2] |= swizzleContainsComponent(swizzle, 2);
+							interpolant[index][3] |= swizzleContainsComponent(swizzle, 3);
+							break;
+						case Instruction::Operation::OPCODE_SINCOS:
+						case Instruction::Operation::OPCODE_EXP:
+						case Instruction::Operation::OPCODE_LOG:
+						case Instruction::Operation::OPCODE_POW:
+						case Instruction::Operation::OPCODE_RCP:
+						case Instruction::Operation::OPCODE_RSQ:
+							interpolant[index][0] |= swizzleContainsComponent(swizzle, 0);
+							interpolant[index][1] |= swizzleContainsComponent(swizzle, 1);
+							interpolant[index][2] |= swizzleContainsComponent(swizzle, 2);
+							interpolant[index][3] |= swizzleContainsComponent(swizzle, 3);
+							break;
+						case Instruction::Operation::OPCODE_NRM:
+							interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7 | mask);
+							interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7 | mask);
+							interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7 | mask);
+							interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7 | mask);
+							break;
+						case Instruction::Operation::OPCODE_MOV:
+						case Instruction::Operation::OPCODE_ADD:
+						case Instruction::Operation::OPCODE_SUB:
+						case Instruction::Operation::OPCODE_MUL:
+						case Instruction::Operation::OPCODE_MAD:
+						case Instruction::Operation::OPCODE_ABS:
+						case Instruction::Operation::OPCODE_CMP:
+						case Instruction::Operation::OPCODE_CND:
+						case Instruction::Operation::OPCODE_FRC:
+						case Instruction::Operation::OPCODE_LRP:
+						case Instruction::Operation::OPCODE_MAX:
+						case Instruction::Operation::OPCODE_MIN:
+						case Instruction::Operation::OPCODE_SETP:
+						case Instruction::Operation::OPCODE_BREAKC:
+						case Instruction::Operation::OPCODE_DSX:
+						case Instruction::Operation::OPCODE_DSY:
+							interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, mask);
+							interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, mask);
+							interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, mask);
+							interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, mask);
+							break;
+						case Instruction::Operation::OPCODE_TEXCOORD:
+							interpolant[index][0] = true;
+							interpolant[index][1] = true;
+							interpolant[index][2] = true;
+							interpolant[index][3] = true;
+							break;
+						case Instruction::Operation::OPCODE_TEXDP3:
+						case Instruction::Operation::OPCODE_TEXDP3TEX:
+						case Instruction::Operation::OPCODE_TEXM3X2PAD:
+						case Instruction::Operation::OPCODE_TEXM3X3PAD:
+						case Instruction::Operation::OPCODE_TEXM3X2TEX:
+						case Instruction::Operation::OPCODE_TEXM3X3SPEC:
+						case Instruction::Operation::OPCODE_TEXM3X3VSPEC:
+						case Instruction::Operation::OPCODE_TEXBEM:
+						case Instruction::Operation::OPCODE_TEXBEML:
+						case Instruction::Operation::OPCODE_TEXM3X2DEPTH:
+						case Instruction::Operation::OPCODE_TEXM3X3:
+						case Instruction::Operation::OPCODE_TEXM3X3TEX:
+							interpolant[index][0] = true;
+							interpolant[index][1] = true;
+							interpolant[index][2] = true;
+							break;
+						case Instruction::Operation::OPCODE_TEXREG2AR:
+						case Instruction::Operation::OPCODE_TEXREG2GB:
+						case Instruction::Operation::OPCODE_TEXREG2RGB:
+							break;
+						default:
+						//	ASSERT(false);   // Refine component usage
+							interpolant[index][0] = true;
+							interpolant[index][1] = true;
+							interpolant[index][2] = true;
+							interpolant[index][3] = true;
+						}
+					}
+				}
+			}
+
+			for(int index = 0; index < 10; index++)
+			{
+				for(int component = 0; component < 4; component++)
+				{
+					if(!interpolant[index][component])
+					{
+						semantic[index][component] = Semantic();
+					}
+				}
+			}
+		}
+		else   // Shader Model 3.0 input declaration; v# indexable
+		{
+			for(int i = 0; i < length; i++)
+			{
+				if(instruction[i]->getOpcode() == ShaderOperation::OPCODE_DCL)
+				{
+					if(instruction[i]->getDestinationParameter().type == ShaderParameter::PARAMETER_INPUT)
+					{
+						unsigned char usage = instruction[i]->getUsage();
+						unsigned char index = instruction[i]->getUsageIndex();
+						unsigned char mask = instruction[i]->getDestinationParameter().mask;
+						unsigned char reg = instruction[i]->getDestinationParameter().index;
+
+						if(mask & 0x01)
+						{
+							semantic[reg][0] = Semantic(usage, index);
+						}
+
+						if(mask & 0x02)
+						{
+							semantic[reg][1] = Semantic(usage, index);
+						}
+
+						if(mask & 0x04)
+						{
+							semantic[reg][2] = Semantic(usage, index);
+						}
+
+						if(mask & 0x08)
+						{
+							semantic[reg][3] = Semantic(usage, index);
+						}
+					}
+					else if(instruction[i]->getDestinationParameter().type == ShaderParameter::PARAMETER_MISCTYPE)
+					{
+						unsigned char index = instruction[i]->getDestinationParameter().index;
+
+						if(index == 0)
+						{
+							vPosDeclared = true;
+						}
+						else if(index == 1)
+						{
+							vFaceDeclared = true;
+						}
+						else ASSERT(false);
+					}
+				}
+			}
+		}
+
+		if(version >= 0x0200)
+		{
+			for(int i = 0; i < length; i++)
+			{
+				if(instruction[i]->getOpcode() == ShaderOperation::OPCODE_DCL)
+				{
+					bool centroid = instruction[i]->getDestinationParameter().centroid;
+					unsigned char reg = instruction[i]->getDestinationParameter().index;
+
+					switch(instruction[i]->getDestinationParameter().type)
+					{
+					case ShaderParameter::PARAMETER_INPUT:
+						semantic[reg][0].centroid = centroid;
+						break;
+					case ShaderParameter::PARAMETER_TEXTURE:
+						semantic[2 + reg][0].centroid = centroid;
+						break;
+					}
+
+					this->centroid = this->centroid || centroid;
+				}
+			}
+		}
+	}
+}
diff --git a/src/Shader/PixelShader.hpp b/src/Shader/PixelShader.hpp
new file mode 100644
index 0000000..a0f9b99
--- /dev/null
+++ b/src/Shader/PixelShader.hpp
@@ -0,0 +1,54 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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_PixelShader_hpp
+#define sw_PixelShader_hpp
+
+#include "Shader.hpp"
+
+namespace sw
+{
+	class PixelShader : public Shader
+	{
+	public:
+		PixelShader(const unsigned long *token);
+
+		virtual ~PixelShader();
+
+		static int validate(const unsigned long *const token);   // Returns number of instructions if valid
+		bool depthOverride() const;
+		bool containsTexkill() const;
+		bool containsCentroid() const;
+		bool usesDiffuse(int component) const;
+		bool usesSpecular(int component) const;
+		bool usesTexture(int coordinate, int component) const;
+
+		Semantic semantic[10][4];   // FIXME: Private
+
+		bool vPosDeclared;
+		bool vFaceDeclared;
+
+	private:
+		void parse(const unsigned long *token);
+
+		void analyzeZOverride();
+		void analyzeTexkill();
+		void analyzeInterpolants();
+
+		bool zOverride;
+		bool texkill;
+		bool centroid;
+	};
+
+	typedef PixelShader::Instruction PixelShaderInstruction;
+}
+
+#endif   // sw_PixelShader_hpp
diff --git a/src/Shader/SamplerCore.cpp b/src/Shader/SamplerCore.cpp
new file mode 100644
index 0000000..b7055c4
--- /dev/null
+++ b/src/Shader/SamplerCore.cpp
@@ -0,0 +1,1877 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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.
+//
+
+#include "SamplerCore.hpp"
+
+#include "Constants.hpp"
+#include "Debug.hpp"
+
+namespace sw
+{
+	SamplerCore::SamplerCore(Pointer<Byte> &constants, const Sampler::State &state) : constants(constants), state(state)
+	{
+	}
+
+	void SamplerCore::sampleTexture(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool bias, bool fixed12, bool gradients, bool lodProvided)
+	{
+		#if PERF_PROFILE
+			AddAtomic(Pointer<Long>(&profiler.texOperations), Long(4));
+
+			if(state.compressedFormat)
+			{
+				AddAtomic(Pointer<Long>(&profiler.compressedTex), Long(4));
+			}
+		#endif
+
+		bool cubeTexture = state.textureType == TEXTURE_CUBE;
+		bool volumeTexture = state.textureType == TEXTURE_3D;
+
+		Float4 uuuu = u;
+		Float4 vvvv = v;
+		Float4 wwww = w;
+
+		if(state.textureType == TEXTURE_NULL)
+		{
+			c.r = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+			c.g = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+			c.b = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+
+			if(fixed12)   // FIXME: Convert to fixed12 at higher level, when required
+			{
+				c.a = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+			}
+			else
+			{
+				c.a = Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF);   // FIXME
+			}
+		}
+		else
+		{
+			Int face[4];
+			Float4 lodU;
+			Float4 lodV;
+
+			if(cubeTexture)
+			{
+				cubeFace(face, uuuu, vvvv, lodU, lodV, u, v, w);
+			}
+
+			Float lod;
+			Float anisotropy;
+			Float4 uDelta;
+			Float4 vDelta;
+
+			if(!volumeTexture)
+			{
+				if(!cubeTexture)
+				{
+					computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, Float(q.x), dsx, dsy, bias, gradients, lodProvided);
+				}
+				else
+				{
+					computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, Float(q.x), dsx, dsy, bias, gradients, lodProvided);
+				}
+			}
+			else
+			{
+				computeLod3D(texture, lod, uuuu, vvvv, wwww, Float(q.x), dsx, dsy, bias, gradients, lodProvided);
+			}
+
+			if(cubeTexture)
+			{
+				uuuu += Float4(0.5f, 0.5f, 0.5f, 0.5f);
+				vvvv += Float4(0.5f, 0.5f, 0.5f, 0.5f);
+			}
+
+			if(!hasFloatTexture())
+			{
+				sampleFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided);
+			}
+			else
+			{
+				Color4f cf;
+
+				sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided);
+
+				convertFixed12(c, cf);
+			}
+
+			if(fixed12 && !hasFloatTexture())
+			{
+				for(int component = 0; component < textureComponentCount(); component++)
+				{
+					if(state.sRGB && isRGBComponent(component))
+					{
+						sRGBtoLinear16_12(c[component]);   // FIXME: Perform linearization at surface level for read-only textures
+					}
+					else
+					{
+						if(hasUnsignedTextureComponent(component))
+						{
+							c[component] = As<UShort4>(c[component]) >> 4;
+						}
+						else
+						{
+							c[component] = c[component] >> 3;
+						}
+					}
+				}
+			}
+
+			if(fixed12 && state.textureFilter != FILTER_GATHER)
+			{
+				int componentCount = textureComponentCount();
+
+				switch(state.textureFormat)
+				{
+				case FORMAT_R8:
+				case FORMAT_X8R8G8B8:
+				case FORMAT_A8R8G8B8:
+				case FORMAT_V8U8:
+				case FORMAT_Q8W8V8U8:
+				case FORMAT_X8L8V8U8:
+				case FORMAT_V16U16:
+				case FORMAT_A16W16V16U16:
+				case FORMAT_Q16W16V16U16:
+				case FORMAT_G8R8:
+				case FORMAT_G16R16:
+				case FORMAT_A16B16G16R16:
+					if(componentCount < 2) c.g = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+					if(componentCount < 3) c.b = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+					if(componentCount < 4) c.a = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+					break;
+				case FORMAT_A8:
+					c.a = c.r;
+					c.r = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+					c.g = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+					c.b = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+					break;
+				case FORMAT_L8:
+				case FORMAT_L16:
+					c.g = c.r;
+					c.b = c.r;
+					c.a = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+					break;
+				case FORMAT_A8L8:
+					c.a = c.g;
+					c.g = c.r;
+					c.b = c.r;
+					break;
+				case FORMAT_R32F:
+					c.g = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+				case FORMAT_G32R32F:
+					c.b = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+					c.a = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+				case FORMAT_A32B32G32R32F:
+					break;
+				case FORMAT_D32F_LOCKABLE:
+				case FORMAT_D32F_TEXTURE:
+				case FORMAT_D32F_SHADOW:
+					c.g = c.r;
+					c.b = c.r;
+					c.a = c.r;
+					break;
+				default:
+					ASSERT(false);
+				}
+			}
+		}
+	}
+
+	void SamplerCore::sampleTexture(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool bias, bool gradients, bool lodProvided)
+	{
+		#if PERF_PROFILE
+			AddAtomic(Pointer<Long>(&profiler.texOperations), Long(4));
+
+			if(state.compressedFormat)
+			{
+				AddAtomic(Pointer<Long>(&profiler.compressedTex), Long(4));
+			}
+		#endif
+
+		bool cubeTexture = state.textureType == TEXTURE_CUBE;
+		bool volumeTexture = state.textureType == TEXTURE_3D;
+
+		if(state.textureType == TEXTURE_NULL)
+		{
+			c.r = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			c.g = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			c.b = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			c.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+		}
+		else
+		{
+			if(hasFloatTexture())   // FIXME: Mostly identical to integer sampling
+			{
+				Float4 uuuu = u;
+				Float4 vvvv = v;
+				Float4 wwww = w;
+
+				Int face[4];
+				Float4 lodU;
+				Float4 lodV;
+
+				if(cubeTexture)
+				{
+					cubeFace(face, uuuu, vvvv, lodU, lodV, u, v, w);
+				}
+
+				Float lod;
+				Float anisotropy;
+				Float4 uDelta;
+				Float4 vDelta;
+
+				if(!volumeTexture)
+				{
+					if(!cubeTexture)
+					{
+						computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, Float(q.x), dsx, dsy, bias, gradients, lodProvided);
+					}
+					else
+					{
+						computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, Float(q.x), dsx, dsy, bias, gradients, lodProvided);
+					}
+				}
+				else
+				{
+					computeLod3D(texture, lod, uuuu, vvvv, wwww, Float(q.x), dsx, dsy, bias, gradients, lodProvided);
+				}
+
+				if(cubeTexture)
+				{
+					uuuu += Float4(0.5f, 0.5f, 0.5f, 0.5f);
+					vvvv += Float4(0.5f, 0.5f, 0.5f, 0.5f);
+				}
+
+				sampleFloatFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided);
+			}
+			else
+			{
+				Color4i ci;
+
+				sampleTexture(texture, ci, u, v, w, q, dsx, dsy, bias, false, gradients, lodProvided);
+
+				for(int component = 0; component < textureComponentCount(); component++)
+				{
+					if(state.sRGB && isRGBComponent(component))
+					{
+						sRGBtoLinear16_12(ci[component]);   // FIXME: Perform linearization at surface level for read-only textures
+						convertSigned12(c[component], ci[component]);
+					}
+					else
+					{
+						if(hasUnsignedTextureComponent(component))
+						{
+							convertUnsigned16(c[component], ci[component]);
+						}
+						else
+						{
+							convertSigned15(c[component], ci[component]);
+						}
+					}
+				}
+			}
+
+			int componentCount = textureComponentCount();
+
+			if(state.textureFilter != FILTER_GATHER)
+			{
+				switch(state.textureFormat)
+				{
+				case FORMAT_R8:
+				case FORMAT_X8R8G8B8:
+				case FORMAT_A8R8G8B8:
+				case FORMAT_V8U8:
+				case FORMAT_Q8W8V8U8:
+				case FORMAT_X8L8V8U8:
+				case FORMAT_V16U16:
+				case FORMAT_A16W16V16U16:
+				case FORMAT_Q16W16V16U16:
+				case FORMAT_G8R8:
+				case FORMAT_G16R16:
+				case FORMAT_A16B16G16R16:
+					if(componentCount < 2) c.g = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+					if(componentCount < 3) c.b = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+					if(componentCount < 4) c.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+					break;
+				case FORMAT_A8:
+					c.a = c.r;
+					c.r = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+					c.g = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+					c.b = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+					break;
+				case FORMAT_L8:
+				case FORMAT_L16:
+					c.g = c.r;
+					c.b = c.r;
+					c.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+					break;
+				case FORMAT_A8L8:
+					c.a = c.g;
+					c.g = c.r;
+					c.b = c.r;
+					break;
+				case FORMAT_R32F:
+					c.g = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+				case FORMAT_G32R32F:
+					c.b = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+					c.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+				case FORMAT_A32B32G32R32F:
+					break;
+				case FORMAT_D32F_LOCKABLE:
+				case FORMAT_D32F_TEXTURE:
+				case FORMAT_D32F_SHADOW:
+					c.g = c.r;
+					c.b = c.r;
+					c.a = c.r;
+					break;
+				default:
+					ASSERT(false);
+				}
+			}
+		}
+	}
+
+	void SamplerCore::border(Short4 &mask, Float4 &coordinates)
+	{
+		Int4 border = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f)));
+		mask = As<Short4>(Int2(As<Int4>(Pack(border, border))));
+	}
+
+	void SamplerCore::border(Int4 &mask, Float4 &coordinates)
+	{
+		mask = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f)));
+	}
+
+	Short4 SamplerCore::offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count)
+	{
+		if(wrap)
+		{
+			switch(count)
+			{
+			case -1: return uvw - *Pointer<Short4>(mipmap + halfOffset);
+			case  0: return uvw;
+			case +1: return uvw + *Pointer<Short4>(mipmap + halfOffset);
+			case  2: return uvw + *Pointer<Short4>(mipmap + halfOffset) + *Pointer<Short4>(mipmap + halfOffset);
+			}
+		}
+		else   // Clamp or mirror
+		{
+			switch(count)
+			{
+			case -1: return SubSat(As<UShort4>(uvw), *Pointer<UShort4>(mipmap + halfOffset));
+			case  0: return uvw;
+			case +1: return AddSat(As<UShort4>(uvw), *Pointer<UShort4>(mipmap + halfOffset));
+			case  2: return AddSat(AddSat(As<UShort4>(uvw), *Pointer<UShort4>(mipmap + halfOffset)), *Pointer<UShort4>(mipmap + halfOffset));
+			}
+		}
+
+		return uvw;
+	}
+
+	void SamplerCore::sampleFilter(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided)
+	{
+		bool volumeTexture = state.textureType == TEXTURE_3D;
+
+		sampleAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, lodProvided);
+
+		if(state.mipmapFilter > MIPMAP_POINT)
+		{
+			Color4i cc;
+
+			sampleAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, lodProvided);
+
+			lod *= Float(1 << 16);
+
+			UShort4 utri = UShort4(Float4(lod));   // FIXME: Optimize
+			Short4 stri = utri >> 1;   // FIXME: Optimize
+
+			if(hasUnsignedTextureComponent(0)) cc.r = MulHigh(As<UShort4>(cc.r), utri); else cc.r = MulHigh(cc.r, stri);
+			if(hasUnsignedTextureComponent(1)) cc.g = MulHigh(As<UShort4>(cc.g), utri); else cc.g = MulHigh(cc.g, stri);
+			if(hasUnsignedTextureComponent(2)) cc.b = MulHigh(As<UShort4>(cc.b), utri); else cc.b = MulHigh(cc.b, stri);
+			if(hasUnsignedTextureComponent(3)) cc.a = MulHigh(As<UShort4>(cc.a), utri); else cc.a = MulHigh(cc.a, stri);
+
+			utri = ~utri;
+			stri = Short4(0x7FFF, 0x7FFF, 0x7FFF, 0x7FFF) - stri;
+
+			if(hasUnsignedTextureComponent(0)) c.r = MulHigh(As<UShort4>(c.r), utri); else c.r = MulHigh(c.r, stri);
+			if(hasUnsignedTextureComponent(1)) c.g = MulHigh(As<UShort4>(c.g), utri); else c.g = MulHigh(c.g, stri);
+			if(hasUnsignedTextureComponent(2)) c.b = MulHigh(As<UShort4>(c.b), utri); else c.b = MulHigh(c.b, stri);
+			if(hasUnsignedTextureComponent(3)) c.a = MulHigh(As<UShort4>(c.a), utri); else c.a = MulHigh(c.a, stri);
+			
+			c.r += cc.r;
+			c.g += cc.g;
+			c.b += cc.b;
+			c.a += cc.a;
+			
+			if(!hasUnsignedTextureComponent(0)) c.r += c.r;
+			if(!hasUnsignedTextureComponent(1)) c.g += c.g;
+			if(!hasUnsignedTextureComponent(2)) c.b += c.b;
+			if(!hasUnsignedTextureComponent(3)) c.a += c.a;
+		}
+
+		Short4 borderMask;
+
+		if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER)
+		{
+			Short4 u0;
+			
+			border(u0, u);
+
+			borderMask = u0;
+		}
+
+		if((AddressingMode)state.addressingModeV == ADDRESSING_BORDER)
+		{
+			Short4 v0;
+			
+			border(v0, v);
+
+			if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER)
+			{
+				borderMask &= v0;
+			}
+			else
+			{
+				borderMask = v0;
+			}
+		}
+
+		if((AddressingMode)state.addressingModeW == ADDRESSING_BORDER && volumeTexture)
+		{
+			Short4 s0;
+
+			border(s0, w);
+
+			if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER ||
+			   (AddressingMode)state.addressingModeV == ADDRESSING_BORDER)
+			{
+				borderMask &= s0;
+			}
+			else
+			{
+				borderMask = s0;
+			}
+		}
+
+		if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER ||
+		   (AddressingMode)state.addressingModeV == ADDRESSING_BORDER ||
+		   ((AddressingMode)state.addressingModeW == ADDRESSING_BORDER && volumeTexture))
+		{
+			Short4 b;
+
+			c.r = borderMask & c.r | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[0])) >> (hasUnsignedTextureComponent(0) ? 0 : 1));
+			c.g = borderMask & c.g | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[1])) >> (hasUnsignedTextureComponent(1) ? 0 : 1));
+			c.b = borderMask & c.b | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[2])) >> (hasUnsignedTextureComponent(2) ? 0 : 1));
+			c.a = borderMask & c.a | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[3])) >> (hasUnsignedTextureComponent(3) ? 0 : 1));
+		}
+	}
+
+	void SamplerCore::sampleAniso(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided)
+	{
+		if(state.textureFilter != FILTER_ANISOTROPIC || lodProvided)
+		{
+			sampleQuad(texture, c, u, v, w, lod, face, secondLOD);
+		}
+		else
+		{
+			Int a = RoundInt(anisotropy);
+
+			Color4i cSum;
+
+			cSum.r = Short4(0, 0, 0, 0);
+			cSum.g = Short4(0, 0, 0, 0);
+			cSum.b = Short4(0, 0, 0, 0);
+			cSum.a = Short4(0, 0, 0, 0);
+
+			Float4 A = *Pointer<Float4>(constants + OFFSET(Constants,uvWeight) + 16 * a);
+			Float4 B = *Pointer<Float4>(constants + OFFSET(Constants,uvStart) + 16 * a);
+			UShort4 cw = *Pointer<UShort4>(constants + OFFSET(Constants,cWeight) + 8 * a);
+			Short4 sw = Short4(cw >> 1);
+
+			Float4 du = uDelta;
+			Float4 dv = vDelta;
+
+			Float4 u0 = u + B * du;
+			Float4 v0 = v + B * dv;
+
+			du *= A;
+			dv *= A;
+
+			Int i = 0;
+
+			Do
+			{
+				sampleQuad(texture, c, u0, v0, w, lod, face, secondLOD);
+
+				u0 += du;
+				v0 += dv;
+
+				if(hasUnsignedTextureComponent(0)) cSum.r += As<Short4>(MulHigh(As<UShort4>(c.r), cw)); else cSum.r += MulHigh(c.r, sw);
+				if(hasUnsignedTextureComponent(1)) cSum.g += As<Short4>(MulHigh(As<UShort4>(c.g), cw)); else cSum.g += MulHigh(c.g, sw);
+				if(hasUnsignedTextureComponent(2)) cSum.b += As<Short4>(MulHigh(As<UShort4>(c.b), cw)); else cSum.b += MulHigh(c.b, sw);
+				if(hasUnsignedTextureComponent(3)) cSum.a += As<Short4>(MulHigh(As<UShort4>(c.a), cw)); else cSum.a += MulHigh(c.a, sw);
+
+				i++;
+			}
+			Until(i >= a)
+
+			if(hasUnsignedTextureComponent(0)) c.r = cSum.r; else c.r = AddSat(cSum.r, cSum.r);
+			if(hasUnsignedTextureComponent(1)) c.g = cSum.g; else c.g = AddSat(cSum.g, cSum.g);
+			if(hasUnsignedTextureComponent(2)) c.b = cSum.b; else c.b = AddSat(cSum.b, cSum.b);
+			if(hasUnsignedTextureComponent(3)) c.a = cSum.a; else c.a = AddSat(cSum.a, cSum.a);
+		}
+	}
+
+	void SamplerCore::sampleQuad(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD)
+	{
+		if(state.textureType != TEXTURE_3D)
+		{
+			sampleQuad2D(texture, c, u, v, lod, face, secondLOD);
+		}
+		else
+		{
+			sample3D(texture, c, u, v, w, lod, secondLOD);
+		}
+	}
+
+	void SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float &lod, Int face[4], bool secondLOD)
+	{
+		int componentCount = textureComponentCount();
+		bool gather = state.textureFilter == FILTER_GATHER;
+
+		Pointer<Byte> mipmap;
+		Pointer<Byte> buffer[4];
+
+		selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
+
+		Short4 uuuu;
+		Short4 vvvv;
+
+		address(uuuu, u, (AddressingMode)state.addressingModeU);
+		address(vvvv, v, (AddressingMode)state.addressingModeV);
+
+		if(state.textureFilter == FILTER_POINT)
+		{
+			sampleTexel(c, uuuu, vvvv, vvvv, mipmap, buffer);
+		}
+		else
+		{
+			Color4i c0;
+			Color4i c1;
+			Color4i c2;
+			Color4i c3;
+
+			Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, gather ? 0 : -1);
+			Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)state.addressingModeV == ADDRESSING_WRAP, gather ? 0 : -1);
+			Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1);
+			Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)state.addressingModeV == ADDRESSING_WRAP, gather ? 2 : +1);
+
+			sampleTexel(c0, uuuu0, vvvv0, vvvv0, mipmap, buffer);
+			sampleTexel(c1, uuuu1, vvvv0, vvvv0, mipmap, buffer);
+			sampleTexel(c2, uuuu0, vvvv1, vvvv1, mipmap, buffer);
+			sampleTexel(c3, uuuu1, vvvv1, vvvv1, mipmap, buffer);
+	
+			if(!gather)   // Blend
+			{
+				// Fractions
+				UShort4 f0u = uuuu0;
+				UShort4 f0v = vvvv0;
+			
+				if(!state.hasNPOTTexture)
+				{
+					f0u = f0u << *Pointer<Long1>(mipmap + OFFSET(Mipmap,uInt));   // .u
+					f0v = f0v << *Pointer<Long1>(mipmap + OFFSET(Mipmap,vInt));   // .v
+				}
+				else
+				{
+					f0u = f0u * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width));
+					f0v = f0v * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height));
+				}
+
+				Short4 f1u = ~f0u;
+				Short4 f1v = ~f0v;
+			
+				Short4 f0u0v = MulHigh(As<UShort4>(f0u), As<UShort4>(f0v));
+				Short4 f1u0v = MulHigh(As<UShort4>(f1u), As<UShort4>(f0v));
+				Short4 f0u1v = MulHigh(As<UShort4>(f0u), As<UShort4>(f1v));
+				Short4 f1u1v = MulHigh(As<UShort4>(f1u), As<UShort4>(f1v));
+
+				// Signed fractions
+				Short4 f1u1vs;
+				Short4 f0u1vs;
+				Short4 f1u0vs;
+				Short4 f0u0vs;
+
+				if(!hasUnsignedTextureComponent(0) || !hasUnsignedTextureComponent(1) || !hasUnsignedTextureComponent(2) || !hasUnsignedTextureComponent(3))
+				{
+					f1u1vs = As<UShort4>(f1u1v) >> 1;
+					f0u1vs = As<UShort4>(f0u1v) >> 1;
+					f1u0vs = As<UShort4>(f1u0v) >> 1;
+					f0u0vs = As<UShort4>(f0u0v) >> 1;
+				}
+
+				// Bilinear interpolation
+				if(componentCount >= 1)
+				{
+					if(has16bitTexture() && hasUnsignedTextureComponent(0))
+					{
+						c0.r = As<UShort4>(c0.r) - MulHigh(As<UShort4>(c0.r), f0u) + MulHigh(As<UShort4>(c1.r), f0u);
+						c2.r = As<UShort4>(c2.r) - MulHigh(As<UShort4>(c2.r), f0u) + MulHigh(As<UShort4>(c3.r), f0u);
+						c.r  = As<UShort4>(c0.r) - MulHigh(As<UShort4>(c0.r), f0v) + MulHigh(As<UShort4>(c2.r), f0v);
+					}
+					else
+					{
+						if(hasUnsignedTextureComponent(0))
+						{
+							c0.r = MulHigh(As<UShort4>(c0.r), As<UShort4>(f1u1v));
+							c1.r = MulHigh(As<UShort4>(c1.r), As<UShort4>(f0u1v));
+							c2.r = MulHigh(As<UShort4>(c2.r), As<UShort4>(f1u0v));
+							c3.r = MulHigh(As<UShort4>(c3.r), As<UShort4>(f0u0v));
+						}
+						else
+						{
+							c0.r = MulHigh(c0.r, f1u1vs);
+							c1.r = MulHigh(c1.r, f0u1vs);
+							c2.r = MulHigh(c2.r, f1u0vs);
+							c3.r = MulHigh(c3.r, f0u0vs);
+						}
+
+						c.r = (c0.r + c1.r) + (c2.r + c3.r);
+						if(!hasUnsignedTextureComponent(0)) c.r = AddSat(c.r, c.r);   // Correct for signed fractions
+					}
+				}
+
+				if(componentCount >= 2)
+				{
+					if(has16bitTexture() && hasUnsignedTextureComponent(1))
+					{
+						c0.g = As<UShort4>(c0.g) - MulHigh(As<UShort4>(c0.g), f0u) + MulHigh(As<UShort4>(c1.g), f0u);
+						c2.g = As<UShort4>(c2.g) - MulHigh(As<UShort4>(c2.g), f0u) + MulHigh(As<UShort4>(c3.g), f0u);
+						c.g  = As<UShort4>(c0.g) - MulHigh(As<UShort4>(c0.g), f0v) + MulHigh(As<UShort4>(c2.g), f0v);
+					}
+					else
+					{
+						if(hasUnsignedTextureComponent(1))
+						{
+							c0.g = MulHigh(As<UShort4>(c0.g), As<UShort4>(f1u1v));
+							c1.g = MulHigh(As<UShort4>(c1.g), As<UShort4>(f0u1v));
+							c2.g = MulHigh(As<UShort4>(c2.g), As<UShort4>(f1u0v));
+							c3.g = MulHigh(As<UShort4>(c3.g), As<UShort4>(f0u0v));
+						}
+						else
+						{
+							c0.g = MulHigh(c0.g, f1u1vs);
+							c1.g = MulHigh(c1.g, f0u1vs);
+							c2.g = MulHigh(c2.g, f1u0vs);
+							c3.g = MulHigh(c3.g, f0u0vs);
+						}
+
+						c.g = (c0.g + c1.g) + (c2.g + c3.g);
+						if(!hasUnsignedTextureComponent(1)) c.g = AddSat(c.g, c.g);   // Correct for signed fractions
+					}
+				}
+
+				if(componentCount >= 3)
+				{
+					if(has16bitTexture() && hasUnsignedTextureComponent(2))
+					{
+						c0.b = As<UShort4>(c0.b) - MulHigh(As<UShort4>(c0.b), f0u) + MulHigh(As<UShort4>(c1.b), f0u);
+						c2.b = As<UShort4>(c2.b) - MulHigh(As<UShort4>(c2.b), f0u) + MulHigh(As<UShort4>(c3.b), f0u);
+						c.b  = As<UShort4>(c0.b) - MulHigh(As<UShort4>(c0.b), f0v) + MulHigh(As<UShort4>(c2.b), f0v);
+					}
+					else
+					{
+						if(hasUnsignedTextureComponent(2))
+						{
+							c0.b = MulHigh(As<UShort4>(c0.b), As<UShort4>(f1u1v));
+							c1.b = MulHigh(As<UShort4>(c1.b), As<UShort4>(f0u1v));
+							c2.b = MulHigh(As<UShort4>(c2.b), As<UShort4>(f1u0v));
+							c3.b = MulHigh(As<UShort4>(c3.b), As<UShort4>(f0u0v));
+						}
+						else
+						{
+							c0.b = MulHigh(c0.b, f1u1vs);
+							c1.b = MulHigh(c1.b, f0u1vs);
+							c2.b = MulHigh(c2.b, f1u0vs);
+							c3.b = MulHigh(c3.b, f0u0vs);
+						}
+
+						c.b = (c0.b + c1.b) + (c2.b + c3.b);
+						if(!hasUnsignedTextureComponent(2)) c.b = AddSat(c.b, c.b);   // Correct for signed fractions
+					}
+				}
+
+				if(componentCount >= 4)
+				{
+					if(has16bitTexture() && hasUnsignedTextureComponent(3))
+					{
+						c0.a = As<UShort4>(c0.a) - MulHigh(As<UShort4>(c0.a), f0u) + MulHigh(As<UShort4>(c1.a), f0u);
+						c2.a = As<UShort4>(c2.a) - MulHigh(As<UShort4>(c2.a), f0u) + MulHigh(As<UShort4>(c3.a), f0u);
+						c.a  = As<UShort4>(c0.a) - MulHigh(As<UShort4>(c0.a), f0v) + MulHigh(As<UShort4>(c2.a), f0v);
+					}
+					else
+					{
+						if(hasUnsignedTextureComponent(3))
+						{
+							c0.a = MulHigh(As<UShort4>(c0.a), As<UShort4>(f1u1v));
+							c1.a = MulHigh(As<UShort4>(c1.a), As<UShort4>(f0u1v));
+							c2.a = MulHigh(As<UShort4>(c2.a), As<UShort4>(f1u0v));
+							c3.a = MulHigh(As<UShort4>(c3.a), As<UShort4>(f0u0v));
+						}
+						else
+						{
+							c0.a = MulHigh(c0.a, f1u1vs);
+							c1.a = MulHigh(c1.a, f0u1vs);
+							c2.a = MulHigh(c2.a, f1u0vs);
+							c3.a = MulHigh(c3.a, f0u0vs);
+						}
+
+						c.a = (c0.a + c1.a) + (c2.a + c3.a);
+						if(!hasUnsignedTextureComponent(3)) c.a = AddSat(c.a, c.a);   // Correct for signed fractions
+					}
+				}
+			}
+			else
+			{
+				c.r = c1.r;
+				c.g = c2.r;
+				c.b = c3.r;
+				c.a = c0.r;
+			}
+		}
+	}
+
+	void SamplerCore::sample3D(Pointer<Byte> &texture, Color4i &c_, Float4 &u_, Float4 &v_, Float4 &w_, Float &lod, bool secondLOD)
+	{
+		int componentCount = textureComponentCount();
+
+		Pointer<Byte> mipmap;
+		Pointer<Byte> buffer[4];
+		Int face[4];
+		
+		selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
+
+		Short4 uuuu;
+		Short4 vvvv;
+		Short4 wwww;
+
+		address(uuuu, u_, (AddressingMode)state.addressingModeU);
+		address(vvvv, v_, (AddressingMode)state.addressingModeV);
+		address(wwww, w_, (AddressingMode)state.addressingModeW);
+
+		if(state.textureFilter <= FILTER_POINT)
+		{
+			sampleTexel(c_, uuuu, vvvv, wwww, mipmap, buffer);
+		}
+		else
+		{
+			Color4i c[2][2][2];
+
+			Short4 u[2][2][2];
+			Short4 v[2][2][2];
+			Short4 s[2][2][2];
+
+			for(int i = 0; i < 2; i++)
+			{
+				for(int j = 0; j < 2; j++)
+				{
+					for(int k = 0; k < 2; k++)
+					{
+						u[i][j][k] = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, i * 2 - 1);
+						v[i][j][k] = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)state.addressingModeV == ADDRESSING_WRAP, j * 2 - 1);
+						s[i][j][k] = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), (AddressingMode)state.addressingModeW == ADDRESSING_WRAP, k * 2 - 1);
+					}
+				}
+			}
+
+			Short4 f[2][2][2];
+			Short4 fs[2][2][2];
+			Short4 f0u;
+			Short4 f0v;
+			Short4 f0s;
+			Short4 f1u;
+			Short4 f1v;
+			Short4 f1s;
+
+			// Fractions
+			f0u = u[0][0][0];
+			f0v = v[0][0][0];
+			f0s = s[0][0][0];
+
+			if(!state.hasNPOTTexture)
+			{
+				f0u = f0u << *Pointer<Long1>(mipmap + OFFSET(Mipmap,uInt));
+				f0v = f0v << *Pointer<Long1>(mipmap + OFFSET(Mipmap,vInt));
+				f0s = f0s << *Pointer<Long1>(mipmap + OFFSET(Mipmap,wInt));
+			}
+			else
+			{
+				f0u *= *Pointer<Short4>(mipmap + OFFSET(Mipmap,width));
+				f0v *= *Pointer<Short4>(mipmap + OFFSET(Mipmap,height));
+				f0s *= *Pointer<Short4>(mipmap + OFFSET(Mipmap,depth));
+			}
+
+			f1u = ~f0u;
+			f1v = ~f0v;
+			f1s = ~f0s;
+
+			f[1][1][1] = MulHigh(As<UShort4>(f1u), As<UShort4>(f1v));
+			f[0][1][1] = MulHigh(As<UShort4>(f0u), As<UShort4>(f1v));
+			f[1][0][1] = MulHigh(As<UShort4>(f1u), As<UShort4>(f0v));
+			f[0][0][1] = MulHigh(As<UShort4>(f0u), As<UShort4>(f0v));
+			f[1][1][0] = MulHigh(As<UShort4>(f1u), As<UShort4>(f1v));
+			f[0][1][0] = MulHigh(As<UShort4>(f0u), As<UShort4>(f1v));
+			f[1][0][0] = MulHigh(As<UShort4>(f1u), As<UShort4>(f0v));
+			f[0][0][0] = MulHigh(As<UShort4>(f0u), As<UShort4>(f0v));
+
+			f[1][1][1] = MulHigh(As<UShort4>(f[1][1][1]), As<UShort4>(f1s));
+			f[0][1][1] = MulHigh(As<UShort4>(f[0][1][1]), As<UShort4>(f1s));
+			f[1][0][1] = MulHigh(As<UShort4>(f[1][0][1]), As<UShort4>(f1s));
+			f[0][0][1] = MulHigh(As<UShort4>(f[0][0][1]), As<UShort4>(f1s));
+			f[1][1][0] = MulHigh(As<UShort4>(f[1][1][0]), As<UShort4>(f0s));
+			f[0][1][0] = MulHigh(As<UShort4>(f[0][1][0]), As<UShort4>(f0s));
+			f[1][0][0] = MulHigh(As<UShort4>(f[1][0][0]), As<UShort4>(f0s));
+			f[0][0][0] = MulHigh(As<UShort4>(f[0][0][0]), As<UShort4>(f0s));
+
+			// Signed fractions
+			if(!hasUnsignedTextureComponent(0) || !hasUnsignedTextureComponent(1) || !hasUnsignedTextureComponent(2) || !hasUnsignedTextureComponent(3))
+			{
+				fs[0][0][0] = As<UShort4>(f[0][0][0]) >> 1;
+				fs[0][0][1] = As<UShort4>(f[0][0][1]) >> 1;
+				fs[0][1][0] = As<UShort4>(f[0][1][0]) >> 1;
+				fs[0][1][1] = As<UShort4>(f[0][1][1]) >> 1;
+				fs[1][0][0] = As<UShort4>(f[1][0][0]) >> 1;
+				fs[1][0][1] = As<UShort4>(f[1][0][1]) >> 1;
+				fs[1][1][0] = As<UShort4>(f[1][1][0]) >> 1;
+				fs[1][1][1] = As<UShort4>(f[1][1][1]) >> 1;
+			}
+
+			for(int i = 0; i < 2; i++)
+			{
+				for(int j = 0; j < 2; j++)
+				{
+					for(int k = 0; k < 2; k++)
+					{
+						sampleTexel(c[i][j][k], u[i][j][k], v[i][j][k], s[i][j][k], mipmap, buffer);
+
+						if(componentCount >= 1) if(hasUnsignedTextureComponent(0)) c[i][j][k].r = MulHigh(As<UShort4>(c[i][j][k].r), As<UShort4>(f[1 - i][1 - j][1 - k])); else c[i][j][k].r = MulHigh(c[i][j][k].r, fs[1 - i][1 - j][1 - k]);
+						if(componentCount >= 2) if(hasUnsignedTextureComponent(1)) c[i][j][k].g = MulHigh(As<UShort4>(c[i][j][k].g), As<UShort4>(f[1 - i][1 - j][1 - k])); else c[i][j][k].g = MulHigh(c[i][j][k].g, fs[1 - i][1 - j][1 - k]);
+						if(componentCount >= 3) if(hasUnsignedTextureComponent(2)) c[i][j][k].b = MulHigh(As<UShort4>(c[i][j][k].b), As<UShort4>(f[1 - i][1 - j][1 - k])); else c[i][j][k].b = MulHigh(c[i][j][k].b, fs[1 - i][1 - j][1 - k]);
+						if(componentCount >= 4) if(hasUnsignedTextureComponent(3)) c[i][j][k].a = MulHigh(As<UShort4>(c[i][j][k].a), As<UShort4>(f[1 - i][1 - j][1 - k])); else c[i][j][k].a = MulHigh(c[i][j][k].a, fs[1 - i][1 - j][1 - k]);
+
+						if(i != 0 || j != 0 || k != 0)
+						{
+							if(componentCount >= 1) c[0][0][0].r += c[i][j][k].r;
+							if(componentCount >= 2) c[0][0][0].g += c[i][j][k].g;
+							if(componentCount >= 3) c[0][0][0].b += c[i][j][k].b;
+							if(componentCount >= 4) c[0][0][0].a += c[i][j][k].a;
+						}
+					}
+				}
+			}
+
+			if(componentCount >= 1) c_.r = c[0][0][0].r;
+			if(componentCount >= 2) c_.g = c[0][0][0].g;
+			if(componentCount >= 3) c_.b = c[0][0][0].b;
+			if(componentCount >= 4) c_.a = c[0][0][0].a;
+
+			// Correct for signed fractions
+			if(componentCount >= 1) if(!hasUnsignedTextureComponent(0)) c_.r = AddSat(c_.r, c_.r);
+			if(componentCount >= 2) if(!hasUnsignedTextureComponent(1)) c_.g = AddSat(c_.g, c_.g);
+			if(componentCount >= 3) if(!hasUnsignedTextureComponent(2)) c_.b = AddSat(c_.b, c_.b);
+			if(componentCount >= 4) if(!hasUnsignedTextureComponent(3)) c_.a = AddSat(c_.a, c_.a);
+		}
+	}
+
+	void SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided)
+	{
+		bool volumeTexture = state.textureType == TEXTURE_3D;
+
+		sampleFloatAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, lodProvided);
+
+		if(state.mipmapFilter > MIPMAP_POINT)
+		{
+			Color4f cc;
+
+			sampleFloatAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, lodProvided);
+
+			Float4 lod4 = Float4(Fraction(lod));
+
+			c.r = (cc.r - c.r) * lod4 + c.r;
+			c.g = (cc.g - c.g) * lod4 + c.g;
+			c.b = (cc.b - c.b) * lod4 + c.b;
+			c.a = (cc.a - c.a) * lod4 + c.a;
+		}
+
+		Int4 borderMask;
+
+		if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER)
+		{
+			Int4 u0;
+			
+			border(u0, u);
+
+			borderMask = u0;
+		}
+
+		if((AddressingMode)state.addressingModeV == ADDRESSING_BORDER)
+		{
+			Int4 v0;
+			
+			border(v0, v);
+
+			if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER)
+			{
+				borderMask &= v0;
+			}
+			else
+			{
+				borderMask = v0;
+			}
+		}
+
+		if((AddressingMode)state.addressingModeW == ADDRESSING_BORDER && volumeTexture)
+		{
+			Int4 s0;
+
+			border(s0, w);
+
+			if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER ||
+			   (AddressingMode)state.addressingModeV == ADDRESSING_BORDER)
+			{
+				borderMask &= s0;
+			}
+			else
+			{
+				borderMask = s0;
+			}
+		}
+
+		if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER ||
+		   (AddressingMode)state.addressingModeV == ADDRESSING_BORDER ||
+		   ((AddressingMode)state.addressingModeW == ADDRESSING_BORDER && volumeTexture))
+		{
+			Int4 b;
+
+			c.r = As<Float4>(borderMask & As<Int4>(c.r) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[0])));
+			c.g = As<Float4>(borderMask & As<Int4>(c.g) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[1])));
+			c.b = As<Float4>(borderMask & As<Int4>(c.b) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[2])));
+			c.a = As<Float4>(borderMask & As<Int4>(c.a) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[3])));
+		}
+	}
+
+	void SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided)
+	{
+		if(state.textureFilter != FILTER_ANISOTROPIC || lodProvided)
+		{
+			sampleFloat(texture, c, u, v, w, lod, face, secondLOD);
+		}
+		else
+		{
+			Int a = RoundInt(anisotropy);
+
+			Color4f cSum;
+
+			cSum.r = Float4(0, 0, 0, 0);
+			cSum.g = Float4(0, 0, 0, 0);
+			cSum.b = Float4(0, 0, 0, 0);
+			cSum.a = Float4(0, 0, 0, 0);
+
+			Float4 A = *Pointer<Float4>(constants + OFFSET(Constants,uvWeight) + 16 * a);
+			Float4 B = *Pointer<Float4>(constants + OFFSET(Constants,uvStart) + 16 * a);
+
+			Float4 du = uDelta;
+			Float4 dv = vDelta;
+
+			Float4 u0 = u + B * du;
+			Float4 v0 = v + B * dv;
+
+			du *= A;
+			dv *= A;
+
+			Int i = 0;
+
+			Do
+			{
+				sampleFloat(texture, c, u0, v0, w, lod, face, secondLOD);
+
+				u0 += du;
+				v0 += dv;
+
+				cSum.r += c.r * A;
+				cSum.g += c.g * A;
+				cSum.b += c.b * A;
+				cSum.a += c.a * A;
+
+				i++;
+			}
+			Until(i >= a)
+
+			c.r = cSum.r;
+			c.g = cSum.g;
+			c.b = cSum.b;
+			c.a = cSum.a;
+		}
+	}
+
+	void SamplerCore::sampleFloat(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD)
+	{
+		if(state.textureType != TEXTURE_3D)
+		{
+			sampleFloat2D(texture, c, u, v, w, lod, face, secondLOD);
+		}
+		else
+		{
+			sampleFloat3D(texture, c, u, v, w, lod, secondLOD);
+		}
+	}
+	
+	void SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &z, Float &lod, Int face[4], bool secondLOD)
+	{
+		int componentCount = textureComponentCount();
+		bool gather = state.textureFilter == FILTER_GATHER;
+
+		Pointer<Byte> mipmap;
+		Pointer<Byte> buffer[4];
+		
+		selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
+
+		Short4 uuuu;
+		Short4 vvvv;
+
+		address(uuuu, u, (AddressingMode)state.addressingModeU);
+		address(vvvv, v, (AddressingMode)state.addressingModeV);
+
+		if(state.textureFilter == FILTER_POINT)
+		{
+			sampleTexel(c, uuuu, vvvv, vvvv, z, mipmap, buffer);
+		}
+		else
+		{
+			Color4f c0;
+			Color4f c1;
+			Color4f c2;
+			Color4f c3;
+
+			Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, gather ? 0 : -1);
+			Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)state.addressingModeV == ADDRESSING_WRAP, gather ? 0 : -1);
+			Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1);
+			Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)state.addressingModeV == ADDRESSING_WRAP, gather ? 2 : +1);
+
+			sampleTexel(c0, uuuu0, vvvv0, vvvv0, z, mipmap, buffer);		
+			sampleTexel(c1, uuuu1, vvvv0, vvvv0, z, mipmap, buffer);
+			sampleTexel(c2, uuuu0, vvvv1, vvvv1, z, mipmap, buffer);
+			sampleTexel(c3, uuuu1, vvvv1, vvvv1, z, mipmap, buffer);
+
+			if(!gather)   // Blend
+			{
+				// Fractions
+				Float4 fu = Fraction(Float4(As<UShort4>(uuuu0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fWidth)));
+				Float4 fv = Fraction(Float4(As<UShort4>(vvvv0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fHeight)));
+
+				if(componentCount >= 1) c0.r = c0.r + fu * (c1.r - c0.r);
+				if(componentCount >= 2) c0.g = c0.g + fu * (c1.g - c0.g);
+				if(componentCount >= 3) c0.b = c0.b + fu * (c1.b - c0.b);
+				if(componentCount >= 4) c0.a = c0.a + fu * (c1.a - c0.a);
+
+				if(componentCount >= 1) c2.r = c2.r + fu * (c3.r - c2.r);
+				if(componentCount >= 2) c2.g = c2.g + fu * (c3.g - c2.g);
+				if(componentCount >= 3) c2.b = c2.b + fu * (c3.b - c2.b);
+				if(componentCount >= 4) c2.a = c2.a + fu * (c3.a - c2.a);
+
+				if(componentCount >= 1) c.r = c0.r + fv * (c2.r - c0.r);
+				if(componentCount >= 2) c.g = c0.g + fv * (c2.g - c0.g);
+				if(componentCount >= 3) c.b = c0.b + fv * (c2.b - c0.b);
+				if(componentCount >= 4) c.a = c0.a + fv * (c2.a - c0.a);
+			}
+			else
+			{
+				c.r = c1.r;
+				c.g = c2.r;
+				c.b = c3.r;
+				c.a = c0.r;
+			}
+		}
+	}
+
+	void SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD)
+	{
+		int componentCount = textureComponentCount();
+
+		Pointer<Byte> mipmap;
+		Pointer<Byte> buffer[4];
+		Int face[4];
+
+		selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
+
+		Short4 uuuu;
+		Short4 vvvv;
+		Short4 wwww;
+
+		address(uuuu, u, (AddressingMode)state.addressingModeU);
+		address(vvvv, v, (AddressingMode)state.addressingModeV);
+		address(wwww, w, (AddressingMode)state.addressingModeW);
+
+		if(state.textureFilter <= FILTER_POINT)
+		{
+			sampleTexel(c, uuuu, vvvv, wwww, w, mipmap, buffer);
+		}
+		else
+		{
+			Color4f &c0 = c;
+			Color4f c1;
+			Color4f c2;
+			Color4f c3;
+			Color4f c4;
+			Color4f c5;
+			Color4f c6;
+			Color4f c7;
+
+			Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, -1);
+			Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)state.addressingModeV == ADDRESSING_WRAP, -1);
+			Short4 wwww0 = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), (AddressingMode)state.addressingModeW == ADDRESSING_WRAP, -1);
+			Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, +1);
+			Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)state.addressingModeV == ADDRESSING_WRAP, +1);
+			Short4 wwww1 = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), (AddressingMode)state.addressingModeW == ADDRESSING_WRAP, +1);
+
+			sampleTexel(c0, uuuu0, vvvv0, wwww0, w, mipmap, buffer);
+			sampleTexel(c1, uuuu1, vvvv0, wwww0, w, mipmap, buffer);
+			sampleTexel(c2, uuuu0, vvvv1, wwww0, w, mipmap, buffer);
+			sampleTexel(c3, uuuu1, vvvv1, wwww0, w, mipmap, buffer);
+			sampleTexel(c4, uuuu0, vvvv0, wwww1, w, mipmap, buffer);
+			sampleTexel(c5, uuuu1, vvvv0, wwww1, w, mipmap, buffer);
+			sampleTexel(c6, uuuu0, vvvv1, wwww1, w, mipmap, buffer);
+			sampleTexel(c7, uuuu1, vvvv1, wwww1, w, mipmap, buffer);
+
+			// Fractions
+			Float4 fu = Fraction(Float4(As<UShort4>(uuuu0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fWidth)));
+			Float4 fv = Fraction(Float4(As<UShort4>(vvvv0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fHeight)));
+			Float4 fw = Fraction(Float4(As<UShort4>(wwww0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fDepth)));
+
+			// Blend first slice
+			if(componentCount >= 1) c0.r = c0.r + fu * (c1.r - c0.r);
+			if(componentCount >= 2) c0.g = c0.g + fu * (c1.g - c0.g);
+			if(componentCount >= 3) c0.b = c0.b + fu * (c1.b - c0.b);
+			if(componentCount >= 4) c0.a = c0.a + fu * (c1.a - c0.a);
+
+			if(componentCount >= 1) c2.r = c2.r + fu * (c3.r - c2.r);
+			if(componentCount >= 2) c2.g = c2.g + fu * (c3.g - c2.g);
+			if(componentCount >= 3) c2.b = c2.b + fu * (c3.b - c2.b);
+			if(componentCount >= 4) c2.a = c2.a + fu * (c3.a - c2.a);
+
+			if(componentCount >= 1) c0.r = c0.r + fv * (c2.r - c0.r);
+			if(componentCount >= 2) c0.g = c0.g + fv * (c2.g - c0.g);
+			if(componentCount >= 3) c0.b = c0.b + fv * (c2.b - c0.b);
+			if(componentCount >= 4) c0.a = c0.a + fv * (c2.a - c0.a);
+
+			// Blend second slice
+			if(componentCount >= 1) c4.r = c4.r + fu * (c5.r - c4.r);
+			if(componentCount >= 2) c4.g = c4.g + fu * (c5.g - c4.g);
+			if(componentCount >= 3) c4.b = c4.b + fu * (c5.b - c4.b);
+			if(componentCount >= 4) c4.a = c4.a + fu * (c5.a - c4.a);
+
+			if(componentCount >= 1) c6.r = c6.r + fu * (c7.r - c6.r);
+			if(componentCount >= 2) c6.g = c6.g + fu * (c7.g - c6.g);
+			if(componentCount >= 3) c6.b = c6.b + fu * (c7.b - c6.b);
+			if(componentCount >= 4) c6.a = c6.a + fu * (c7.a - c6.a);
+
+			if(componentCount >= 1) c4.r = c4.r + fv * (c6.r - c4.r);
+			if(componentCount >= 2) c4.g = c4.g + fv * (c6.g - c4.g);
+			if(componentCount >= 3) c4.b = c4.b + fv * (c6.b - c4.b);
+			if(componentCount >= 4) c4.a = c4.a + fv * (c6.a - c4.a);
+
+			// Blend slices
+			if(componentCount >= 1) c0.r = c0.r + fw * (c4.r - c0.r);
+			if(componentCount >= 2) c0.g = c0.g + fw * (c4.g - c0.g);
+			if(componentCount >= 3) c0.b = c0.b + fw * (c4.b - c0.b);
+			if(componentCount >= 4) c0.a = c0.a + fw * (c4.a - c0.a);
+		}
+	}
+
+	void SamplerCore::computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, Float &lodBias, Color4f &dsx, Color4f &dsy, bool bias, bool gradients, bool lodProvided)
+	{
+		if(!lodProvided)
+		{
+			Float4 duvdxy;
+
+			if(!gradients)
+			{
+				duvdxy = Float4(uuuu.yz, vvvv.yz) - Float4(uuuu.xx, vvvv.xx);
+			}
+			else
+			{
+				Float4 dudxy = Float4(dsx.x.xx, dsy.x.xx);
+				Float4 dvdxy = Float4(dsx.y.xx, dsy.y.xx);
+				
+				duvdxy = Float4(dudxy.xz, dvdxy.xz);
+			}
+
+			// Scale by texture dimensions and LOD
+			Float4 dUVdxy = duvdxy * *Pointer<Float4>(texture + OFFSET(Texture,widthHeightLOD));
+
+			Float4 dUV2dxy = dUVdxy * dUVdxy;
+			Float4 dUV2 = dUV2dxy.xy + dUV2dxy.zw;
+
+			lod = Max(Float(dUV2.x), Float(dUV2.y));   // Square length of major axis
+
+			if(state.textureFilter == FILTER_ANISOTROPIC)
+			{
+				Float det = Abs(Float(dUVdxy.x) * Float(dUVdxy.w) - Float(dUVdxy.y) * Float(dUVdxy.z));
+
+				Float4 dudx = duvdxy.xxxx;
+				Float4 dudy = duvdxy.yyyy;
+				Float4 dvdx = duvdxy.zzzz;
+				Float4 dvdy = duvdxy.wwww;
+
+				Int4 mask = As<Int4>(CmpNLT(dUV2.x, dUV2.y));
+				uDelta = As<Float4>(As<Int4>(dudx) & mask | As<Int4>(dudy) & ~mask);
+				vDelta = As<Float4>(As<Int4>(dvdx) & mask | As<Int4>(dvdy) & ~mask);
+
+				anisotropy = lod * Rcp_pp(det);
+				anisotropy = Min(anisotropy, *Pointer<Float>(texture + OFFSET(Texture,maxAnisotropy)));
+
+				lod *= Rcp_pp(anisotropy * anisotropy);
+			}
+
+			// log2(sqrt(lod))
+			lod = Float(As<Int>(lod));
+			lod -= Float(0x3F800000);
+			lod *= As<Float>(Int(0x33800000));
+
+			if(bias)
+			{
+				lod += lodBias;
+			}
+
+			// FIXME: Hack to satisfy WHQL
+			if(state.textureType == TEXTURE_CUBE)
+			{
+				lod += Float(-0.15f);
+			}
+		}
+		else
+		{
+			lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD));
+		}
+
+		lod = Max(lod, Float(0));
+		lod = Min(lod, Float(MIPMAP_LEVELS - 2));   // Trilinear accesses lod+1
+	}
+
+	void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, Float &lodBias, Color4f &dsx, Color4f &dsy, bool bias, bool gradients, bool lodProvided)
+	{
+		if(state.mipmapFilter == MIPMAP_NONE)
+		{
+		}
+		else   // Point and linear filter
+		{
+			if(!lodProvided)
+			{
+				Float4 dudxy;
+				Float4 dvdxy;
+				Float4 dsdxy;
+
+				if(!gradients)
+				{
+					dudxy = uuuu.ywyw - uuuu;
+					dvdxy = vvvv.ywyw - vvvv;
+					dsdxy = wwww.ywyw - wwww;
+				}
+				else
+				{
+					dudxy = dsx.x;
+					dvdxy = dsx.y;
+					dsdxy = dsx.z;
+
+					dudxy = Float4(dudxy.xx, dsy.x.xx);
+					dvdxy = Float4(dvdxy.xx, dsy.y.xx);
+					dsdxy = Float4(dsdxy.xx, dsy.z.xx);
+
+					dudxy = Float4(dudxy.xz, dudxy.xz);
+					dvdxy = Float4(dvdxy.xz, dvdxy.xz);
+					dsdxy = Float4(dsdxy.xz, dsdxy.xz);
+				}
+
+				// Scale by texture dimensions and LOD
+				dudxy *= *Pointer<Float4>(texture + OFFSET(Texture,widthLOD));
+				dvdxy *= *Pointer<Float4>(texture + OFFSET(Texture,heightLOD));
+				dsdxy *= *Pointer<Float4>(texture + OFFSET(Texture,depthLOD));
+
+				dudxy *= dudxy;
+				dvdxy *= dvdxy;
+				dsdxy *= dsdxy;
+
+				dudxy += dvdxy;
+				dudxy += dsdxy;
+
+				lod = Max(Float(dudxy.x), Float(dudxy.y));   // FIXME: Max(dudxy.x, dudxy.y);
+
+				// log2(sqrt(lod))
+				lod = Float(As<Int>(lod));
+				lod -= Float(0x3F800000);
+				lod *= As<Float>(Int(0x33800000));
+
+				if(bias)
+				{
+					lod += lodBias;
+				}
+			}
+			else
+			{
+				lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD));
+			}
+
+			lod = Max(lod, Float(0.0f));    // FIXME
+			lod = Min(lod, Float(MIPMAP_LEVELS - 2));   // Trilinear accesses lod+1
+		}
+	}
+
+	void SamplerCore::cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodU, Float4 &lodV, Float4 &x, Float4 &y, Float4 &z)
+	{
+		Int4 xp = CmpNLE(x, Float4(0.0f, 0.0f, 0.0f, 0.0f));   // x > 0
+		Int4 yp = CmpNLE(y, Float4(0.0f, 0.0f, 0.0f, 0.0f));   // y > 0
+		Int4 zp = CmpNLE(z, Float4(0.0f, 0.0f, 0.0f, 0.0f));   // z > 0
+
+		Float4 absX = Abs(x);
+		Float4 absY = Abs(y);
+		Float4 absZ = Abs(z);
+		Int4 xy = CmpNLE(absX, absY);   // abs(x) > abs(y)
+		Int4 yz = CmpNLE(absY, absZ);   // abs(y) > abs(z)
+		Int4 zx = CmpNLE(absZ, absX);   // abs(z) > abs(x)
+
+		Int4 xyz = ~zx & xy;   // abs(x) > abs(y) && abs(x) > abs(z)
+		Int4 yzx = ~xy & yz;   // abs(y) > abs(z) && abs(y) > abs(x)
+		Int4 zxy = ~yz & zx;   // abs(z) > abs(x) && abs(z) > abs(y)
+
+		// FACE_POSITIVE_X = 000b
+		// FACE_NEGATIVE_X = 001b
+		// FACE_POSITIVE_Y = 010b
+		// FACE_NEGATIVE_Y = 011b
+		// FACE_POSITIVE_Z = 100b
+		// FACE_NEGATIVE_Z = 101b
+
+		Int yAxis = SignMask(yzx);
+		Int zAxis = SignMask(zxy);
+
+		Int4 n = (~xp & xyz) | (~yp & yzx) | (~zp & zxy);
+		Int negative = SignMask(n);
+
+		face[0] = *Pointer<Int>(constants + OFFSET(Constants,transposeBit0) + negative * 4);
+		face[0] |= *Pointer<Int>(constants + OFFSET(Constants,transposeBit1) + yAxis * 4);
+		face[0] |= *Pointer<Int>(constants + OFFSET(Constants,transposeBit2) + zAxis * 4);
+		face[1] = (face[0] >> 4)  & 0x7;
+		face[2] = (face[0] >> 8)  & 0x7;
+		face[3] = (face[0] >> 12) & 0x7;
+		face[0] &= 0x7;
+
+		// U = xyz * -z + ~xyz * (yzx * ~yp * -x + (yzx * ~yp) * x)
+		U = As<Float4>((xyz & As<Int4>(-z)) | (~xyz & (((yzx & ~yp) & Int4(0x80000000, 0x80000000, 0x80000000, 0x80000000)) ^ As<Int4>(x))));
+
+		// V = yzx * z + ~yzx * (~neg * -y + neg * y)
+		V = As<Float4>((~yzx & ((~n & Int4(0x80000000, 0x80000000, 0x80000000, 0x80000000)) ^ As<Int4>(y))) | (yzx & As<Int4>(z)));
+
+		// M = xyz * x + yzx * y + zxy * z
+		Float4 M = As<Float4>((xyz & As<Int4>(x)) | (yzx & As<Int4>(y)) | (zxy & As<Int4>(z)));
+		
+		M = reciprocal(M);
+		U *= M * Float4(0.5f, 0.5f, 0.5f, 0.5f);
+		V *= M * Float4(0.5f, 0.5f, 0.5f, 0.5f);
+
+		// Project coordinates onto one face for consistent LOD calculation
+		{
+			yp = Swizzle(yp, 0);
+			n = Swizzle(n, 0);
+			xyz = Swizzle(xyz, 0);
+			yzx = Swizzle(yzx, 0);
+			zxy = Swizzle(zxy, 0);
+
+			// U = xyz * -z + ~xyz * (yzx * ~yp * -x + (yzx * ~yp) * x)
+			lodU = As<Float4>((xyz & As<Int4>(-z)) | (~xyz & (((yzx & ~yp) & Int4(0x80000000, 0x80000000, 0x80000000, 0x80000000)) ^ As<Int4>(x))));
+
+			// V = yzx * z + ~yzx * (~neg * -y + neg * y)
+			lodV = As<Float4>((~yzx & ((~n & Int4(0x80000000, 0x80000000, 0x80000000, 0x80000000)) ^ As<Int4>(y))) | (yzx & As<Int4>(z)));
+
+			// M = xyz * x + yzx * y + zxy * z
+			Float4 M = As<Float4>((xyz & As<Int4>(x)) | (yzx & As<Int4>(y)) | (zxy & As<Int4>(z)));
+			
+			M = Rcp_pp(M);
+			lodU *= M * Float4(0.5f, 0.5f, 0.5f, 0.5f);
+			lodV *= M * Float4(0.5f, 0.5f, 0.5f, 0.5f);
+		}
+	}
+
+	void SamplerCore::computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Pointer<Byte> &mipmap)
+	{
+		Short4 uuu2;
+
+		if(!state.hasNPOTTexture && !hasFloatTexture())
+		{
+			vvvv = As<UShort4>(vvvv) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap,vFrac));
+			uuu2 = uuuu;
+			uuuu = As<Short4>(UnpackLow(uuuu, vvvv));
+			uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv));
+			uuuu = As<Short4>(As<UInt2>(uuuu) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap,uFrac)));
+			uuu2 = As<Short4>(As<UInt2>(uuu2) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap,uFrac)));
+
+			if(state.textureType == TEXTURE_3D)
+			{
+				wwww = As<UShort4>(wwww) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap,wFrac));
+				Short4 www2 = wwww;
+				wwww = As<Short4>(UnpackLow(wwww, wwww));
+				www2 = As<Short4>(UnpackHigh(www2, www2));
+				wwww = As<Short4>(As<UInt2>(wwww) >> 16);
+				www2 = As<Short4>(As<UInt2>(www2) >> 16);
+				wwww = As<Short4>(As<Int2>(wwww) << *Pointer<Long1>(mipmap + OFFSET(Mipmap,uInt)));
+				www2 = As<Short4>(As<Int2>(www2) << *Pointer<Long1>(mipmap + OFFSET(Mipmap,uInt)));
+				wwww = As<Short4>(As<Int2>(wwww) << *Pointer<Long1>(mipmap + OFFSET(Mipmap,vInt)));   // FIXME: Combine uInt and vInt shift
+				www2 = As<Short4>(As<Int2>(www2) << *Pointer<Long1>(mipmap + OFFSET(Mipmap,vInt)));
+				uuuu = As<Short4>(As<Int2>(uuuu) + As<Int2>(wwww));
+				uuu2 = As<Short4>(As<Int2>(uuu2) + As<Int2>(www2));
+			}
+		}
+		else
+		{
+			uuuu = MulHigh(As<UShort4>(uuuu), *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width)));
+			vvvv = MulHigh(As<UShort4>(vvvv), *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height)));
+			uuu2 = uuuu;
+			uuuu = As<Short4>(UnpackLow(uuuu, vvvv));
+			uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv));
+			uuuu = As<Short4>(MulAdd(uuuu, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP))));
+			uuu2 = As<Short4>(MulAdd(uuu2, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP))));
+
+			if(state.textureType == TEXTURE_3D)
+			{
+				wwww = MulHigh(As<UShort4>(wwww), *Pointer<UShort4>(mipmap + OFFSET(Mipmap,depth)));
+				Short4 www2 = wwww;
+				wwww = As<Short4>(UnpackLow(wwww, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+				www2 = As<Short4>(UnpackHigh(www2, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+				wwww = As<Short4>(MulAdd(wwww, *Pointer<Short4>(mipmap + OFFSET(Mipmap,sliceP))));
+				www2 = As<Short4>(MulAdd(www2, *Pointer<Short4>(mipmap + OFFSET(Mipmap,sliceP))));
+				uuuu = As<Short4>(As<Int2>(uuuu) + As<Int2>(wwww));
+				uuu2 = As<Short4>(As<Int2>(uuu2) + As<Int2>(www2));
+			}
+		}
+
+		index[0] = Extract(As<Int2>(uuuu), 0);
+		index[1] = Extract(As<Int2>(uuuu), 1);
+		index[2] = Extract(As<Int2>(uuu2), 0);
+		index[3] = Extract(As<Int2>(uuu2), 1);
+	}
+
+	void SamplerCore::sampleTexel(Color4i &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4])
+	{
+		Int index[4];
+
+		computeIndices(index, uuuu, vvvv, wwww, mipmap);
+
+		int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
+		int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0;
+		int f2 = state.textureType == TEXTURE_CUBE ? 2 : 0;
+		int f3 = state.textureType == TEXTURE_CUBE ? 3 : 0;
+
+		if(!has16bitTexture())
+		{
+			Int c0;
+			Int c1;
+			Int c2;
+			Int c3;
+
+			switch(textureComponentCount())
+			{
+			case 4:
+				{
+					Byte8 c0 = *Pointer<Byte8>(buffer[f0] + 4 * index[0]);
+					Byte8 c1 = *Pointer<Byte8>(buffer[f1] + 4 * index[1]);
+					Byte8 c2 = *Pointer<Byte8>(buffer[f2] + 4 * index[2]);
+					Byte8 c3 = *Pointer<Byte8>(buffer[f3] + 4 * index[3]);
+					c.r = UnpackLow(c0, c1);
+					c.g = UnpackLow(c2, c3);
+					
+					switch(state.textureFormat)
+					{
+					case FORMAT_A8R8G8B8:
+						c.b = c.r;
+						c.b = As<Short4>(UnpackLow(c.b, c.g));
+						c.r = As<Short4>(UnpackHigh(c.r, c.g));
+						c.g = c.b;
+						c.a = c.r;
+						c.b = UnpackLow(As<Byte8>(c.b), As<Byte8>(c.b));
+						c.g = UnpackHigh(As<Byte8>(c.g), As<Byte8>(c.g));
+						c.r = UnpackLow(As<Byte8>(c.r), As<Byte8>(c.r));
+						c.a = UnpackHigh(As<Byte8>(c.a), As<Byte8>(c.a));
+						break;
+					case FORMAT_Q8W8V8U8:
+						c.b = c.r;
+						c.r = As<Short4>(UnpackLow(c.r, c.g));
+						c.b = As<Short4>(UnpackHigh(c.b, c.g));
+						c.g = c.r;
+						c.a = c.b;
+						c.r = UnpackLow(As<Byte8>(c.r), As<Byte8>(c.r));
+						c.g = UnpackHigh(As<Byte8>(c.g), As<Byte8>(c.g));
+						c.b = UnpackLow(As<Byte8>(c.b), As<Byte8>(c.b));
+						c.a = UnpackHigh(As<Byte8>(c.a), As<Byte8>(c.a));
+						break;
+					default:
+						ASSERT(false);
+					}
+				}
+				break;
+			case 3:
+				{
+					Byte8 c0 = *Pointer<Byte8>(buffer[f0] + 4 * index[0]);
+					Byte8 c1 = *Pointer<Byte8>(buffer[f1] + 4 * index[1]);
+					Byte8 c2 = *Pointer<Byte8>(buffer[f2] + 4 * index[2]);
+					Byte8 c3 = *Pointer<Byte8>(buffer[f3] + 4 * index[3]);
+					c.r = UnpackLow(c0, c1);
+					c.g = UnpackLow(c2, c3);
+
+					switch(state.textureFormat)
+					{
+					case FORMAT_X8R8G8B8:
+						c.b = c.r;
+						c.b = As<Short4>(UnpackLow(c.b, c.g));
+						c.r = As<Short4>(UnpackHigh(c.r, c.g));
+						c.g = c.b;
+						c.b = UnpackLow(As<Byte8>(c.b), As<Byte8>(c.b));
+						c.g = UnpackHigh(As<Byte8>(c.g), As<Byte8>(c.g));
+						c.r = UnpackLow(As<Byte8>(c.r), As<Byte8>(c.r));
+						break;
+					case FORMAT_X8L8V8U8:
+						c.b = c.r;
+						c.r = As<Short4>(UnpackLow(c.r, c.g));
+						c.b = As<Short4>(UnpackHigh(c.b, c.g));
+						c.g = c.r;
+						c.r = UnpackLow(As<Byte8>(c.r), As<Byte8>(Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+						c.r = c.r << 8;
+						c.g = UnpackHigh(As<Byte8>(c.g), As<Byte8>(Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+						c.g = c.g << 8;
+						c.b = UnpackLow(As<Byte8>(c.b), As<Byte8>(c.b));
+						break;
+					default:
+						ASSERT(false);
+					}
+				}
+				break;
+			case 2:
+				c.r = Insert(c.r, *Pointer<Short>(buffer[f0] + 2 * index[0]), 0);
+				c.r = Insert(c.r, *Pointer<Short>(buffer[f1] + 2 * index[1]), 1);
+				c.r = Insert(c.r, *Pointer<Short>(buffer[f2] + 2 * index[2]), 2);
+				c.r = Insert(c.r, *Pointer<Short>(buffer[f3] + 2 * index[3]), 3);
+
+				switch(state.textureFormat)
+				{
+				case FORMAT_G8R8:
+				case FORMAT_V8U8:
+				case FORMAT_A8L8:
+					// FIXME: Unpack properly to 0.16 format
+					c.g = c.r;
+					c.r = c.r << 8;
+					break;
+				default:
+					ASSERT(false);
+				}
+				break;
+			case 1:
+				c0 = Int(*Pointer<Byte>(buffer[f0] + index[0]));
+				c1 = Int(*Pointer<Byte>(buffer[f1] + index[1]));
+				c2 = Int(*Pointer<Byte>(buffer[f2] + index[2]));
+				c3 = Int(*Pointer<Byte>(buffer[f3] + index[3]));
+				c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24);
+				c.r = As<Short4>(Int2(c0));
+				c.r = UnpackLow(As<Byte8>(c.r), As<Byte8>(c.r));
+				break;
+			default:
+				ASSERT(false);
+			}
+		}
+		else
+		{
+			switch(textureComponentCount())
+			{
+			case 4:
+				c.r = *Pointer<Short4>(buffer[f0] + 8 * index[0]);
+				c.g = *Pointer<Short4>(buffer[f1] + 8 * index[1]);
+				c.b = *Pointer<Short4>(buffer[f2] + 8 * index[2]);
+				c.a = *Pointer<Short4>(buffer[f3] + 8 * index[3]);
+				transpose4x4(c.r, c.g, c.b, c.a);
+				break;
+			case 2:
+				c.r = *Pointer<Short4>(buffer[f0] + 4 * index[0]);
+				c.r = As<Short4>(UnpackLow(c.r, *Pointer<Short4>(buffer[f1] + 4 * index[1])));
+				c.b = *Pointer<Short4>(buffer[f2] + 4 * index[2]);
+				c.b = As<Short4>(UnpackLow(c.b, *Pointer<Short4>(buffer[f3] + 4 * index[3])));
+				c.g = c.r;
+				c.r = As<Short4>(UnpackLow(As<Int2>(c.r), As<Int2>(c.b)));
+				c.g = As<Short4>(UnpackHigh(As<Int2>(c.g), As<Int2>(c.b)));
+				break;
+			case 1:
+				c.r = Insert(c.r, *Pointer<Short>(buffer[f0] + 2 * index[0]), 0);
+				c.r = Insert(c.r, *Pointer<Short>(buffer[f1] + 2 * index[1]), 1);
+				c.r = Insert(c.r, *Pointer<Short>(buffer[f2] + 2 * index[2]), 2);
+				c.r = Insert(c.r, *Pointer<Short>(buffer[f3] + 2 * index[3]), 3);
+				break;
+			default:
+				ASSERT(false);
+			}
+		}
+	}
+
+	void SamplerCore::sampleTexel(Color4f &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4])
+	{
+		Int index[4];
+
+		computeIndices(index, uuuu, vvvv, wwww, mipmap);
+
+		int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
+		int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0;
+		int f2 = state.textureType == TEXTURE_CUBE ? 2 : 0;
+		int f3 = state.textureType == TEXTURE_CUBE ? 3 : 0;
+
+		// Read texels
+		switch(textureComponentCount())
+		{
+		case 4:
+			c.r = *Pointer<Float4>(buffer[f0] + index[0] * 16, 16);
+			c.g = *Pointer<Float4>(buffer[f1] + index[1] * 16, 16);
+			c.b = *Pointer<Float4>(buffer[f2] + index[2] * 16, 16);
+			c.a = *Pointer<Float4>(buffer[f3] + index[3] * 16, 16);
+			transpose4x4(c.r, c.g, c.b, c.a);
+			break;
+		case 2:
+			// FIXME: Optimal shuffling?
+			c.r.xy = *Pointer<Float4>(buffer[f0] + index[0] * 8);
+			c.r.zw = *Pointer<Float4>(buffer[f1] + index[1] * 8 - 8);
+			c.b.xy = *Pointer<Float4>(buffer[f2] + index[2] * 8);
+			c.b.zw = *Pointer<Float4>(buffer[f3] + index[3] * 8 - 8);
+			c.g = c.r;
+			c.r = Float4(c.r.xz, c.b.xz);
+			c.g = Float4(c.g.yw, c.b.yw);
+			break;
+		case 1:
+			// FIXME: Optimal shuffling?
+			c.r.x = *Pointer<Float>(buffer[f0] + index[0] * 4);
+			c.r.y = *Pointer<Float>(buffer[f1] + index[1] * 4);
+			c.r.z = *Pointer<Float>(buffer[f2] + index[2] * 4);
+			c.r.w = *Pointer<Float>(buffer[f3] + index[3] * 4);
+
+			if(state.textureFormat == FORMAT_D32F_SHADOW && state.textureFilter != FILTER_GATHER)
+			{
+				Float4 d = Min(Max(z, Float4(0.0f)), Float4(1.0f));
+
+				c.r = As<Float4>(As<Int4>(CmpNLT(c.r, d)) & As<Int4>(Float4(1.0f, 1.0f, 1.0f, 1.0f)));   // FIXME: Only less-equal?
+			}
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+
+	void SamplerCore::selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD)
+	{
+		if(state.mipmapFilter < MIPMAP_POINT)
+		{
+			mipmap = texture + OFFSET(Texture,mipmap[0]);
+		}
+		else
+		{
+			Int ilod;
+
+			if(state.mipmapFilter == MIPMAP_POINT)
+			{
+				ilod = RoundInt(lod);
+			}
+			else   // Linear
+			{
+				ilod = Int(lod);
+			}
+
+			mipmap = texture + OFFSET(Texture,mipmap) + ilod * sizeof(Mipmap) + secondLOD * sizeof(Mipmap);
+		}
+
+		if(state.textureType != TEXTURE_CUBE)
+		{
+			buffer[0] = *Pointer<Pointer<Byte>>(mipmap + OFFSET(Mipmap,buffer[0]));
+		}
+		else
+		{
+			for(int i = 0; i < 4; i++)
+			{
+				buffer[i] = *Pointer<Pointer<Byte>>(mipmap + OFFSET(Mipmap,buffer) + face[i] * sizeof(void*));
+			}
+		}
+	}
+
+	void SamplerCore::address(Short4 &uuuu, Float4 &uw, AddressingMode addressingMode)
+	{
+		if(addressingMode == ADDRESSING_CLAMP)
+		{
+			Float4 clamp = Min(Max(uw, Float4(0.0f)), Float4(65535.0f / 65536.0f));
+
+			uuuu = Short4(Int4(clamp * Float4(1 << 16)));
+		}
+		else if(addressingMode == ADDRESSING_MIRROR)
+		{
+			Int4 convert = Int4(uw * Float4(1 << 16));
+			Int4 mirror = (convert << 15) >> 31;
+
+			convert ^= mirror;
+
+			uuuu = Short4(convert);
+		}
+		else if(addressingMode == ADDRESSING_MIRRORONCE)
+		{
+			// Absolute value
+			Int4 convert = Int4(Abs(uw * Float4(1 << 16)));
+
+			// Clamp
+			convert -= Int4(0x00008000, 0x00008000, 0x00008000, 0x00008000);
+			convert = As<Int4>(Pack(convert, convert));
+
+			uuuu = As<Short4>(Int2(convert)) + Short4((short)0x8000, (short)0x8000, (short)0x8000, (short)0x8000);
+		}
+		else   // Wrap (or border)
+		{
+			uuuu = Short4(Int4(uw * Float4(1 << 16)));
+		}
+	}
+
+	void SamplerCore::convertFixed12(Short4 &ci, Float4 &cf)
+	{
+		ci = RoundShort4(cf * Float4(0x1000, 0x1000, 0x1000, 0x1000));
+	}
+
+	void SamplerCore::convertFixed12(Color4i &ci, Color4f &cf)
+	{
+		convertFixed12(ci.r, cf.r);
+		convertFixed12(ci.g, cf.g);
+		convertFixed12(ci.b, cf.b);
+		convertFixed12(ci.a, cf.a);
+	}
+
+	void SamplerCore::convertSigned12(Float4 &cf, Short4 &ci)
+	{
+		cf = Float4(ci) * Float4(1.0f / 0x0FFE);
+	}
+
+//	void SamplerCore::convertSigned12(Color4f &cf, Color4i &ci)
+//	{
+//		convertSigned12(cf.r, ci.r);
+//		convertSigned12(cf.g, ci.g);
+//		convertSigned12(cf.b, ci.b);
+//		convertSigned12(cf.a, ci.a);
+//	}
+
+	void SamplerCore::convertSigned15(Float4 &cf, Short4 &ci)
+	{
+		cf = Float4(ci) * Float4(1.0f / 0x7FFF, 1.0f / 0x7FFF, 1.0f / 0x7FFF, 1.0f / 0x7FFF);
+	}
+
+	void SamplerCore::convertUnsigned16(Float4 &cf, Short4 &ci)
+	{
+		cf = Float4(As<UShort4>(ci)) * Float4(1.0f / 0xFFFF, 1.0f / 0xFFFF, 1.0f / 0xFFFF, 1.0f / 0xFFFF);
+	}
+
+	void SamplerCore::sRGBtoLinear16_12(Short4 &c)
+	{
+		c = As<UShort4>(c) >> 8;
+
+		Pointer<Byte> LUT = Pointer<Byte>(constants + OFFSET(Constants,sRGBtoLinear8));
+
+		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 0))), 0);
+		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 1))), 1);
+		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 2))), 2);
+		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 3))), 3);
+	}
+
+	bool SamplerCore::hasFloatTexture() const
+	{
+		return Surface::isFloatFormat((Format)state.textureFormat);
+	}
+
+	bool SamplerCore::hasUnsignedTextureComponent(int component) const
+	{
+		return Surface::isUnsignedComponent((Format)state.textureFormat, component);
+	}
+
+	int SamplerCore::textureComponentCount() const
+	{
+		return Surface::componentCount((Format)state.textureFormat);
+	}
+
+	bool SamplerCore::has16bitTexture() const
+	{
+		switch(state.textureFormat)
+		{
+		case FORMAT_G8R8:
+		case FORMAT_X8R8G8B8:
+		case FORMAT_A8R8G8B8:
+		case FORMAT_V8U8:
+		case FORMAT_Q8W8V8U8:
+		case FORMAT_X8L8V8U8:
+		case FORMAT_R32F:
+		case FORMAT_G32R32F:
+		case FORMAT_A32B32G32R32F:
+		case FORMAT_A8:
+		case FORMAT_R8:
+		case FORMAT_L8:
+		case FORMAT_A8L8:
+		case FORMAT_D32F_LOCKABLE:
+		case FORMAT_D32F_TEXTURE:
+		case FORMAT_D32F_SHADOW:
+			return false;
+		case FORMAT_L16:
+		case FORMAT_G16R16:
+		case FORMAT_A16B16G16R16:
+		case FORMAT_V16U16:
+		case FORMAT_A16W16V16U16:
+		case FORMAT_Q16W16V16U16:
+			return true;
+		default:
+			ASSERT(false);
+		}
+		
+		return false;
+	}
+
+	bool SamplerCore::isRGBComponent(int component) const
+	{
+		switch(state.textureFormat)
+		{
+		case FORMAT_G8R8:          return component < 2;
+		case FORMAT_X8R8G8B8:      return component < 3;
+		case FORMAT_A8R8G8B8:      return component < 3;
+		case FORMAT_V8U8:          return false;
+		case FORMAT_Q8W8V8U8:      return false;
+		case FORMAT_X8L8V8U8:      return false;
+		case FORMAT_R32F:          return component < 1;
+		case FORMAT_G32R32F:       return component < 2;
+		case FORMAT_A32B32G32R32F: return component < 3;
+		case FORMAT_A8:            return false;
+		case FORMAT_R8:            return component < 1;
+		case FORMAT_L8:            return component < 1;
+		case FORMAT_A8L8:          return component < 1;
+		case FORMAT_D32F_LOCKABLE: return false;
+		case FORMAT_D32F_TEXTURE:  return false;
+		case FORMAT_D32F_SHADOW:   return false;
+		case FORMAT_L16:           return component < 1;
+		case FORMAT_G16R16:        return component < 2;
+		case FORMAT_A16B16G16R16:  return component < 3;
+		case FORMAT_V16U16:        return false;
+		case FORMAT_A16W16V16U16:  return false;
+		case FORMAT_Q16W16V16U16:  return false;
+		default:
+			ASSERT(false);
+		}
+		
+		return false;
+	}
+}
diff --git a/src/Shader/SamplerCore.hpp b/src/Shader/SamplerCore.hpp
new file mode 100644
index 0000000..c3c11e9
--- /dev/null
+++ b/src/Shader/SamplerCore.hpp
@@ -0,0 +1,69 @@
+// SwiftShader Software Renderer

+//

+// Copyright(c) 2005-2011 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_SamplerCore_hpp

+#define sw_SamplerCore_hpp

+

+#include "PixelRoutine.hpp"

+#include "Reactor/Nucleus.hpp"

+

+namespace sw

+{

+	class SamplerCore

+	{

+	public:

+		SamplerCore(Pointer<Byte> &r, const Sampler::State &state);

+

+		void sampleTexture(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool bias = false, bool fixed12 = true, bool gradients = false, bool lodProvided = false);

+		void sampleTexture(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool bias = false, bool gradients = false, bool lodProvided = false);

+

+	private:

+		void border(Short4 &mask, Float4 &coordinates);

+		void border(Int4 &mask, Float4 &coordinates);

+		Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count);

+		void sampleFilter(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided);

+		void sampleAniso(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided);

+		void sampleQuad(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);

+		void sampleQuad2D(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float &lod, Int face[4], bool secondLOD);

+		void sample3D(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);

+		void sampleFloatFilter(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided);

+		void sampleFloatAniso(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided);

+		void sampleFloat(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);

+		void sampleFloat2D(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &z, Float &lod, Int face[4], bool secondLOD);

+		void sampleFloat3D(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);

+		void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float &lodBias, Color4f &dsx, Color4f &dsy, bool bias, bool gradients, bool lodProvided);

+		void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float &lodBias, Color4f &dsx, Color4f &dsy, bool bias, bool gradients, bool lodProvided);

+		void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodU, Float4 &lodV, Float4 &x, Float4 &y, Float4 &z);

+		void computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Pointer<Byte> &mipmap);

+		void sampleTexel(Color4i &c, Short4 &u, Short4 &v, Short4 &s, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);

+		void sampleTexel(Color4f &c, Short4 &u, Short4 &v, Short4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);

+		void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD);

+		void address(Short4 &uuuu, Float4 &uw, AddressingMode addressingMode);

+

+		void convertFixed12(Short4 &ci, Float4 &cf);

+		void convertFixed12(Color4i &ci, Color4f &cf);

+		void convertSigned12(Float4 &cf, Short4 &ci);

+		void convertSigned15(Float4 &cf, Short4 &ci);

+		void convertUnsigned16(Float4 &cf, Short4 &ci);

+		void sRGBtoLinear16_12(Short4 &c);

+

+		bool hasFloatTexture() const;

+		bool hasUnsignedTextureComponent(int component) const;

+		int textureComponentCount() const;

+		bool has16bitTexture() const;

+		bool isRGBComponent(int component) const;

+

+		Pointer<Byte> &constants;

+		const Sampler::State &state;

+	};

+}

+

+#endif   // sw_SamplerCore_hpp

diff --git a/src/Shader/SetupRoutine.cpp b/src/Shader/SetupRoutine.cpp
new file mode 100644
index 0000000..40a2a18
--- /dev/null
+++ b/src/Shader/SetupRoutine.cpp
@@ -0,0 +1,661 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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.
+//
+
+#include "SetupRoutine.hpp"
+
+#include "Constants.hpp"
+#include "Renderer/Primitive.hpp"
+#include "Renderer/Polygon.hpp"
+#include "Renderer/Renderer.hpp"
+#include "Reactor/Shell.hpp"
+
+namespace sw
+{
+	extern bool complementaryDepthBuffer;
+	extern TranscendentalPrecision logPrecision;
+
+	SetupRoutine::SetupRoutine(const SetupProcessor::State &state) : state(state)
+	{
+		routine = 0;
+	}
+
+	SetupRoutine::~SetupRoutine()
+	{
+	}
+
+	void SetupRoutine::generate()
+	{
+		Function<Bool, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>> function;
+		{
+			Pointer<Byte> primitive(function.arg(0));
+			Pointer<Byte> tri(function.arg(1));
+			Pointer<Byte> polygon(function.arg(2));
+			Pointer<Byte> data(function.arg(3));
+
+			Pointer<Byte> constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants));
+
+			const bool point = state.isDrawPoint;
+			const bool sprite = state.pointSprite;
+			const bool line = state.isDrawLine;
+			const bool triangle = state.isDrawSolidTriangle || sprite;
+			const bool solidTriangle = state.isDrawSolidTriangle;
+
+			const int V0 = OFFSET(Triangle,v0);
+			const int V1 = (triangle || line) ? OFFSET(Triangle,v1) : OFFSET(Triangle,v0);
+			const int V2 = triangle ? OFFSET(Triangle,v2) : (line ? OFFSET(Triangle,v1) : OFFSET(Triangle,v0));
+
+			int pos = state.positionRegister;
+
+			Pointer<Byte> v0 = tri + V0;
+			Pointer<Byte> v1 = tri + V1;
+			Pointer<Byte> v2 = tri + V2;
+
+			Array<Int> X(16);
+			Array<Int> Y(16);
+
+			X[0] = *Pointer<Int>(v0 + OFFSET(Vertex,X));
+			X[1] = *Pointer<Int>(v1 + OFFSET(Vertex,X));
+			X[2] = *Pointer<Int>(v2 + OFFSET(Vertex,X));
+
+			Y[0] = *Pointer<Int>(v0 + OFFSET(Vertex,Y));
+			Y[1] = *Pointer<Int>(v1 + OFFSET(Vertex,Y));
+			Y[2] = *Pointer<Int>(v2 + OFFSET(Vertex,Y));
+
+			Int d = 1;     // Winding direction
+
+			// Culling
+			if(solidTriangle)
+			{
+				Float x0 = Float(X[0]);
+				Float x1 = Float(X[1]);
+				Float x2 = Float(X[2]);
+
+				Float y0 = Float(Y[0]);
+				Float y1 = Float(Y[1]);
+				Float y2 = Float(Y[2]);
+
+				Float A = (y2 - y0) * x1 + (y1 - y2) * x0 + (y0 - y1) * x2;   // Area
+
+				If(A == Float(0.0f))
+				{
+					Return(false);
+				}
+
+				Float w0w1w2 = *Pointer<Float>(v0 + pos * 16 + 12) *
+							   *Pointer<Float>(v1 + pos * 16 + 12) *
+							   *Pointer<Float>(v2 + pos * 16 + 12);
+
+				A = IfThenElse(w0w1w2 < Float(0.0f), -A, A);
+
+				if(state.cullMode == Context::CULL_CLOCKWISE)
+				{
+					If(A >= Float(0.0f)) Return(false);
+				}
+				else if(state.cullMode == Context::CULL_COUNTERCLOCKWISE)
+				{
+					If(A <= Float(0.0f)) Return(false);
+				}
+
+				d = IfThenElse(A < Float(0.0f), d, Int(0));
+
+				if(state.twoSidedStencil)
+				{
+					Byte8 clockwiseMask = IfThenElse(A > Float(0.0f), Byte8(0xFFFFFFFFFFFFFFFF), Byte8(0x0000000000000000));
+
+					*Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) =  clockwiseMask;
+					*Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = ~clockwiseMask;
+				}
+
+				if(state.vFace)
+				{
+					*Pointer<Float>(primitive + OFFSET(Primitive,area)) = Float(0.5f) * A;
+				}
+			}
+			else
+			{
+				if(state.twoSidedStencil)
+				{
+					*Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) =  Byte8(0xFFFFFFFFFFFFFFFF);
+					*Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0x0000000000000000);
+				}
+			}
+
+			Int n = *Pointer<Int>(polygon + OFFSET(Polygon,n));
+			Int m = *Pointer<Int>(polygon + OFFSET(Polygon,i));
+
+			If(m != 0 || Bool(!solidTriangle))   // Clipped triangle; reproject
+			{
+				Pointer<Byte> V = polygon + OFFSET(Polygon,P) + m * sizeof(void*) * 16;
+		
+				Int i = 0;
+
+				Do
+				{
+					Pointer<Float4> p = *Pointer<Pointer<Float4>>(V + i * sizeof(void*));
+					Float4 v = *Pointer<Float4>(p, 16);
+
+					Float w = v.w;
+					Float rhw = IfThenElse(w != Float(0.0f), Float(1.0f) / w, Float(1.0f));
+
+					X[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,LLLLx16)) + v.x * rhw * *Pointer<Float>(data + OFFSET(DrawData,WWWWx16)));
+					Y[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,TTTTx16)) + v.y * rhw * *Pointer<Float>(data + OFFSET(DrawData,HHHHx16)));
+
+					i++;
+				}
+				Until(i >= n)
+			}
+
+			// Vertical range
+			Int yMin = Y[0];
+			Int yMax = Y[0];
+			
+			Int i = 1;
+			
+			Do
+			{
+				yMin = IfThenElse(Y[i] < yMin, Int(Y[i]), yMin);   // FIXME: Min(Y[i], yMin)
+				yMax = IfThenElse(Y[i] > yMax, Int(Y[i]), yMax);   // FIXME: Max(Y[i], yMax)
+
+				i++;
+			}
+			Until(i >= n)
+
+			if(state.multiSample > 1)
+			{
+				yMin = (yMin + 0x0A) >> 4;
+				yMax = (yMax + 0x14) >> 4;
+			}
+			else
+			{
+				yMin = (yMin + 0x0F) >> 4;
+				yMax = (yMax + 0x0F) >> 4;
+			}
+
+			If(yMin == yMax)
+			{
+				Return(false);
+			}
+		
+			For(Int q = 0, q < state.multiSample, q++)
+			{
+				Array<Int> Xq(16);
+				Array<Int> Yq(16);
+
+				Int i = 0;
+
+				Do
+				{
+					Xq[i] = X[i];
+					Yq[i] = Y[i];
+
+					if(state.multiSample > 1)
+					{
+						Xq[i] = Xq[i] + *Pointer<Int>(constants + OFFSET(Constants,Xf) + q * sizeof(int));
+						Yq[i] = Yq[i] + *Pointer<Int>(constants + OFFSET(Constants,Yf) + q * sizeof(int));
+					}
+
+					i++;
+				}
+				Until(i >= n)
+
+				Pointer<Byte> leftEdge = Pointer<Byte>(primitive + OFFSET(Primitive,outline->left)) + q * sizeof(Primitive);
+				Pointer<Byte> rightEdge = Pointer<Byte>(primitive + OFFSET(Primitive,outline->right)) + q * sizeof(Primitive);
+
+				if(state.multiSample > 1)
+				{
+					Short x = Short((X[0] + 0xF) >> 4);
+
+					For(Int y = yMin - 1, y < yMax + 1, y++)
+					{
+						*Pointer<Short>(leftEdge + y * sizeof(Primitive::Span)) = x;
+						*Pointer<Short>(rightEdge + y * sizeof(Primitive::Span)) = x;
+					}
+				}
+
+				Xq[n] = Xq[0];
+				Yq[n] = Yq[0];
+
+				// Rasterize
+				{
+					Int i = 0;
+
+					Do
+					{
+						edge(primitive, Int(Xq[i + 1 - d]), Int(Yq[i + 1 - d]), Int(Xq[i + d]), Int(Yq[i + d]), q);
+
+						i++;
+					}
+					Until(i >= n)
+				}
+
+				if(state.multiSample == 1)
+				{
+					For(yMin, yMin < yMax && *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + yMin * sizeof(Primitive::Span)), yMin++)
+					{
+						// Increments yMin
+					}
+
+					For(yMax, yMax > yMin && *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + (yMax - 1) * sizeof(Primitive::Span)), yMax--)
+					{
+						// Decrements yMax
+					}
+
+					If(yMin == yMax)
+					{
+						Return(false);
+					}
+
+					*Pointer<Short>(leftEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span));
+					*Pointer<Short>(rightEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span));
+					*Pointer<Short>(leftEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span));
+					*Pointer<Short>(rightEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span));
+				}
+			}
+
+			*Pointer<Int>(primitive + OFFSET(Primitive,yMin)) = yMin;
+			*Pointer<Int>(primitive + OFFSET(Primitive,yMax)) = yMax;
+
+			// Sort by minimum y
+			if(solidTriangle && logPrecision >= WHQL)
+			{
+				Float y0 = *Pointer<Float>(v0 + pos * 16 + 4);
+				Float y1 = *Pointer<Float>(v1 + pos * 16 + 4);
+				Float y2 = *Pointer<Float>(v2 + pos * 16 + 4);
+
+				Float yMin = Min(Min(y0, y1), y2);
+
+				conditionalRotate1(yMin == y1, v0, v1, v2);
+				conditionalRotate2(yMin == y2, v0, v1, v2);
+			}
+
+			// Sort by maximum w
+			if(solidTriangle)
+			{
+				Float w0 = *Pointer<Float>(v0 + pos * 16 + 12);
+				Float w1 = *Pointer<Float>(v1 + pos * 16 + 12);
+				Float w2 = *Pointer<Float>(v2 + pos * 16 + 12);
+
+				Float wMax = Max(Max(w0, w1), w2);
+
+				conditionalRotate1(wMax == w1, v0, v1, v2);
+				conditionalRotate2(wMax == w2, v0, v1, v2);
+			}
+
+			Float4 p0 = *Pointer<Float4>(v0 + pos * 16, 16);
+			Float4 p1 = *Pointer<Float4>(v1 + pos * 16, 16);
+			Float4 p2 = *Pointer<Float4>(v2 + pos * 16, 16);
+
+			Float w0 = p0.w;
+			Float w1 = p1.w;
+			Float w2 = p2.w;
+
+			Float4 w012;
+
+			w012.x = w0;
+			w012.y = w1;
+			w012.z = w2;
+			w012.w = 1;
+
+			Float rhw0 = *Pointer<Float>(v0 + OFFSET(Vertex,W));
+
+			Int X0 = *Pointer<Int>(v0 + OFFSET(Vertex,X));
+			Int X1 = *Pointer<Int>(v1 + OFFSET(Vertex,X));
+			Int X2 = *Pointer<Int>(v2 + OFFSET(Vertex,X));
+
+			Int Y0 = *Pointer<Int>(v0 + OFFSET(Vertex,Y));
+			Int Y1 = *Pointer<Int>(v1 + OFFSET(Vertex,Y));
+			Int Y2 = *Pointer<Int>(v2 + OFFSET(Vertex,Y));
+
+			if(line)
+			{
+				X2 = X1 + Y1 - Y0;
+				Y2 = Y1 + X0 - X1;
+			}
+
+			Float dx = Float(X0) * Float(1.0f / 16.0f);
+			Float dy = Float(Y0) * Float(1.0f / 16.0f);
+
+			X1 -= X0;
+			Y1 -= Y0;
+
+			X2 -= X0;
+			Y2 -= Y0;
+
+			Float x1 = w1 * Float(1.0f / 16.0f) * Float(X1);
+			Float y1 = w1 * Float(1.0f / 16.0f) * Float(Y1);
+
+			Float x2 = w2 * Float(1.0f / 16.0f) * Float(X2);
+			Float y2 = w2 * Float(1.0f / 16.0f) * Float(Y2);
+
+			Float a = x1 * y2 - x2 * y1;
+
+			Float4 xQuad = Float4(0, 1, 0, 1) - Float4(dx);
+			Float4 yQuad = Float4(0, 0, 1, 1) - Float4(dy);
+
+			*Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16) = xQuad;
+			*Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16) = yQuad;
+
+			Float4 M[3];
+
+			M[0] = Float4(0, 0, 0, 0);
+			M[1] = Float4(0, 0, 0, 0);
+			M[2] = Float4(0, 0, 0, 0);
+
+			M[0].z = rhw0;
+
+			If(a != Float(0.0f))
+			{
+				Float A = Float(1) / a;
+				Float D = A * rhw0;
+
+				M[0].x = (y1 * w2 - y2 * w1) * D;
+				M[0].y = (x2 * w1 - x1 * w2) * D;
+			//	M[0].z = rhw0;
+			//	M[0].w = 0;
+
+				M[1].x = y2 * A;
+				M[1].y = -x2 * A;
+			//	M[1].z = 0;
+			//	M[1].w = 0;
+
+				M[2].x = -y1 * A;
+				M[2].y = x1 * A;
+			//	M[2].z = 0;
+			//	M[2].w = 0;
+			}
+
+			if(state.perspective)
+			{
+				Float4 ABC = M[0] + M[1] + M[2];
+
+				Float4 A = ABC.x;
+				Float4 B = ABC.y;
+				Float4 C = ABC.z;
+
+				*Pointer<Float4>(primitive + OFFSET(Primitive,w.A), 16) = A;
+				*Pointer<Float4>(primitive + OFFSET(Primitive,w.B), 16) = B;
+				*Pointer<Float4>(primitive + OFFSET(Primitive,w.C), 16) = C;
+			}
+
+			if(state.interpolateDepth)
+			{
+				Float z0 = *Pointer<Float>(v0 + OFFSET(Vertex,Z));
+				Float z1 = *Pointer<Float>(v1 + OFFSET(Vertex,Z));
+				Float z2 = *Pointer<Float>(v2 + OFFSET(Vertex,Z));
+
+				z1 -= z0;
+				z2 -= z0;
+
+				Float4 A;
+				Float4 B;
+				Float4 C;
+
+				if(!point)
+				{
+					Float x1 = Float(X1) * Float(1.0f / 16.0f);
+					Float y1 = Float(Y1) * Float(1.0f / 16.0f);
+					Float x2 = Float(X2) * Float(1.0f / 16.0f);
+					Float y2 = Float(Y2) * Float(1.0f / 16.0f);
+
+					Float D = *Pointer<Float>(data + OFFSET(DrawData,depthRange)) / (x1 * y2 - x2 * y1);
+
+					Float a = (y2 * z1 - y1 * z2) * D;
+					Float b = (x1 * z2 - x2 * z1) * D;
+
+					A = Float4(a);
+					B = Float4(b);
+				}
+				else
+				{
+					A = Float4(0, 0, 0, 0);
+					B = Float4(0, 0, 0, 0);
+				}
+
+				*Pointer<Float4>(primitive + OFFSET(Primitive,z.A), 16) = A;
+				*Pointer<Float4>(primitive + OFFSET(Primitive,z.B), 16) = B;
+
+				Float c = z0;
+
+				if(state.isDrawTriangle && state.slopeDepthBias)
+				{
+					Float bias = Max(Abs(Float(A.x)), Abs(Float(B.x)));
+					bias *= *Pointer<Float>(data + OFFSET(DrawData,slopeDepthBias));
+
+					if(complementaryDepthBuffer)
+					{
+						bias = -bias;
+					}
+
+					c += bias;
+				}
+
+				C = Float4(c * *Pointer<Float>(data + OFFSET(DrawData,depthRange)) + *Pointer<Float>(data + OFFSET(DrawData,depthNear)));
+
+				*Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) = C;
+			}
+
+			for(int interpolant = 0; interpolant < 11; interpolant++)
+			{
+				int componentCount = interpolant < 10 ? 4 : 1;   // Fog only has one component
+
+				for(int component = 0; component < componentCount; component++)
+				{
+					int attribute = state.gradient[interpolant][component].attribute;
+					bool flat = state.gradient[interpolant][component].flat;
+					bool wrap = state.gradient[interpolant][component].wrap;
+
+					if(attribute < 12)
+					{
+						setupGradient(primitive, tri, w012, M, v0, v1, v2, OFFSET(Vertex,v[attribute][component]), OFFSET(Primitive,V[interpolant][component]), flat, sprite, state.perspective, wrap, component);
+					}
+				}
+			}
+
+			Return(true);
+		}
+
+		routine = function(L"SetupRoutine");
+	}
+
+	void SetupRoutine::setupGradient(Pointer<Byte> &primitive, Pointer<Byte> &triangle, Float4 &w012, Float4 (&m)[3], Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2, int attribute, int planeEquation, bool flat, bool sprite, bool perspective, bool wrap, int component)
+	{
+		Float4 i;
+
+		if(!flat)
+		{
+			if(!sprite)
+			{
+				i.x = *Pointer<Float>(v0 + attribute);
+				i.y = *Pointer<Float>(v1 + attribute);
+				i.z = *Pointer<Float>(v2 + attribute);
+				i.w = 0;
+			}
+			else
+			{
+				if(component == 0) i.x = Float(0.5f);
+				if(component == 1) i.x = Float(0.5f);
+				if(component == 2) i.x = Float(0.0f);
+				if(component == 3) i.x = Float(1.0f);
+
+				if(component == 0) i.y = Float(1.0f);
+				if(component == 1) i.y = Float(0.5f);
+				if(component == 2) i.y = Float(0.0f);
+				if(component == 3) i.y = Float(1.0f);
+
+				if(component == 0) i.z = Float(0.5f);
+				if(component == 1) i.z = Float(0.0f);
+				if(component == 2) i.z = Float(0.0f);
+				if(component == 3) i.z = Float(1.0f);
+				
+				i.w = 0;
+			}
+
+			if(wrap)
+			{
+				Float m;
+
+				m = *Pointer<Float>(v0 + attribute);
+				m = Max(m, *Pointer<Float>(v1 + attribute));
+				m = Max(m, *Pointer<Float>(v2 + attribute));
+				m -= Float(0.5f);   // FIXME: m -= 0.5f;
+
+				// FIXME: Vectorize
+				If(Float(i.x) < m) i.x = Float(i.x) + Float(1.0f);
+				If(Float(i.y) < m) i.y = Float(i.y) + Float(1.0f);
+				If(Float(i.z) < m) i.z = Float(i.z) + Float(1.0f);
+			}
+
+			if(!perspective)
+			{
+				i *= w012;
+			}
+
+			Float4 A;
+			Float4 B;
+			Float4 C;
+
+			A = i.xxxx;
+			B = i.yyyy;
+			C = i.zzzz;
+
+			A *= m[0];
+			B *= m[1];
+			C *= m[2];
+
+			C = A + B + C;
+
+			A = C.xxxx;
+			B = C.yyyy;
+			C = C.zzzz;
+
+			*Pointer<Float4>(primitive + planeEquation + 0, 16) = A;
+			*Pointer<Float4>(primitive + planeEquation + 16, 16) = B;
+			*Pointer<Float4>(primitive + planeEquation + 32, 16) = C;
+		}
+		else
+		{
+			Float C = *Pointer<Float>(triangle + OFFSET(Triangle,v0) + attribute);
+
+			*Pointer<Float4>(primitive + planeEquation + 0, 16) = Float4(0, 0, 0, 0);
+			*Pointer<Float4>(primitive + planeEquation + 16, 16) = Float4(0, 0, 0, 0);
+			*Pointer<Float4>(primitive + planeEquation + 32, 16) = Float4(C);
+		}
+	}
+
+	void SetupRoutine::edge(Pointer<Byte> &primitive, Int &X1, Int &Y1, Int &X2, Int &Y2, Int &q)
+	{
+		If(Y1 != Y2)
+		{
+			Bool swap = Y2 < Y1;
+
+			Pointer<Byte> leftEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->left);
+			Pointer<Byte> rightEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->right);
+			Pointer<Byte> edge = IfThenElse(swap, rightEdge, leftEdge);
+
+			Int X0 = X1;
+			Int Y0 = Y1;
+			X1 = IfThenElse(swap, X2, X1);
+			X2 = IfThenElse(swap, X0, X2);
+			Y1 = IfThenElse(swap, Y2, Y1);
+			Y2 = IfThenElse(swap, Y0, Y2);
+
+			Int y1 = (Y1 + 0x0000000F) >> 4;
+			Int y2 = (Y2 + 0x0000000F) >> 4;
+
+			If(y1 != y2)
+			{
+				// Deltas
+				Int DX12 = X2 - X1;
+				Int DY12 = Y2 - Y1;
+
+				Int FDX12 = DX12 << 4;
+				Int FDY12 = DY12 << 4;
+
+				Int X = DX12 * (-Y1 & 0xF) + X1 * DY12;
+				Int x = X / FDY12;     // Edge
+				Int d = X % FDY12;     // Error-term
+				Int ceil = -d >> 31;   // Ceiling division: remainder <= 0
+				x -= ceil;
+				d -= ceil & FDY12;
+				
+				Int Q = FDX12 / FDY12;   // Edge-step
+				Int R = FDX12 % FDY12;   // Error-step
+				Int floor = R >> 31;     // Flooring division: remainder >= 0
+				Q += floor;
+				R += floor & FDY12;
+
+				Int D = FDY12;   // Error-overflow
+				Int y = y1;
+
+				Do
+				{
+					*Pointer<Short>(edge + y * sizeof(Primitive::Span)) = Short(x);
+
+					x += Q;
+					d += R;
+
+					Int overflow = -d >> 31;
+			
+					d -= D & overflow;
+					x -= overflow;
+
+					y++;
+				}
+				Until(y >= y2)
+			}
+		}
+	}
+
+	void SetupRoutine::conditionalRotate1(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2)
+	{
+		#if 0   // Rely on LLVM optimization
+			If(condition)
+			{
+				Pointer<Byte> vX;
+			
+				vX = v0;
+				v0 = v1;
+				v1 = v2;
+				v2 = vX;
+			}
+		#else
+			Pointer<Byte> vX = v0;
+			v0 = IfThenElse(condition, v1, v0);
+			v1 = IfThenElse(condition, v2, v1);
+			v2 = IfThenElse(condition, vX, v2);
+		#endif
+	}
+
+	void SetupRoutine::conditionalRotate2(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2)
+	{
+		#if 0   // Rely on LLVM optimization
+			If(condition)
+			{
+				Pointer<Byte> vX;
+			
+				vX = v2;
+				v2 = v1;
+				v1 = v0;
+				v0 = vX;
+			}
+		#else
+			Pointer<Byte> vX = v2;
+			v2 = IfThenElse(condition, v1, v2);
+			v1 = IfThenElse(condition, v0, v1);
+			v0 = IfThenElse(condition, vX, v0);
+		#endif
+	}
+
+	Routine *SetupRoutine::getRoutine()
+	{
+		return routine;
+	}
+}
diff --git a/src/Shader/SetupRoutine.hpp b/src/Shader/SetupRoutine.hpp
new file mode 100644
index 0000000..cf40281
--- /dev/null
+++ b/src/Shader/SetupRoutine.hpp
@@ -0,0 +1,44 @@
+// SwiftShader Software Renderer

+//

+// Copyright(c) 2005-2011 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_SetupRoutine_hpp

+#define sw_SetupRoutine_hpp

+

+#include "SetupProcessor.hpp"

+#include "Reactor/Nucleus.hpp"

+

+namespace sw

+{

+	class Context;

+

+	class SetupRoutine

+	{

+	public:

+		SetupRoutine(const SetupProcessor::State &state);

+

+		virtual ~SetupRoutine();

+

+		void generate();

+		Routine *getRoutine();

+

+	private:

+		void setupGradient(Pointer<Byte> &primitive, Pointer<Byte> &triangle, Float4 &w012, Float4 (&m)[3], Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2, int attribute, int planeEquation, bool flatShading, bool sprite, bool perspective, bool wrap, int component);

+		void edge(Pointer<Byte> &primitive, Int &X1, Int &Y1, Int &X2, Int &Y2, Int &q);

+		void conditionalRotate1(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2);

+		void conditionalRotate2(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2);

+

+		const SetupProcessor::State &state;

+

+		Routine *routine;

+	};

+}

+

+#endif   // sw_SetupRoutine_hpp

diff --git a/src/Shader/Shader.cpp b/src/Shader/Shader.cpp
new file mode 100644
index 0000000..43e8bdc
--- /dev/null
+++ b/src/Shader/Shader.cpp
@@ -0,0 +1,1318 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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.
+//
+
+#include "Shader.hpp"
+
+#include "Math.hpp"
+#include "Debug.hpp"
+
+#include <stdarg.h>
+#include <fstream>
+#include <sstream>
+
+namespace sw
+{
+	Shader::Instruction::Instruction()
+	{
+		operation.opcode = Operation::OPCODE_NOP;
+		destinationParameter.type = Parameter::PARAMETER_VOID;
+		sourceParameter[0].type = Parameter::PARAMETER_VOID;
+		sourceParameter[1].type = Parameter::PARAMETER_VOID;
+		sourceParameter[2].type = Parameter::PARAMETER_VOID;
+		sourceParameter[3].type = Parameter::PARAMETER_VOID;
+	}
+
+	Shader::Instruction::Instruction(const unsigned long *token, int size, unsigned char majorVersion)
+	{
+		parseOperationToken(*token++, majorVersion);
+
+		if(operation.opcode == Operation::OPCODE_IF ||
+		   operation.opcode == Operation::OPCODE_IFC ||
+		   operation.opcode == Operation::OPCODE_LOOP ||
+		   operation.opcode == Operation::OPCODE_REP ||
+		   operation.opcode == Operation::OPCODE_BREAKC ||
+		   operation.opcode == Operation::OPCODE_BREAKP)   // No destination operand
+		{
+			if(size > 0) parseSourceToken(0, token++, majorVersion);
+			if(size > 1) parseSourceToken(1, token++, majorVersion);
+			if(size > 2) parseSourceToken(2, token++, majorVersion);
+			if(size > 3) ASSERT(false);
+		}
+		else if(operation.opcode == Operation::OPCODE_DCL)
+		{
+			parseDeclarationToken(*token++);
+			parseDestinationToken(token++, majorVersion);
+		}
+		else
+		{
+			if(size > 0)
+			{
+				parseDestinationToken(token, majorVersion);
+
+				if(destinationParameter.relative && majorVersion >= 3)
+				{
+					token++;
+					size--;
+				}
+				
+				token++;
+				size--;
+			}
+
+			if(operation.predicate)
+			{
+				ASSERT(size != 0);
+
+				operation.predicateNot = (SourceParameter::Modifier)((*token & 0x0F000000) >> 24) == SourceParameter::MODIFIER_NOT;
+				operation.predicateSwizzle = (unsigned char)((*token & 0x00FF0000) >> 16);
+				
+				token++;
+				size--;
+			}
+
+			for(int i = 0; size > 0; i++)
+			{
+				parseSourceToken(i, token, majorVersion);
+
+				token++;
+				size--;
+
+				if(sourceParameter[i].relative && majorVersion >= 2)
+				{
+					token++;
+					size--;
+				}
+			}
+		}
+	}
+
+	Shader::Instruction::~Instruction()
+	{
+	}
+
+	Shader::Instruction::Operation::Opcode Shader::Instruction::getOpcode() const
+	{
+		return operation.opcode;
+	}
+
+	const Shader::Instruction::DestinationParameter &Shader::Instruction::getDestinationParameter() const
+	{
+		return destinationParameter;
+	}
+
+	const Shader::Instruction::SourceParameter &Shader::Instruction::getSourceParameter(int i) const
+	{
+		return sourceParameter[i];
+	}
+
+	bool Shader::Instruction::isCoissue() const
+	{
+		return operation.coissue;
+	}
+
+	bool Shader::Instruction::isProject() const
+	{
+		return operation.project;
+	}
+
+	bool Shader::Instruction::isBias() const
+	{
+		return operation.bias;
+	}
+
+	bool Shader::Instruction::isPredicate() const
+	{
+		return operation.predicate;
+	}
+
+	bool Shader::Instruction::isPredicateNot() const
+	{
+		return operation.predicateNot;
+	}
+
+	unsigned char Shader::Instruction::getPredicateSwizzle() const
+	{
+		return operation.predicateSwizzle;
+	}
+
+	Shader::Instruction::Operation::Control Shader::Instruction::getControl() const
+	{
+		return operation.control;
+	}
+
+	Shader::Instruction::Operation::Usage Shader::Instruction::getUsage() const
+	{
+		return operation.usage;
+	}
+
+	unsigned char Shader::Instruction::getUsageIndex() const
+	{
+		return operation.usageIndex;
+	}
+
+	Shader::Instruction::Operation::SamplerType Shader::Instruction::getSamplerType() const
+	{
+		return operation.samplerType;
+	}
+
+	std::string Shader::Instruction::string(ShaderType shaderType, unsigned short version) const
+	{
+		std::string instructionString;
+		
+		if(operation.opcode != Operation::OPCODE_DCL)
+		{
+			instructionString += operation.coissue ? "+ " : "";
+			
+			if(operation.predicate)
+			{
+				instructionString += operation.predicateNot ? "(!p0" : "(p0";
+				instructionString += swizzleString(Parameter::PARAMETER_PREDICATE, operation.predicateSwizzle);
+				instructionString += ") ";
+			}
+
+			instructionString += operation.string(version) + operation.controlString() + destinationParameter.shiftString() + destinationParameter.modifierString();
+
+			if(destinationParameter.type != Parameter::PARAMETER_VOID)
+			{
+				instructionString += " " + destinationParameter.string(shaderType, version) +
+				                           destinationParameter.relativeString() +
+				                           destinationParameter.maskString(); 
+			}
+
+			for(int i = 0; i < 4; i++)
+			{
+				if(sourceParameter[i].type != Parameter::PARAMETER_VOID)
+				{
+					instructionString += (destinationParameter.type != Parameter::PARAMETER_VOID || i > 0) ? ", " : " ";
+					instructionString += sourceParameter[i].preModifierString() +
+										 sourceParameter[i].string(shaderType, version) +
+										 sourceParameter[i].relativeString() + 
+										 sourceParameter[i].postModifierString() + 
+										 sourceParameter[i].swizzleString();
+				}
+			}
+		}
+		else   // DCL
+		{
+			instructionString += "dcl";
+
+			if(destinationParameter.type == Parameter::PARAMETER_SAMPLER)
+			{
+				switch(operation.samplerType)
+				{
+				case Operation::SAMPLER_UNKNOWN:	instructionString += " ";			break;
+				case Operation::SAMPLER_1D:			instructionString += "_1d ";		break;
+				case Operation::SAMPLER_2D:			instructionString += "_2d ";		break;
+				case Operation::SAMPLER_CUBE:		instructionString += "_cube ";		break;
+				case Operation::SAMPLER_VOLUME:		instructionString += "_volume ";	break;
+				default:
+					ASSERT(false);
+				}
+
+				instructionString += destinationParameter.string(shaderType, version);
+			}
+			else if(destinationParameter.type == Parameter::PARAMETER_INPUT ||
+				    destinationParameter.type == Parameter::PARAMETER_OUTPUT ||
+				    destinationParameter.type == Parameter::PARAMETER_TEXTURE)
+			{
+				if(version >= 0x0300)
+				{
+					switch(operation.usage)
+					{
+					case Operation::USAGE_POSITION:		instructionString += "_position";		break;
+					case Operation::USAGE_BLENDWEIGHT:	instructionString += "_blendweight";	break;
+					case Operation::USAGE_BLENDINDICES:	instructionString += "_blendindices";	break;
+					case Operation::USAGE_NORMAL:		instructionString += "_normal";			break;
+					case Operation::USAGE_PSIZE:		instructionString += "_psize";			break;
+					case Operation::USAGE_TEXCOORD:		instructionString += "_texcoord";		break;
+					case Operation::USAGE_TANGENT:		instructionString += "_tangent";		break;
+					case Operation::USAGE_BINORMAL:		instructionString += "_binormal";		break;
+					case Operation::USAGE_TESSFACTOR:	instructionString += "_tessfactor";		break;
+					case Operation::USAGE_POSITIONT:	instructionString += "_positiont";		break;
+					case Operation::USAGE_COLOR:		instructionString += "_color";			break;
+					case Operation::USAGE_FOG:			instructionString += "_fog";			break;
+					case Operation::USAGE_DEPTH:		instructionString += "_depth";			break;
+					case Operation::USAGE_SAMPLE:		instructionString += "_sample";			break;
+					default:
+						ASSERT(false);
+					}
+
+					if(operation.usageIndex > 0)
+					{
+						std::ostringstream buffer;
+
+						buffer << (int)operation.usageIndex;
+
+						instructionString += buffer.str();
+					}
+				}
+				else ASSERT(destinationParameter.type != Parameter::PARAMETER_OUTPUT);
+
+				instructionString += " ";
+
+				instructionString += destinationParameter.string(shaderType, version);
+				instructionString += destinationParameter.maskString();
+			}
+			else if(destinationParameter.type == Parameter::PARAMETER_MISCTYPE)   // vPos and vFace
+			{
+				instructionString += " ";
+
+				instructionString += destinationParameter.string(shaderType, version);
+			}
+			else ASSERT(false);
+		}
+
+		return instructionString;
+	}
+
+	std::string Shader::Instruction::Operation::string(unsigned short version) const
+	{
+		switch(opcode)
+		{
+		case OPCODE_NOP:			return "nop";
+		case OPCODE_MOV:			return "mov";
+		case OPCODE_ADD:			return "add";
+		case OPCODE_SUB:			return "sub";
+		case OPCODE_MAD:			return "mad";
+		case OPCODE_MUL:			return "mul";
+		case OPCODE_RCP:			return "rcp";
+		case OPCODE_RSQ:			return "rsq";
+		case OPCODE_DP3:			return "dp3";
+		case OPCODE_DP4:			return "dp4";
+		case OPCODE_MIN:			return "min";
+		case OPCODE_MAX:			return "max";
+		case OPCODE_SLT:			return "slt";
+		case OPCODE_SGE:			return "sge";
+		case OPCODE_EXP:			return "exp";
+		case OPCODE_LOG:			return "log";
+		case OPCODE_LIT:			return "lit";
+		case OPCODE_DST:			return "dst";
+		case OPCODE_LRP:			return "lrp";
+		case OPCODE_FRC:			return "frc";
+		case OPCODE_M4X4:			return "m4x4";
+		case OPCODE_M4X3:			return "m4x3";
+		case OPCODE_M3X4:			return "m3x4";
+		case OPCODE_M3X3:			return "m3x3";
+		case OPCODE_M3X2:			return "m3x2";
+		case OPCODE_CALL:			return "call";
+		case OPCODE_CALLNZ:			return "callnz";
+		case OPCODE_LOOP:			return "loop";
+		case OPCODE_RET:			return "ret";
+		case OPCODE_ENDLOOP:		return "endloop";
+		case OPCODE_LABEL:			return "label";
+		case OPCODE_DCL:			return "dcl";
+		case OPCODE_POW:			return "pow";
+		case OPCODE_CRS:			return "crs";
+		case OPCODE_SGN:			return "sgn";
+		case OPCODE_ABS:			return "abs";
+		case OPCODE_NRM:			return "nrm";
+		case OPCODE_SINCOS:			return "sincos";
+		case OPCODE_REP:			return "rep";
+		case OPCODE_ENDREP:			return "endrep";
+		case OPCODE_IF:				return "if";
+		case OPCODE_IFC:			return "ifc";
+		case OPCODE_ELSE:			return "else";
+		case OPCODE_ENDIF:			return "endif";
+		case OPCODE_BREAK:			return "break";
+		case OPCODE_BREAKC:			return "breakc";
+		case OPCODE_MOVA:			return "mova";
+		case OPCODE_DEFB:			return "defb";
+		case OPCODE_DEFI:			return "defi";
+		case OPCODE_TEXCOORD:		return "texcoord";
+		case OPCODE_TEXKILL:		return "texkill";
+		case OPCODE_TEX:
+			if(version < 0x0104)	return "tex";
+			else					return "texld";
+		case OPCODE_TEXBEM:			return "texbem";
+		case OPCODE_TEXBEML:		return "texbeml";
+		case OPCODE_TEXREG2AR:		return "texreg2ar";
+		case OPCODE_TEXREG2GB:		return "texreg2gb";
+		case OPCODE_TEXM3X2PAD:		return "texm3x2pad";
+		case OPCODE_TEXM3X2TEX:		return "texm3x2tex";
+		case OPCODE_TEXM3X3PAD:		return "texm3x3pad";
+		case OPCODE_TEXM3X3TEX:		return "texm3x3tex";
+		case OPCODE_RESERVED0:		return "reserved0";
+		case OPCODE_TEXM3X3SPEC:	return "texm3x3spec";
+		case OPCODE_TEXM3X3VSPEC:	return "texm3x3vspec";
+		case OPCODE_EXPP:			return "expp";
+		case OPCODE_LOGP:			return "logp";
+		case OPCODE_CND:			return "cnd";
+		case OPCODE_DEF:			return "def";
+		case OPCODE_TEXREG2RGB:		return "texreg2rgb";
+		case OPCODE_TEXDP3TEX:		return "texdp3tex";
+		case OPCODE_TEXM3X2DEPTH:	return "texm3x2depth";
+		case OPCODE_TEXDP3:			return "texdp3";
+		case OPCODE_TEXM3X3:		return "texm3x3";
+		case OPCODE_TEXDEPTH:		return "texdepth";
+		case OPCODE_CMP:			return "cmp";
+		case OPCODE_BEM:			return "bem";
+		case OPCODE_DP2ADD:			return "dp2add";
+		case OPCODE_DSX:			return "dsx";
+		case OPCODE_DSY:			return "dsy";
+		case OPCODE_TEXLDD:			return "texldd";
+		case OPCODE_SETP:			return "setp";
+		case OPCODE_TEXLDL:			return "texldl";
+		case OPCODE_BREAKP:			return "breakp";
+		case OPCODE_PHASE:			return "phase";
+		case OPCODE_COMMENT:		return "comment";
+		case OPCODE_END:			return "end";
+		case OPCODE_PS_1_0:			return "ps_1_0";
+		case OPCODE_PS_1_1:			return "ps_1_1";
+		case OPCODE_PS_1_2:			return "ps_1_2";
+		case OPCODE_PS_1_3:			return "ps_1_3";
+		case OPCODE_PS_1_4:			return "ps_1_4";
+		case OPCODE_PS_2_0:			return "ps_2_0";
+		case OPCODE_PS_2_x:			return "ps_2_x";
+		case OPCODE_PS_3_0:			return "ps_3_0";
+		case OPCODE_VS_1_0:			return "vs_1_0";
+		case OPCODE_VS_1_1:			return "vs_1_1";
+		case OPCODE_VS_2_0:			return "vs_2_0";
+		case OPCODE_VS_2_x:			return "vs_2_x";
+		case OPCODE_VS_2_sw:		return "vs_2_sw";
+		case OPCODE_VS_3_0:			return "vs_3_0";
+		case OPCODE_VS_3_sw:		return "vs_3_sw";
+		default:
+			ASSERT(false);
+		}
+
+		return "<unknown>";
+	}
+
+	std::string Shader::Instruction::Operation::controlString() const
+	{
+		if(opcode != OPCODE_LOOP && opcode != OPCODE_BREAKC && opcode != OPCODE_IFC && opcode != OPCODE_SETP)
+		{
+			if(project) return "p";
+
+			if(bias) return "b";
+
+			// FIXME: LOD
+		}
+
+		switch(control)
+		{
+		case 1: return "_gt";
+		case 2: return "_eq";
+		case 3: return "_ge";
+		case 4: return "_lt";
+		case 5: return "_ne";
+		case 6: return "_le";
+		default:
+			return "";
+		//	ASSERT(false);   // FIXME
+		}
+	}
+
+	std::string Shader::Instruction::DestinationParameter::modifierString() const
+	{
+		if(type == PARAMETER_VOID || type == PARAMETER_LABEL)
+		{
+			return "";
+		}
+
+		std::string modifierString;
+
+		if(saturate)
+		{
+			modifierString += "_sat";
+		}
+
+		if(partialPrecision)
+		{
+			modifierString += "_pp";
+		}
+
+		if(centroid)
+		{
+			modifierString += "_centroid";
+		}
+
+		return modifierString;
+	}
+
+	std::string Shader::Instruction::DestinationParameter::shiftString() const
+	{
+		if(type == PARAMETER_VOID || type == PARAMETER_LABEL)
+		{
+			return "";
+		}
+
+		switch(shift)
+		{
+		case 0:		return "";
+		case 1:		return "_x2";
+		case 2:		return "_x4"; 
+		case 3:		return "_x8";
+		case -1:	return "_d2";
+		case -2:	return "_d4"; 
+		case -3:	return "_d8";
+		default:
+			return "";
+		//	ASSERT(false);   // FIXME
+		}
+	}
+
+	std::string Shader::Instruction::DestinationParameter::maskString() const
+	{
+		if(type == PARAMETER_VOID || type == PARAMETER_LABEL)
+		{
+			return "";
+		}
+
+		switch(mask)
+		{
+		case 0x0:	return "";
+		case 0x1:	return ".x";
+		case 0x2:	return ".y";
+		case 0x3:	return ".xy";
+		case 0x4:	return ".z";
+		case 0x5:	return ".xz";
+		case 0x6:	return ".yz";
+		case 0x7:	return ".xyz";
+		case 0x8:	return ".w";
+		case 0x9:	return ".xw";
+		case 0xA:	return ".yw";
+		case 0xB:	return ".xyw";
+		case 0xC:	return ".zw";
+		case 0xD:	return ".xzw";
+		case 0xE:	return ".yzw";
+		case 0xF:	return "";
+		default:
+			ASSERT(false);
+		}
+
+		return "";
+	}
+
+	std::string Shader::Instruction::SourceParameter::preModifierString() const
+	{
+		if(type == PARAMETER_VOID)
+		{
+			return "";
+		}
+
+		switch(modifier)
+		{
+		case MODIFIER_NONE:			return "";
+		case MODIFIER_NEGATE:		return "-";
+		case MODIFIER_BIAS:			return "";
+		case MODIFIER_BIAS_NEGATE:	return "-";
+		case MODIFIER_SIGN:			return "";
+		case MODIFIER_SIGN_NEGATE:	return "-";
+		case MODIFIER_COMPLEMENT:	return "1-";
+		case MODIFIER_X2:			return "";
+		case MODIFIER_X2_NEGATE:	return "-";
+		case MODIFIER_DZ:			return "";
+		case MODIFIER_DW:			return "";
+		case MODIFIER_ABS:			return "";
+		case MODIFIER_ABS_NEGATE:	return "-";
+		case MODIFIER_NOT:			return "!";
+		default:
+			ASSERT(false);
+		}
+
+		return "";
+	}
+
+	std::string Shader::Instruction::Parameter::relativeString() const
+	{
+		if(!relative) return "";
+
+		if(relativeType == Parameter::PARAMETER_ADDR)
+		{
+			switch(relativeSwizzle & 0x03)
+			{
+			case 0: return "[a0.x]";
+			case 1: return "[a0.y]";
+			case 2: return "[a0.z]";
+			case 3: return "[a0.w]";
+			}
+		}
+		else if(relativeType == Parameter::PARAMETER_LOOP)
+		{
+			return "[aL]";
+		}
+		else ASSERT(false);
+
+		return "";
+	}
+
+	std::string Shader::Instruction::SourceParameter::postModifierString() const
+	{
+		if(type == PARAMETER_VOID)
+		{
+			return "";
+		}
+
+		switch(modifier)
+		{
+		case MODIFIER_NONE:			return "";
+		case MODIFIER_NEGATE:		return "";
+		case MODIFIER_BIAS:			return "_bias";
+		case MODIFIER_BIAS_NEGATE:	return "_bias";
+		case MODIFIER_SIGN:			return "_bx2";
+		case MODIFIER_SIGN_NEGATE:	return "_bx2";
+		case MODIFIER_COMPLEMENT:	return "";
+		case MODIFIER_X2:			return "_x2";
+		case MODIFIER_X2_NEGATE:	return "_x2";
+		case MODIFIER_DZ:			return "_dz";
+		case MODIFIER_DW:			return "_dw";
+		case MODIFIER_ABS:			return "_abs";
+		case MODIFIER_ABS_NEGATE:	return "_abs";
+		case MODIFIER_NOT:			return "";
+		default:
+			ASSERT(false);
+		}
+
+		return "";
+	}
+
+	std::string Shader::Instruction::SourceParameter::swizzleString() const
+	{
+		return Instruction::swizzleString(type, swizzle);
+	}
+
+	void Shader::Instruction::parseOperationToken(unsigned long token, unsigned char majorVersion)
+	{
+		if((token & 0xFFFF0000) == 0xFFFF0000 || (token & 0xFFFF0000) == 0xFFFE0000)   // Version token
+		{
+			operation.opcode = (Operation::Opcode)token;
+			operation.predicate = false;
+			operation.coissue = false;
+		}
+		else
+		{
+			operation.opcode = (Operation::Opcode)(token & 0x0000FFFF);
+			operation.control = (Operation::Control)((token & 0x00FF0000) >> 16);
+
+			int size = (token & 0x0F000000) >> 24;
+
+			operation.predicate = (token & 0x10000000) != 0x00000000;
+			operation.coissue = (token & 0x40000000) != 0x00000000;
+
+			if(majorVersion < 2)
+			{
+				if(size != 0)
+				{
+					ASSERT(false);   // Reserved
+				}
+			}
+
+			if(majorVersion < 2)
+			{
+				if(operation.predicate)
+				{
+					ASSERT(false);
+				}
+			}
+
+			if((token & 0x20000000) != 0x00000000)
+			{
+				ASSERT(false);   // Reserved
+			}
+
+			if(majorVersion >= 2)
+			{
+				if(operation.coissue)
+				{
+					ASSERT(false);   // Reserved
+				}
+			}
+
+			if((token & 0x80000000) != 0x00000000)
+			{
+				ASSERT(false);
+			}
+		}
+	}
+
+	void Shader::Instruction::parseDeclarationToken(unsigned long token)
+	{
+		operation.samplerType = (Operation::SamplerType)((token & 0x78000000) >> 27);
+		operation.usage = (Operation::Usage)(token & 0x0000001F);
+		operation.usageIndex = (unsigned char)((token & 0x000F0000) >> 16);
+	}
+
+	void Shader::Instruction::parseDestinationToken(const unsigned long *token, unsigned char majorVersion)
+	{
+		destinationParameter.index = (unsigned short)(token[0] & 0x000007FF);
+		destinationParameter.type = (Parameter::Type)(((token[0] & 0x00001800) >> 8) | ((token[0] & 0x70000000) >> 28));
+
+		// TODO: Check type and index range
+
+		destinationParameter.relative = (token[0] & 0x00002000) != 0x00000000;
+		destinationParameter.relativeType = Parameter::PARAMETER_ADDR;
+		destinationParameter.relativeSwizzle = 0x00;
+
+		if(destinationParameter.relative && majorVersion >= 3)
+		{
+			destinationParameter.relativeType = (Parameter::Type)(((token[1] & 0x00001800) >> 8) | ((token[1] & 0x70000000) >> 28));
+			destinationParameter.relativeSwizzle = (unsigned char)((token[1] & 0x00FF0000) >> 16);
+		}
+		else if(destinationParameter.relative) ASSERT(false);   // Reserved
+
+		if((token[0] & 0x0000C000) != 0x00000000)
+		{
+			ASSERT(false);   // Reserved
+		}
+
+		destinationParameter.mask = (unsigned char)((token[0] & 0x000F0000) >> 16);
+		destinationParameter.saturate = (token[0] & 0x00100000) != 0;
+		destinationParameter.partialPrecision = (token[0] & 0x00200000) != 0;
+		destinationParameter.centroid = (token[0] & 0x00400000) != 0;
+		destinationParameter.shift = (signed char)((token[0] & 0x0F000000) >> 20) >> 4;
+
+		if(majorVersion >= 2)
+		{
+			if(destinationParameter.shift)
+			{
+				ASSERT(false);   // Reserved
+			}
+		}
+
+		if((token[0] & 0x80000000) != 0x80000000)
+		{
+			ASSERT(false);
+		}
+	}
+
+	void Shader::Instruction::parseSourceToken(int i, const unsigned long *token, unsigned char majorVersion)
+	{
+		// Defaults
+		sourceParameter[i].value = (float&)*token;
+		sourceParameter[i].type = Parameter::PARAMETER_VOID;
+		sourceParameter[i].modifier = SourceParameter::MODIFIER_NONE;
+		sourceParameter[i].swizzle = 0xE4;
+		sourceParameter[i].relative = false;
+		sourceParameter[i].relativeType = Parameter::PARAMETER_ADDR;
+		sourceParameter[i].relativeSwizzle = 0x00;
+		
+		switch(operation.opcode)
+		{
+		case Instruction::Operation::OPCODE_DEF:
+			sourceParameter[i].type = Parameter::PARAMETER_FLOATLITERAL;
+			break;
+		case Instruction::Operation::OPCODE_DEFB:
+			sourceParameter[i].type = Parameter::PARAMETER_BOOLLITERAL;
+			break;
+		case Instruction::Operation::OPCODE_DEFI:
+			sourceParameter[i].type = Parameter::PARAMETER_INTLITERAL;
+			break;
+		default:
+			sourceParameter[i].index = (unsigned short)(token[0] & 0x000007FF);
+			sourceParameter[i].type = (Parameter::Type)(((token[0] & 0x00001800) >> 8) | ((token[0] & 0x70000000) >> 28));
+
+			// FIXME: Check type and index range
+
+			sourceParameter[i].relative = (token[0] & 0x00002000) != 0x00000000;
+
+			if((token[0] & 0x0000C000) != 0x00000000)
+			{
+				if(operation.opcode != Operation::OPCODE_DEF &&
+				   operation.opcode != Operation::OPCODE_DEFI &&
+				   operation.opcode != Operation::OPCODE_DEFB)
+				{
+					ASSERT(false);
+				}
+			}
+
+			sourceParameter[i].swizzle = (unsigned char)((token[0] & 0x00FF0000) >> 16);
+			sourceParameter[i].modifier = (SourceParameter::Modifier)((token[0] & 0x0F000000) >> 24);
+
+			if((token[0] & 0x80000000) != 0x80000000)
+			{
+				if(operation.opcode != Operation::OPCODE_DEF &&
+				   operation.opcode != Operation::OPCODE_DEFI &&
+				   operation.opcode != Operation::OPCODE_DEFB)
+				{
+					ASSERT(false);
+				}
+			}
+
+			if(sourceParameter[i].relative && majorVersion >= 2)
+			{
+				sourceParameter[i].relativeType = (Parameter::Type)(((token[1] & 0x00001800) >> 8) | ((token[1] & 0x70000000) >> 28));
+				sourceParameter[i].relativeSwizzle = (unsigned char)((token[1] & 0x00FF0000) >> 16);
+			}
+		}
+	}
+
+	std::string Shader::Instruction::swizzleString(Parameter::Type type, unsigned char swizzle)
+	{
+		if(type == Parameter::PARAMETER_VOID || type == Parameter::PARAMETER_LABEL || swizzle == 0xE4)
+		{
+			return "";
+		}
+
+		int x = (swizzle & 0x03) >> 0;
+		int y = (swizzle & 0x0C) >> 2;
+		int z = (swizzle & 0x30) >> 4;
+		int w = (swizzle & 0xC0) >> 6;
+
+		std::string swizzleString = ".";
+
+		switch(x)
+		{
+		case 0: swizzleString += "x"; break;
+		case 1: swizzleString += "y"; break;
+		case 2: swizzleString += "z"; break;
+		case 3: swizzleString += "w"; break;
+		}
+
+		if(!(x == y && y == z && z == w))
+		{
+			switch(y)
+			{
+			case 0: swizzleString += "x"; break;
+			case 1: swizzleString += "y"; break;
+			case 2: swizzleString += "z"; break;
+			case 3: swizzleString += "w"; break;
+			}
+
+			if(!(y == z && z == w))
+			{
+				switch(z)
+				{
+				case 0: swizzleString += "x"; break;
+				case 1: swizzleString += "y"; break;
+				case 2: swizzleString += "z"; break;
+				case 3: swizzleString += "w"; break;
+				}
+
+				if(!(z == w))
+				{
+					switch(w)
+					{
+					case 0: swizzleString += "x"; break;
+					case 1: swizzleString += "y"; break;
+					case 2: swizzleString += "z"; break;
+					case 3: swizzleString += "w"; break;
+					}
+				}
+			}
+		}
+
+		return swizzleString;
+	}
+
+	std::string Shader::Instruction::Parameter::string(ShaderType shaderType, unsigned short version) const
+	{
+		std::ostringstream buffer;
+
+		if(type == PARAMETER_FLOATLITERAL)
+		{
+			buffer << value;
+
+			return buffer.str();
+		}
+		else
+		{
+			if(type != PARAMETER_RASTOUT && !(type == PARAMETER_ADDR && shaderType == SHADER_VERTEX) && type != PARAMETER_LOOP && type != PARAMETER_PREDICATE && type != PARAMETER_MISCTYPE)
+			{
+				buffer << index;
+
+				return typeString(shaderType, version) + buffer.str();
+			}
+			else
+			{
+				return typeString(shaderType, version);
+			}
+		}
+	}
+
+	std::string Shader::Instruction::Parameter::typeString(ShaderType shaderType, unsigned short version) const
+	{
+		switch(type)
+		{
+		case PARAMETER_TEMP:			return "r";
+		case PARAMETER_INPUT:			return "v";
+		case PARAMETER_CONST:			return "c";
+		case PARAMETER_TEXTURE:
+	//	case PARAMETER_ADDR:
+			if(shaderType == SHADER_PIXEL)	return "t";
+			else							return "a0";
+		case PARAMETER_RASTOUT:
+			if(index == 0)              return "oPos";
+			else if(index == 1)         return "oFog";
+			else if(index == 2)         return "oPts";
+			else                        ASSERT(false);
+		case PARAMETER_ATTROUT:			return "oD";
+		case PARAMETER_TEXCRDOUT:
+	//	case PARAMETER_OUTPUT:			return "";
+			if(version < 0x0300)		return "oT";
+			else						return "o";
+		case PARAMETER_CONSTINT:		return "i";
+		case PARAMETER_COLOROUT:		return "oC";
+		case PARAMETER_DEPTHOUT:		return "oDepth";
+		case PARAMETER_SAMPLER:			return "s";
+	//	case PARAMETER_CONST2:			return "";
+	//	case PARAMETER_CONST3:			return "";
+	//	case PARAMETER_CONST4:			return "";
+		case PARAMETER_CONSTBOOL:		return "b";
+		case PARAMETER_LOOP:			return "aL";
+	//	case PARAMETER_TEMPFLOAT16:		return "";
+		case PARAMETER_MISCTYPE:
+			if(index == 0)				return "vPos";
+			else if(index == 1)			return "vFace";
+			else						ASSERT(false);
+		case PARAMETER_LABEL:			return "l";
+		case PARAMETER_PREDICATE:		return "p0";
+		case PARAMETER_FLOATLITERAL:	return "";
+		case PARAMETER_BOOLLITERAL:		return "";
+		case PARAMETER_INTLITERAL:		return "";
+	//	case PARAMETER_VOID:			return "";
+		default:
+			ASSERT(false);
+		}
+
+		return "";
+	}
+
+	Shader::Shader(const unsigned long *shaderToken)
+	{
+		instruction = 0;
+		length = 0;
+
+		tokenCount = 0;
+
+		while(shaderToken[tokenCount] != 0x0000FFFF)
+		{
+			tokenCount += sw::Shader::size(shaderToken[tokenCount], (unsigned short)(shaderToken[0] & 0xFFFF)) + 1;
+		}
+
+		tokenCount += 1;
+
+		this->shaderToken = new unsigned long[tokenCount];
+		memcpy(this->shaderToken, shaderToken, tokenCount * sizeof(unsigned long));
+
+		unsigned long *hashTokens = new unsigned long[tokenCount];
+		memcpy(hashTokens, shaderToken, tokenCount * sizeof(unsigned long));
+		removeComments(hashTokens, tokenCount);
+		hash = FNV_1((unsigned char*)hashTokens, tokenCount * sizeof(unsigned long));
+		delete[] hashTokens;
+	}
+
+	Shader::~Shader()
+	{
+		delete[] shaderToken;
+		shaderToken = 0;
+
+		for(int i = 0; i < length; i++)
+		{
+			delete instruction[i];
+			instruction[i] = 0;
+		}
+
+		delete[] instruction;
+		instruction = 0;
+	}
+
+	void Shader::getFunction(void *data, unsigned int *size)
+	{
+		if(data)
+		{
+			memcpy(data, shaderToken, tokenCount * 4);
+		}
+
+		*size = tokenCount * 4;
+	}
+
+	int Shader::size(unsigned long opcode) const
+	{
+		return size(opcode, version);
+	}
+
+	int Shader::size(unsigned long opcode, unsigned short version)
+	{
+		if(version > 0x0300)
+		{
+			ASSERT(false);
+		}
+
+		static const char size[] =
+		{
+			0,   // NOP = 0
+			2,   // MOV
+			3,   // ADD
+			3,   // SUB
+			4,   // MAD
+			3,   // MUL
+			2,   // RCP
+			2,   // RSQ
+			3,   // DP3
+			3,   // DP4
+			3,   // MIN
+			3,   // MAX
+			3,   // SLT
+			3,   // SGE
+			2,   // EXP
+			2,   // LOG
+			2,   // LIT
+			3,   // DST
+			4,   // LRP
+			2,   // FRC
+			3,   // M4x4
+			3,   // M4x3
+			3,   // M3x4
+			3,   // M3x3
+			3,   // M3x2
+			1,   // CALL
+			2,   // CALLNZ
+			2,   // LOOP
+			0,   // RET
+			0,   // ENDLOOP
+			1,   // LABEL
+			2,   // DCL
+			3,   // POW
+			3,   // CRS
+			4,   // SGN
+			2,   // ABS
+			2,   // NRM
+			4,   // SINCOS
+			1,   // REP
+			0,   // ENDREP
+			1,   // IF
+			2,   // IFC
+			0,   // ELSE
+			0,   // ENDIF
+			0,   // BREAK
+			2,   // BREAKC
+			2,   // MOVA
+			2,   // DEFB
+			5,   // DEFI
+			-1,  // 49
+			-1,  // 50
+			-1,  // 51
+			-1,  // 52
+			-1,  // 53
+			-1,  // 54
+			-1,  // 55
+			-1,  // 56
+			-1,  // 57
+			-1,  // 58
+			-1,  // 59
+			-1,  // 60
+			-1,  // 61
+			-1,  // 62
+			-1,  // 63
+			1,   // TEXCOORD = 64
+			1,   // TEXKILL
+			1,   // TEX
+			2,   // TEXBEM
+			2,   // TEXBEML
+			2,   // TEXREG2AR
+			2,   // TEXREG2GB
+			2,   // TEXM3x2PAD
+			2,   // TEXM3x2TEX
+			2,   // TEXM3x3PAD
+			2,   // TEXM3x3TEX
+			-1,  // RESERVED0
+			3,   // TEXM3x3SPEC
+			2,   // TEXM3x3VSPEC
+			2,   // EXPP
+			2,   // LOGP
+			4,   // CND
+			5,   // DEF
+			2,   // TEXREG2RGB
+			2,   // TEXDP3TEX
+			2,   // TEXM3x2DEPTH
+			2,   // TEXDP3
+			2,   // TEXM3x3
+			1,   // TEXDEPTH
+			4,   // CMP
+			3,   // BEM
+			4,   // DP2ADD
+			2,   // DSX
+			2,   // DSY
+			5,   // TEXLDD
+			3,   // SETP
+			3,   // TEXLDL
+			2,   // BREAKP
+			-1,  // 97
+			-1,  // 98
+			-1,  // 99
+			-1,  // 100
+			-1,  // 101
+			-1,  // 102
+			-1,  // 103
+			-1,  // 104
+			-1,  // 105
+			-1,  // 106
+			-1,  // 107
+			-1,  // 108
+			-1,  // 109
+			-1,  // 110
+			-1,  // 111
+			-1,  // 112
+		};
+
+		int length = 0;
+
+		if((opcode & 0x0000FFFF) == ShaderOperation::OPCODE_COMMENT)
+		{
+			return (opcode & 0x7FFF0000) >> 16;
+		}
+
+		if(opcode != ShaderOperation::OPCODE_PS_1_0 &&
+		   opcode != ShaderOperation::OPCODE_PS_1_1 &&
+		   opcode != ShaderOperation::OPCODE_PS_1_2 &&
+		   opcode != ShaderOperation::OPCODE_PS_1_3 &&
+		   opcode != ShaderOperation::OPCODE_PS_1_4 &&
+		   opcode != ShaderOperation::OPCODE_PS_2_0 &&
+		   opcode != ShaderOperation::OPCODE_PS_2_x &&
+		   opcode != ShaderOperation::OPCODE_PS_3_0 &&
+		   opcode != ShaderOperation::OPCODE_VS_1_0 &&
+		   opcode != ShaderOperation::OPCODE_VS_1_1 &&
+		   opcode != ShaderOperation::OPCODE_VS_2_0 &&
+		   opcode != ShaderOperation::OPCODE_VS_2_x &&
+		   opcode != ShaderOperation::OPCODE_VS_2_sw &&
+		   opcode != ShaderOperation::OPCODE_VS_3_0 &&
+		   opcode != ShaderOperation::OPCODE_VS_3_sw &&
+		   opcode != ShaderOperation::OPCODE_PHASE &&
+		   opcode != ShaderOperation::OPCODE_END)
+		{
+			if(version >= 0x0200)
+			{
+				length = (opcode & 0x0F000000) >> 24;
+			}
+			else
+			{
+				length = size[opcode & 0x0000FFFF];
+			}
+		}
+
+		if(length < 0)
+		{
+			ASSERT(false);
+		}
+
+		if(version == 0x0104)
+		{
+			switch(opcode & 0x0000FFFF)
+			{
+			case ShaderOperation::OPCODE_TEX:
+				length += 1;
+				break;
+			case ShaderOperation::OPCODE_TEXCOORD:
+				length += 1;
+				break;
+			default:
+				break;
+			}
+		}
+
+		return length;
+	}
+
+	bool Shader::maskContainsComponent(int mask, int component)
+	{
+		return (mask & (1 << component)) != 0;
+	}
+
+	bool Shader::swizzleContainsComponent(int swizzle, int component)
+	{
+		if((swizzle & 0x03) >> 0 == component) return true;
+		if((swizzle & 0x0C) >> 2 == component) return true;
+		if((swizzle & 0x30) >> 4 == component) return true;
+		if((swizzle & 0xC0) >> 6 == component) return true;
+
+		return false;
+	}
+
+	bool Shader::swizzleContainsComponentMasked(int swizzle, int component, int mask)
+	{
+		if(mask & 0x1) if((swizzle & 0x03) >> 0 == component) return true;
+		if(mask & 0x2) if((swizzle & 0x0C) >> 2 == component) return true;
+		if(mask & 0x4) if((swizzle & 0x30) >> 4 == component) return true;
+		if(mask & 0x8) if((swizzle & 0xC0) >> 6 == component) return true;
+
+		return false;
+	}
+
+	bool Shader::containsDynamicBranching() const
+	{
+		return dynamicBranching;
+	}
+
+	bool Shader::usesSampler(int index) const
+	{
+		return (sampler & (1 << index)) != 0;
+	}
+
+	int64_t Shader::getHash() const
+	{
+		return hash;
+	}
+
+	int Shader::getLength() const
+	{
+		return length;
+	}
+
+	Shader::ShaderType Shader::getShaderType() const
+	{
+		return shaderType;
+	}
+
+	unsigned short Shader::getVersion() const
+	{
+		return version;
+	}
+
+	void Shader::print(const char *fileName, ...) const
+	{
+		char fullName[1024 + 1];
+
+		va_list vararg;
+		va_start(vararg, fileName);
+		vsnprintf(fullName, 1024, fileName, vararg);
+		va_end(vararg);
+
+		std::ofstream file(fullName, std::ofstream::out | std::ofstream::app);
+
+		for(int i = 0; i < length; i++)
+		{
+			file << instruction[i]->string(shaderType, version) << std::endl;
+		}
+	}
+
+	void Shader::printInstruction(int index, const char *fileName) const
+	{
+		std::ofstream file(fileName, std::ofstream::out | std::ofstream::app);
+
+		file << instruction[index]->string(shaderType, version) << std::endl;
+	}
+
+	const ShaderInstruction *Shader::getInstruction(int i) const
+	{
+		if(i < 0 || i >= length)
+		{
+			ASSERT(false);
+		}
+
+		return instruction[i];
+	}
+
+	void Shader::analyzeDirtyConstants()
+	{
+		dirtyConstantsF = 0;
+		dirtyConstantsI = 0;
+		dirtyConstantsB = 0;
+
+		for(int i = 0; i < length; i++)
+		{
+			switch(instruction[i]->operation.opcode)
+			{
+			case ShaderOperation::OPCODE_DEF:
+				if(instruction[i]->destinationParameter.index + 1 > dirtyConstantsF)
+				{
+					dirtyConstantsF = instruction[i]->destinationParameter.index + 1;
+				}
+				break;
+			case ShaderOperation::OPCODE_DEFI:
+				if(instruction[i]->destinationParameter.index + 1 > dirtyConstantsI)
+				{
+					dirtyConstantsI = instruction[i]->destinationParameter.index + 1;
+				}
+				break;
+			case ShaderOperation::OPCODE_DEFB:
+				if(instruction[i]->destinationParameter.index + 1 > dirtyConstantsB)
+				{
+					dirtyConstantsB = instruction[i]->destinationParameter.index + 1;
+				}
+				break;
+			}
+		}
+	}
+
+	void Shader::analyzeDynamicBranching()
+	{
+		dynamicBranching = false;
+
+		for(int i = 0; i < length; i++)
+		{
+			switch(instruction[i]->getOpcode())
+			{
+			case ShaderOperation::OPCODE_CALLNZ:
+			case ShaderOperation::OPCODE_IF:
+			case ShaderOperation::OPCODE_IFC:
+			case ShaderOperation::OPCODE_BREAK:
+			case ShaderOperation::OPCODE_BREAKC:
+			case ShaderOperation::OPCODE_SETP:
+			case ShaderOperation::OPCODE_BREAKP:
+				if(instruction[i]->sourceParameter[0].type != ShaderParameter::PARAMETER_CONSTBOOL)
+				{
+					dynamicBranching = true;
+					break;
+				}
+			}
+		}
+	}
+
+	void Shader::analyzeSamplers()
+	{
+		sampler = 0;
+
+		for(int i = 0; i < length; i++)
+		{
+			switch(instruction[i]->getOpcode())
+			{
+			case ShaderOperation::OPCODE_TEX:
+			case ShaderOperation::OPCODE_TEXBEM:
+			case ShaderOperation::OPCODE_TEXBEML:
+			case ShaderOperation::OPCODE_TEXREG2AR:
+			case ShaderOperation::OPCODE_TEXREG2GB:
+			case ShaderOperation::OPCODE_TEXM3X2TEX:
+			case ShaderOperation::OPCODE_TEXM3X3TEX:
+			case ShaderOperation::OPCODE_TEXM3X3SPEC:
+			case ShaderOperation::OPCODE_TEXM3X3VSPEC:
+			case ShaderOperation::OPCODE_TEXREG2RGB:
+			case ShaderOperation::OPCODE_TEXDP3TEX:
+			case ShaderOperation::OPCODE_TEXM3X2DEPTH:
+			case ShaderOperation::OPCODE_TEXLDD:
+			case ShaderOperation::OPCODE_TEXLDL:
+				{
+					ShaderParameter &dst = instruction[i]->destinationParameter;
+					ShaderParameter &src1 = instruction[i]->sourceParameter[1];
+
+					if(majorVersion >= 2)
+					{
+						ASSERT(src1.type == ShaderParameter::PARAMETER_SAMPLER);
+						sampler |= 1 << src1.index;
+					}
+					else
+					{
+						sampler |= 1 << dst.index;
+					}
+				}
+				break;
+			}
+		}
+	}
+
+	void Shader::removeComments(unsigned long *shaderToken, int tokenCount)
+	{
+		for(int i = 0; i < tokenCount; )
+		{
+			int instructionSize = sw::Shader::size(shaderToken[i], (unsigned short)(shaderToken[0] & 0xFFFF)) + 1;
+
+			if((shaderToken[i] & 0x0000FFFF) == ShaderOperation::OPCODE_COMMENT)
+			{
+				for(int j = 0; j < instructionSize; j++)
+				{
+					shaderToken[i + j] = ShaderOperation::OPCODE_NOP;
+				}
+			}
+
+			i += instructionSize;
+		}
+	}
+}
diff --git a/src/Shader/Shader.hpp b/src/Shader/Shader.hpp
new file mode 100644
index 0000000..d2d6fe3
--- /dev/null
+++ b/src/Shader/Shader.hpp
@@ -0,0 +1,459 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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_Shader_hpp
+#define sw_Shader_hpp
+
+#include "Common/Types.hpp"
+
+#include <string>
+
+namespace sw
+{
+	class Shader
+	{
+	public:
+		enum ShaderType
+		{
+			SHADER_PIXEL = 0xFFFF,
+			SHADER_VERTEX = 0xFFFE,
+			SHADER_GEOMETRY = 0xFFFD
+		};
+
+		class Instruction
+		{
+			friend Shader;
+
+		public:
+			Instruction();
+			Instruction(const unsigned long *token, int size, unsigned char majorVersion);
+
+			virtual ~Instruction();
+
+			struct Operation
+			{
+				enum Opcode
+				{
+					// Extracted from d3d9types.h
+					OPCODE_NOP = 0,
+					OPCODE_MOV,
+					OPCODE_ADD,
+					OPCODE_SUB,
+					OPCODE_MAD,
+					OPCODE_MUL,
+					OPCODE_RCP,
+					OPCODE_RSQ,
+					OPCODE_DP3,
+					OPCODE_DP4,
+					OPCODE_MIN,
+					OPCODE_MAX,
+					OPCODE_SLT,
+					OPCODE_SGE,
+					OPCODE_EXP,
+					OPCODE_LOG,
+					OPCODE_LIT,
+					OPCODE_DST,
+					OPCODE_LRP,
+					OPCODE_FRC,
+					OPCODE_M4X4,
+					OPCODE_M4X3,
+					OPCODE_M3X4,
+					OPCODE_M3X3,
+					OPCODE_M3X2,
+					OPCODE_CALL,
+					OPCODE_CALLNZ,
+					OPCODE_LOOP,
+					OPCODE_RET,
+					OPCODE_ENDLOOP,
+					OPCODE_LABEL,
+					OPCODE_DCL,
+					OPCODE_POW,
+					OPCODE_CRS,
+					OPCODE_SGN,
+					OPCODE_ABS,
+					OPCODE_NRM,
+					OPCODE_SINCOS,
+					OPCODE_REP,
+					OPCODE_ENDREP,
+					OPCODE_IF,
+					OPCODE_IFC,
+					OPCODE_ELSE,
+					OPCODE_ENDIF,
+					OPCODE_BREAK,
+					OPCODE_BREAKC,
+					OPCODE_MOVA,
+					OPCODE_DEFB,
+					OPCODE_DEFI,
+
+					OPCODE_TEXCOORD = 64,
+					OPCODE_TEXKILL,
+					OPCODE_TEX,
+					OPCODE_TEXBEM,
+					OPCODE_TEXBEML,
+					OPCODE_TEXREG2AR,
+					OPCODE_TEXREG2GB,
+					OPCODE_TEXM3X2PAD,
+					OPCODE_TEXM3X2TEX,
+					OPCODE_TEXM3X3PAD,
+					OPCODE_TEXM3X3TEX,
+					OPCODE_RESERVED0,
+					OPCODE_TEXM3X3SPEC,
+					OPCODE_TEXM3X3VSPEC,
+					OPCODE_EXPP,
+					OPCODE_LOGP,
+					OPCODE_CND,
+					OPCODE_DEF,
+					OPCODE_TEXREG2RGB,
+					OPCODE_TEXDP3TEX,
+					OPCODE_TEXM3X2DEPTH,
+					OPCODE_TEXDP3,
+					OPCODE_TEXM3X3,
+					OPCODE_TEXDEPTH,
+					OPCODE_CMP,
+					OPCODE_BEM,
+					OPCODE_DP2ADD,
+					OPCODE_DSX,
+					OPCODE_DSY,
+					OPCODE_TEXLDD,
+					OPCODE_SETP,
+					OPCODE_TEXLDL,
+					OPCODE_BREAKP,
+
+					OPCODE_PHASE = 0xFFFD,
+					OPCODE_COMMENT = 0xFFFE,
+					OPCODE_END = 0xFFFF,
+
+					OPCODE_PS_1_0 = 0xFFFF0100,
+					OPCODE_PS_1_1 = 0xFFFF0101,
+					OPCODE_PS_1_2 = 0xFFFF0102,
+					OPCODE_PS_1_3 = 0xFFFF0103,
+					OPCODE_PS_1_4 = 0xFFFF0104,
+					OPCODE_PS_2_0 = 0xFFFF0200,
+					OPCODE_PS_2_x = 0xFFFF0201,
+					OPCODE_PS_3_0 = 0xFFFF0300,
+					
+					OPCODE_VS_1_0 = 0xFFFE0100,
+					OPCODE_VS_1_1 = 0xFFFE0101,
+					OPCODE_VS_2_0 = 0xFFFE0200,
+					OPCODE_VS_2_x = 0xFFFE0201,
+					OPCODE_VS_2_sw = 0xFFFE02FF,
+					OPCODE_VS_3_0 = 0xFFFE0300,
+					OPCODE_VS_3_sw = 0xFFFE03FF,
+				};
+
+				enum Control
+				{
+					CONTROL_RESERVED0,
+					CONTROL_GT,
+					CONTROL_EQ,
+					CONTROL_GE,
+					CONTROL_LT,
+					CONTROL_NE,
+					CONTROL_LE,
+					CONTROL_RESERVED1
+				};
+
+				enum SamplerType
+				{
+					SAMPLER_UNKNOWN,
+					SAMPLER_1D,
+					SAMPLER_2D,
+					SAMPLER_CUBE,
+					SAMPLER_VOLUME
+				};
+
+				enum Usage   // For vertex input/output declarations
+				{
+					USAGE_POSITION = 0,
+					USAGE_BLENDWEIGHT = 1,
+					USAGE_BLENDINDICES = 2,
+					USAGE_NORMAL = 3,
+					USAGE_PSIZE = 4,
+					USAGE_TEXCOORD = 5,
+					USAGE_TANGENT = 6,
+					USAGE_BINORMAL = 7,
+					USAGE_TESSFACTOR = 8,
+					USAGE_POSITIONT = 9,
+					USAGE_COLOR = 10,
+					USAGE_FOG = 11,
+					USAGE_DEPTH = 12,
+					USAGE_SAMPLE = 13
+				};
+
+				Operation() : opcode(OPCODE_NOP), control(CONTROL_RESERVED0), predicate(false), predicateNot(false), predicateSwizzle(0xE4), coissue(false), samplerType(SAMPLER_UNKNOWN), usage(USAGE_POSITION), usageIndex(0)
+				{
+				}
+
+				std::string string(unsigned short version) const;
+				std::string controlString() const;
+
+				Opcode opcode;
+				
+				union
+				{
+					Control control;
+					
+					struct
+					{
+						unsigned char project : 1;
+						unsigned char bias : 1;
+					};
+				};
+
+				bool predicate;
+				bool predicateNot;   // Negative predicate
+				unsigned char predicateSwizzle;
+
+				bool coissue;
+				SamplerType samplerType;
+				Usage usage;
+				unsigned char usageIndex;
+			};
+
+			struct Parameter
+			{
+				enum Type
+				{
+					PARAMETER_TEMP = 0,
+					PARAMETER_INPUT = 1,
+					PARAMETER_CONST = 2,
+					PARAMETER_TEXTURE = 3,
+					PARAMETER_ADDR = 3,
+					PARAMETER_RASTOUT = 4,
+					PARAMETER_ATTROUT = 5,
+					PARAMETER_TEXCRDOUT = 6,
+					PARAMETER_OUTPUT = 6,
+					PARAMETER_CONSTINT = 7,
+					PARAMETER_COLOROUT = 8,
+					PARAMETER_DEPTHOUT = 9,
+					PARAMETER_SAMPLER = 10,
+					PARAMETER_CONST2 = 11,
+					PARAMETER_CONST3 = 12,
+					PARAMETER_CONST4 = 13,
+					PARAMETER_CONSTBOOL = 14,
+					PARAMETER_LOOP = 15,
+					PARAMETER_TEMPFLOAT16 = 16,
+					PARAMETER_MISCTYPE = 17,
+					PARAMETER_LABEL = 18,
+					PARAMETER_PREDICATE = 19,
+
+					// Internally used
+					PARAMETER_FLOATLITERAL = 20,
+					PARAMETER_BOOLLITERAL = 21,
+					PARAMETER_INTLITERAL = 22,
+
+					PARAMETER_VOID
+				};
+
+				union
+				{
+					unsigned int index;   // For registers
+					float value;          // For float constants
+					int integer;          // For integer constants
+					bool boolean;         // For boolean constants
+				};
+
+				Parameter() : type(PARAMETER_VOID), index(0), relative(false), relativeType(PARAMETER_VOID), relativeSwizzle(0xE4)
+				{
+				}
+
+				std::string string(ShaderType shaderType, unsigned short version) const;
+				std::string typeString(ShaderType shaderType, unsigned short version) const;
+				std::string relativeString() const;
+
+				Type type;
+				bool relative;
+				Type relativeType;
+				unsigned char relativeSwizzle;
+			};
+
+			struct DestinationParameter : Parameter
+			{
+				union
+				{
+					unsigned char mask;
+
+					struct
+					{
+						bool x : 1;
+						bool y : 1;
+						bool z : 1;
+						bool w : 1;
+					};
+				};
+
+				DestinationParameter() : mask(0xF), saturate(false), partialPrecision(false), centroid(false), shift(0)
+				{
+				}
+
+				std::string modifierString() const;
+				std::string shiftString() const;
+				std::string maskString() const;
+
+				bool saturate;
+				bool partialPrecision;
+				bool centroid;
+				signed char shift;
+			};
+
+			struct SourceParameter : Parameter
+			{
+				enum Modifier
+				{
+					MODIFIER_NONE,
+					MODIFIER_NEGATE,
+					MODIFIER_BIAS,
+					MODIFIER_BIAS_NEGATE,
+					MODIFIER_SIGN,
+					MODIFIER_SIGN_NEGATE,
+					MODIFIER_COMPLEMENT,
+					MODIFIER_X2,
+					MODIFIER_X2_NEGATE,
+					MODIFIER_DZ,
+					MODIFIER_DW,
+					MODIFIER_ABS,
+					MODIFIER_ABS_NEGATE,
+					MODIFIER_NOT
+				};
+
+				SourceParameter() : swizzle(0xE4), modifier(MODIFIER_NONE)
+				{
+				}
+
+				std::string swizzleString() const;
+				std::string preModifierString() const;
+				std::string postModifierString() const;
+
+				unsigned char swizzle;
+				Modifier modifier;
+			};
+
+			void parseOperationToken(unsigned long token, unsigned char majorVersion);
+			void parseDeclarationToken(unsigned long token);
+			void parseDestinationToken(const unsigned long *token, unsigned char majorVersion);
+			void parseSourceToken(int i, const unsigned long *token, unsigned char majorVersion);
+
+			Operation::Opcode getOpcode() const;
+			const DestinationParameter &getDestinationParameter() const;
+			const SourceParameter &getSourceParameter(int i) const;
+
+			bool isCoissue() const;
+			bool isProject() const;
+			bool isBias() const;
+			bool isPredicate() const;
+			bool isPredicateNot() const;
+			unsigned char getPredicateSwizzle() const;
+			Operation::Control getControl() const;
+			Operation::Usage getUsage() const;
+			unsigned char getUsageIndex() const;
+			Operation::SamplerType getSamplerType() const;
+
+			std::string string(ShaderType shaderType, unsigned short version) const;
+
+		protected:
+			Operation operation;
+			DestinationParameter destinationParameter;
+			SourceParameter sourceParameter[4];
+
+		private:
+			static std::string swizzleString(Parameter::Type type, unsigned char swizzle);
+		};
+
+		Shader(const unsigned long *shaderToken);
+
+		~Shader();
+
+		void getFunction(void *data, unsigned int *size);
+
+		int64_t getHash() const;
+		int getLength() const;
+		ShaderType getShaderType() const;
+		unsigned short getVersion() const;
+
+		const Instruction *getInstruction(int i) const;
+		int size(unsigned long opcode) const;
+		static int size(unsigned long opcode, unsigned short version);
+
+		void print(const char *fileName, ...) const;
+		void printInstruction(int index, const char *fileName) const;
+
+		static bool maskContainsComponent(int mask, int component);
+		static bool swizzleContainsComponent(int swizzle, int component);
+		static bool swizzleContainsComponentMasked(int swizzle, int component, int mask);
+
+		bool containsDynamicBranching() const;
+		bool usesSampler(int i) const;
+
+		struct Semantic
+		{
+			Semantic(unsigned char usage = 0xFF, unsigned char index = 0xFF) : usage(usage), index(index), centroid(false)
+			{
+			}
+
+			bool operator==(const Semantic &semantic) const
+			{
+				return usage == semantic.usage && index == semantic.index;
+			}
+
+			bool active() const
+			{
+				return usage != 0xFF;
+			}
+
+			unsigned char usage;
+			unsigned char index;
+			bool centroid;
+		};
+
+		unsigned int dirtyConstantsF;   // FIXME: Private
+		unsigned int dirtyConstantsI;   // FIXME: Private
+		unsigned int dirtyConstantsB;   // FIXME: Private
+
+	protected:
+		void analyzeDirtyConstants();
+		void analyzeDynamicBranching();
+		void analyzeSamplers();
+
+		ShaderType shaderType;
+
+		union
+		{
+			unsigned short version;
+
+			struct
+			{
+				unsigned char minorVersion;
+				unsigned char majorVersion;
+			};
+		};
+
+		int length;
+		Instruction **instruction;
+
+	private:
+		static void removeComments(unsigned long *shaderToken, int tokenCount);
+
+		int64_t hash;
+
+		bool dynamicBranching;
+		unsigned short sampler;
+
+		unsigned long *shaderToken;
+		int tokenCount;
+	};
+
+	typedef Shader::Instruction::Operation ShaderOperation;
+	typedef Shader::Instruction ShaderInstruction;
+	typedef Shader::Instruction::Parameter ShaderParameter;
+	typedef Shader::Instruction::Operation::Opcode ShaderOpcode;
+}
+
+#endif   // sw_Shader_hpp
diff --git a/src/Shader/ShaderCore.cpp b/src/Shader/ShaderCore.cpp
new file mode 100644
index 0000000..26facac
--- /dev/null
+++ b/src/Shader/ShaderCore.cpp
@@ -0,0 +1,396 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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.
+//
+
+#include "ShaderCore.hpp"
+
+#include "Debug.hpp"
+
+namespace sw
+{
+	void ShaderCore::mov(Color4f &dst, Color4f &src, bool floorToInteger)
+	{
+		if(floorToInteger)
+		{
+			dst.x = Floor(src.x);
+		}
+		else
+		{
+			dst = src;
+		}
+	}
+
+	void ShaderCore::add(Color4f &dst, Color4f &src0, Color4f &src1)
+	{
+		dst.x = src0.x + src1.x;
+		dst.y = src0.y + src1.y;
+		dst.z = src0.z + src1.z;
+		dst.w = src0.w + src1.w;
+	}
+
+	void ShaderCore::sub(Color4f &dst, Color4f &src0, Color4f &src1)
+	{
+		dst.x = src0.x - src1.x;
+		dst.y = src0.y - src1.y;
+		dst.z = src0.z - src1.z;
+		dst.w = src0.w - src1.w;
+	}
+
+	void ShaderCore::mad(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2)
+	{
+		dst.x = src0.x * src1.x + src2.x;
+		dst.y = src0.y * src1.y + src2.y;
+		dst.z = src0.z * src1.z + src2.z;
+		dst.w = src0.w * src1.w + src2.w;
+	}
+
+	void ShaderCore::mul(Color4f &dst, Color4f &src0, Color4f &src1)
+	{
+		dst.x = src0.x * src1.x;
+		dst.y = src0.y * src1.y;
+		dst.z = src0.z * src1.z;
+		dst.w = src0.w * src1.w;
+	}
+
+	void ShaderCore::rcp(Color4f &dst, Color4f &src, bool pp)
+	{
+		Float4 rcp = reciprocal(src.x, pp, true);
+
+		dst.x = rcp;
+		dst.y = rcp;
+		dst.z = rcp;
+		dst.w = rcp;
+	}
+
+	void ShaderCore::rsq(Color4f &dst, Color4f &src, bool pp)
+	{
+		Float4 rsq = reciprocalSquareRoot(src.x, true, pp);
+
+		dst.r = rsq;
+		dst.g = rsq;
+		dst.b = rsq;
+		dst.a = rsq;
+	}
+
+	void ShaderCore::dp3(Color4f &dst, Color4f &src0, Color4f &src1)
+	{
+		Float4 dot = dot3(src0, src1);
+
+		dst.x = dot;
+		dst.y = dot;
+		dst.z = dot;
+		dst.w = dot;
+	}
+
+	void ShaderCore::dp4(Color4f &dst, Color4f &src0, Color4f &src1)
+	{
+		Float4 dot = dot4(src0, src1);
+
+		dst.x = dot;
+		dst.y = dot;
+		dst.z = dot;
+		dst.w = dot;
+	}
+
+	void ShaderCore::min(Color4f &dst, Color4f &src0, Color4f &src1)
+	{
+		dst.x = Min(src0.x, src1.x);
+		dst.y = Min(src0.y, src1.y);
+		dst.z = Min(src0.z, src1.z);
+		dst.w = Min(src0.w, src1.w);
+	}
+
+	void ShaderCore::max(Color4f &dst, Color4f &src0, Color4f &src1)
+	{
+		dst.x = Max(src0.x, src1.x);
+		dst.y = Max(src0.y, src1.y);
+		dst.z = Max(src0.z, src1.z);
+		dst.w = Max(src0.w, src1.w);
+	}
+
+	void ShaderCore::slt(Color4f &dst, Color4f &src0, Color4f &src1)
+	{
+		Int4 xMask = As<Int4>(CmpLT(src0.x, src1.x));
+		Int4 yMask = As<Int4>(CmpLT(src0.y, src1.y));
+		Int4 zMask = As<Int4>(CmpLT(src0.z, src1.z));
+		Int4 wMask = As<Int4>(CmpLT(src0.w, src1.w));
+
+		Int4 iOne = As<Int4>(Float4(1, 1, 1, 1));
+
+		dst.x = As<Float4>(xMask & iOne);
+		dst.y = As<Float4>(yMask & iOne);
+		dst.z = As<Float4>(zMask & iOne);
+		dst.w = As<Float4>(wMask & iOne);
+	}
+
+	void ShaderCore::sge(Color4f &dst, Color4f &src0, Color4f &src1)
+	{
+		Int4 xMask = As<Int4>(CmpNLT(src0.x, src1.x));
+		Int4 yMask = As<Int4>(CmpNLT(src0.y, src1.y));
+		Int4 zMask = As<Int4>(CmpNLT(src0.z, src1.z));
+		Int4 wMask = As<Int4>(CmpNLT(src0.w, src1.w));
+
+		Int4 iOne = As<Int4>(Float4(1, 1, 1, 1));
+
+		dst.x = As<Float4>(xMask & iOne);
+		dst.y = As<Float4>(yMask & iOne);
+		dst.z = As<Float4>(zMask & iOne);
+		dst.w = As<Float4>(wMask & iOne);
+	}
+
+	void ShaderCore::exp(Color4f &dst, Color4f &src, bool pp)
+	{ 
+		Float4 exp = exponential(src.x, pp);
+
+		dst.x = exp;
+		dst.y = exp;
+		dst.z = exp;
+		dst.w = exp;
+	}
+
+	void ShaderCore::log(Color4f &dst, Color4f &src, bool pp)
+	{
+		Float4 log = logarithm(src.x, true, pp);
+
+		dst.x = log;
+		dst.y = log;
+		dst.z = log;
+		dst.w = log;
+	}
+
+	void ShaderCore::lit(Color4f &dst, Color4f &src)
+	{
+		dst.x = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+		dst.y = Max(src.x, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+
+		Float4 pow;
+
+		pow = src.w;
+		pow = Min(pow, Float4(127.9961f, 127.9961f, 127.9961f, 127.9961f));
+		pow = Max(pow, Float4(-127.9961f, -127.9961f, -127.9961f, -127.9961f));
+
+		dst.z = power(src.y, pow);
+		dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.x, Float4(0.0f, 0.0f, 0.0f, 0.0f)));
+		dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.y, Float4(0.0f, 0.0f, 0.0f, 0.0f)));
+
+		dst.w = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+	}
+
+	void ShaderCore::dst(Color4f &dst, Color4f &src0, Color4f &src1)
+	{
+		dst.x = 1;
+		dst.y = src0.y * src1.y;
+		dst.z = src0.z;
+		dst.w = src1.w;
+	}
+
+	void ShaderCore::lrp(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2)
+	{
+		dst.x = src0.x * (src1.x - src2.x) + src2.x;
+		dst.y = src0.y * (src1.y - src2.y) + src2.y;
+		dst.z = src0.z * (src1.z - src2.z) + src2.z;
+		dst.w = src0.w * (src1.w - src2.w) + src2.w;
+	}
+
+	void ShaderCore::frc(Color4f &dst, Color4f &src)
+	{
+		dst.x = Fraction(src.x);
+		dst.y = Fraction(src.y);
+		dst.z = Fraction(src.z);
+		dst.w = Fraction(src.w);
+	}
+
+	void ShaderCore::pow(Color4f &dst, Color4f &src0, Color4f &src1, bool pp)
+	{
+		Float4 pow = power(src0.x, src1.x, pp);
+
+		dst.x = pow;
+		dst.y = pow;
+		dst.z = pow;
+		dst.w = pow;
+	}
+
+	void ShaderCore::crs(Color4f &dst, Color4f &src0, Color4f &src1)
+	{
+		dst.x = src0.y * src1.z - src0.z * src1.y;
+		dst.y = src0.z * src1.x - src0.x * src1.z;
+		dst.z = src0.x * src1.y - src0.y * src1.x;
+	}
+
+	void ShaderCore::sgn(Color4f &dst, Color4f &src)
+	{
+		sgn(dst.x, src.x);
+		sgn(dst.y, src.y);
+		sgn(dst.z, src.z);
+		sgn(dst.w, src.w);
+	}
+
+	void ShaderCore::abs(Color4f &dst, Color4f &src)
+	{
+		dst.x = Abs(src.x);
+		dst.y = Abs(src.y);
+		dst.z = Abs(src.z);
+		dst.w = Abs(src.w);
+	}
+
+	void ShaderCore::nrm(Color4f &dst, Color4f &src, bool pp)
+	{
+		Float4 dot = dot3(src, src);
+		Float4 rsq = reciprocalSquareRoot(dot, false, pp);
+
+		dst.x = src.x * rsq;
+		dst.y = src.y * rsq;
+		dst.z = src.z * rsq;
+		dst.w = src.w * rsq;
+	}
+	
+	void ShaderCore::sincos(Color4f &dst, Color4f &src, bool pp)
+	{
+		Float4 tmp0;
+		Float4 tmp1;
+
+		tmp0 = src.x;
+
+		// cos(x) = sin(x + pi/2)
+		tmp0 += Float4(1.57079632e+0f);
+		tmp1 = As<Float4>(CmpNLT(tmp0, Float4(3.14159265e+0f)) & As<Int4>(Float4(6.28318530e+0f)));
+		tmp0 -= tmp1;
+
+		dst.x = sine(tmp0, pp);
+		dst.y = sine(src.x, pp);
+	}
+
+	void ShaderCore::expp(Color4f &dst, Color4f &src, unsigned short version)
+	{
+		if(version < 0x0200)
+		{
+			Float4 frc = Fraction(src.x);
+			Float4 floor = src.x - frc;
+
+			dst.x = exponential(floor, true);
+			dst.y = frc;
+			dst.z = exponential(src.x, true);
+			dst.w = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+		}
+		else   // Version >= 2.0
+		{
+			exp(dst, src, true);   // FIXME: 10-bit precision suffices
+		}
+	}
+	
+	void ShaderCore::logp(Color4f &dst, Color4f &src, unsigned short version)
+	{
+		if(version < 0x0200)
+		{
+			Float4 tmp0;
+			Float4 tmp1;
+			Float4 t;
+			Int4 r;
+
+			tmp0 = Abs(src.x);
+			tmp1 = tmp0;
+
+			// X component
+			r = As<Int4>(As<UInt4>(tmp0) >> 23) - Int4(127, 127, 127, 127);
+			dst.x = Float4(r);
+
+			// Y component
+			dst.y = As<Float4>((As<Int4>(tmp1) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
+
+			// Z component
+			dst.z = logarithm(src.x, true, true);
+
+			// W component
+			dst.w = 1.0f;
+		}
+		else
+		{
+			log(dst, src, true);
+		}
+	}
+	
+	void ShaderCore::cmp(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2)
+	{
+		cmp(dst.x, src0.x, src1.x, src2.x);
+		cmp(dst.y, src0.y, src1.y, src2.y);
+		cmp(dst.z, src0.z, src1.z, src2.z);
+		cmp(dst.w, src0.w, src1.w, src2.w);
+	}
+	
+	void ShaderCore::dp2add(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2)
+	{
+		Float4 t = src0.x * src1.x + src0.y * src1.y + src2.x;
+
+		dst.x = t;
+		dst.y = t;
+		dst.z = t;
+		dst.w = t;
+	}
+
+	void ShaderCore::sgn(Float4 &dst, Float4 &src)
+	{
+		Int4 neg = As<Int4>(CmpLT(src, Float4(0, 0, 0, 0))) & As<Int4>(Float4(-1, -1, -1, -1));
+		Int4 pos = As<Int4>(CmpNLT(src, Float4(0, 0, 0, 0))) & As<Int4>(Float4(1, 1, 1, 1));
+		dst = As<Float4>(neg | pos);
+	}
+
+	void ShaderCore::cmp(Float4 &dst, Float4 &src0, Float4 &src1, Float4 &src2)
+	{
+		Int4 pos = CmpNLE(Float4(0.0f, 0.0f, 0.0f, 0.0f), src0);
+		Int4 t0 = pos & As<Int4>(src2);
+		Int4 t1 = ~pos & As<Int4>(src1);
+		dst = As<Float4>(t0 | t1);
+	}
+
+	void ShaderCore::setp(Color4f &dst, Color4f &src0, Color4f &src1, Control control)
+	{
+		switch(control)
+		{
+		case Op::CONTROL_GT:
+			dst.x = As<Float4>(CmpNLE(src0.x, src1.x));
+			dst.y = As<Float4>(CmpNLE(src0.y, src1.y));
+			dst.z = As<Float4>(CmpNLE(src0.z, src1.z));
+			dst.w = As<Float4>(CmpNLE(src0.w, src1.w));
+			break;
+		case Op::CONTROL_EQ:
+			dst.x = As<Float4>(CmpEQ(src0.x, src1.x));
+			dst.y = As<Float4>(CmpEQ(src0.y, src1.y));
+			dst.z = As<Float4>(CmpEQ(src0.z, src1.z));
+			dst.w = As<Float4>(CmpEQ(src0.w, src1.w));
+			break;
+		case Op::CONTROL_GE:
+			dst.x = As<Float4>(CmpNLT(src0.x, src1.x));
+			dst.y = As<Float4>(CmpNLT(src0.y, src1.y));
+			dst.z = As<Float4>(CmpNLT(src0.z, src1.z));
+			dst.w = As<Float4>(CmpNLT(src0.w, src1.w));
+			break;
+		case Op::CONTROL_LT:
+			dst.x = As<Float4>(CmpLT(src0.x, src1.x));
+			dst.y = As<Float4>(CmpLT(src0.y, src1.y));
+			dst.z = As<Float4>(CmpLT(src0.z, src1.z));
+			dst.w = As<Float4>(CmpLT(src0.w, src1.w));
+			break;
+		case Op::CONTROL_NE:
+			dst.x = As<Float4>(CmpNEQ(src0.x, src1.x));
+			dst.y = As<Float4>(CmpNEQ(src0.y, src1.y));
+			dst.z = As<Float4>(CmpNEQ(src0.z, src1.z));
+			dst.w = As<Float4>(CmpNEQ(src0.w, src1.w));
+			break;
+		case Op::CONTROL_LE:
+			dst.x = As<Float4>(CmpLE(src0.x, src1.x));
+			dst.y = As<Float4>(CmpLE(src0.y, src1.y));
+			dst.z = As<Float4>(CmpLE(src0.z, src1.z));
+			dst.w = As<Float4>(CmpLE(src0.w, src1.w));
+			break;
+		default:
+			ASSERT(false);
+		}
+	}
+}
diff --git a/src/Shader/ShaderCore.hpp b/src/Shader/ShaderCore.hpp
new file mode 100644
index 0000000..662e50a
--- /dev/null
+++ b/src/Shader/ShaderCore.hpp
@@ -0,0 +1,63 @@
+// SwiftShader Software Renderer

+//

+// Copyright(c) 2005-2011 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_ShaderCore_hpp

+#define sw_ShaderCore_hpp

+

+#include "Shader.hpp"

+#include "Reactor/Reactor.hpp"

+

+namespace sw

+{

+	class ShaderCore

+	{

+		typedef Shader::Instruction::Operation::Control Control;

+		typedef Shader::Instruction::Operation Op;

+

+	public:

+		void mov(Color4f &dst, Color4f &src, bool floorToInteger = false);

+		void add(Color4f &dst, Color4f &src0, Color4f &src1);

+		void sub(Color4f &dst, Color4f &src0, Color4f &src1);

+		void mad(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2);

+		void mul(Color4f &dst, Color4f &src0, Color4f &src1);

+		void rcp(Color4f &dst, Color4f &src, bool pp = false);

+		void rsq(Color4f &dst, Color4f &src, bool pp = false);

+		void dp3(Color4f &dst, Color4f &src0, Color4f &src1);

+		void dp4(Color4f &dst, Color4f &src0, Color4f &src1);

+		void min(Color4f &dst, Color4f &src0, Color4f &src1);

+		void max(Color4f &dst, Color4f &src0, Color4f &src1);

+		void slt(Color4f &dst, Color4f &src0, Color4f &src1);

+		void sge(Color4f &dst, Color4f &src0, Color4f &src1);

+		void exp(Color4f &dst, Color4f &src, bool pp = false);

+		void log(Color4f &dst, Color4f &src, bool pp = false);

+		void lit(Color4f &dst, Color4f &src);

+		void dst(Color4f &dst, Color4f &src0, Color4f &src1);

+		void lrp(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2);

+		void frc(Color4f &dst, Color4f &src);

+		void pow(Color4f &dst, Color4f &src0, Color4f &src1, bool pp = false);

+		void crs(Color4f &dst, Color4f &src0, Color4f &src1);

+		void sgn(Color4f &dst, Color4f &src);

+		void abs(Color4f &dst, Color4f &src);

+		void nrm(Color4f &dst, Color4f &src, bool pp = false);

+		void sincos(Color4f &dst, Color4f &src, bool pp = false);

+		void expp(Color4f &dst, Color4f &src, unsigned short version);

+		void logp(Color4f &dst, Color4f &src, unsigned short version);

+		void cmp(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2);

+		void dp2add(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2);

+		void setp(Color4f &dst, Color4f &src0, Color4f &src1, Control control);

+

+	private:

+		void sgn(Float4 &dst, Float4 &src);

+		void cmp(Float4 &dst, Float4 &src0, Float4 &src1, Float4 &src2);

+	};

+}

+

+#endif   // sw_ShaderCore_hpp

diff --git a/src/Shader/VertexPipeline.cpp b/src/Shader/VertexPipeline.cpp
new file mode 100644
index 0000000..112b451
--- /dev/null
+++ b/src/Shader/VertexPipeline.cpp
@@ -0,0 +1,946 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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.
+//
+
+#include "VertexPipeline.hpp"
+
+#include "Vertex.hpp"
+#include "Renderer.hpp"
+#include "Debug.hpp"
+
+#include <string.h>
+#include <stdlib.h>
+#include <stdio.h>
+
+#undef max
+#undef min
+
+namespace sw
+{
+	VertexPipeline::VertexPipeline(const VertexProcessor::State &state) : VertexRoutine(state)
+	{
+	}
+
+	VertexPipeline::~VertexPipeline()
+	{
+	}
+
+	Color4f VertexPipeline::transformBlend(Registers &r, Color4f &src, Pointer<Byte> &matrix, bool homogeneous)
+	{
+		Color4f dst;
+
+		if(state.vertexBlendMatrixCount == 0)
+		{
+			dst = transform(src, matrix, homogeneous);
+		}
+		else
+		{
+			UInt index0[4];
+			UInt index1[4];
+			UInt index2[4];
+			UInt index3[4];
+
+			if(state.indexedVertexBlendEnable)
+			{
+				for(int i = 0; i < 4; i++)
+				{
+					UInt indices;
+					
+					switch(i)
+					{
+					case 0: indices = As<UInt>(Float(r.v[BlendIndices].x.x)); break;
+					case 1: indices = As<UInt>(Float(r.v[BlendIndices].x.y)); break;
+					case 2: indices = As<UInt>(Float(r.v[BlendIndices].x.z)); break;
+					case 3: indices = As<UInt>(Float(r.v[BlendIndices].x.w)); break;
+					}
+
+					index0[i] = (indices & UInt(0x000000FF)) << UInt(6);   // FIXME: (indices & 0x000000FF) << 6
+					index1[i] = (indices & UInt(0x0000FF00)) >> UInt(2);
+					index2[i] = (indices & UInt(0x00FF0000)) >> UInt(10);
+					index3[i] = (indices & UInt(0xFF000000)) >> UInt(18);
+				}
+			}
+			else
+			{
+				for(int i = 0; i < 4; i++)
+				{
+					index0[i] = Int(0 * 64);   // FIXME: index0 = 0 * 64;
+					index1[i] = Int(1 * 64);   // FIXME: index1 = 1 * 64;
+					index2[i] = Int(2 * 64);   // FIXME: index2 = 2 * 64;
+					index3[i] = Int(3 * 64);   // FIXME: index3 = 3 * 64;
+				}
+			}
+
+			Float4 weight0;
+			Float4 weight1;
+			Float4 weight2;
+			Float4 weight3;
+
+			switch(state.vertexBlendMatrixCount)
+			{
+			case 4: weight2 = r.v[BlendWeight].z;
+			case 3: weight1 = r.v[BlendWeight].y;
+			case 2: weight0 = r.v[BlendWeight].x;
+			case 1:
+				break;
+			}
+
+			if(state.vertexBlendMatrixCount == 1)
+			{
+				dst = transform(src, matrix, index0, homogeneous);
+			}
+			else if(state.vertexBlendMatrixCount == 2)
+			{
+				weight1 = Float4(1.0f) - weight0;
+
+				Color4f pos0;
+				Color4f pos1;
+
+				pos0 = transform(src, matrix, index0, homogeneous);
+				pos1 = transform(src, matrix, index1, homogeneous);
+
+				dst.x = pos0.x * weight0 + pos1.x * weight1;   // FIXME: Color4f operators
+				dst.y = pos0.y * weight0 + pos1.y * weight1;
+				dst.z = pos0.z * weight0 + pos1.z * weight1;
+				dst.w = pos0.w * weight0 + pos1.w * weight1;
+			}
+			else if(state.vertexBlendMatrixCount == 3)
+			{
+				weight2 = Float4(1.0f) - (weight0 + weight1);
+
+				Color4f pos0;
+				Color4f pos1;
+				Color4f pos2;
+
+				pos0 = transform(src, matrix, index0, homogeneous);
+				pos1 = transform(src, matrix, index1, homogeneous);
+				pos2 = transform(src, matrix, index2, homogeneous);
+
+				dst.x = pos0.x * weight0 + pos1.x * weight1 + pos2.x * weight2;
+				dst.y = pos0.y * weight0 + pos1.y * weight1 + pos2.y * weight2;
+				dst.z = pos0.z * weight0 + pos1.z * weight1 + pos2.z * weight2;
+				dst.w = pos0.w * weight0 + pos1.w * weight1 + pos2.w * weight2;
+			}
+			else if(state.vertexBlendMatrixCount == 4)
+			{
+				weight3 = Float4(1.0f) - (weight0 + weight1 + weight2);
+
+				Color4f pos0;
+				Color4f pos1;
+				Color4f pos2;
+				Color4f pos3;
+
+				pos0 = transform(src, matrix, index0, homogeneous);
+				pos1 = transform(src, matrix, index1, homogeneous);
+				pos2 = transform(src, matrix, index2, homogeneous);
+				pos3 = transform(src, matrix, index3, homogeneous);
+
+				dst.x = pos0.x * weight0 + pos1.x * weight1 + pos2.x * weight2 + pos3.x * weight3;
+				dst.y = pos0.y * weight0 + pos1.y * weight1 + pos2.y * weight2 + pos3.y * weight3;
+				dst.z = pos0.z * weight0 + pos1.z * weight1 + pos2.z * weight2 + pos3.z * weight3;
+				dst.w = pos0.w * weight0 + pos1.w * weight1 + pos2.w * weight2 + pos3.w * weight3;
+			}
+		}
+
+		return dst;
+	}
+
+	void VertexPipeline::pipeline(Registers &r)
+	{
+		Color4f position;
+		Color4f normal;
+
+		if(!state.preTransformed)
+		{
+			position = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.transformT)), true);
+		}
+		else
+		{
+			position = r.v[PositionT];
+		}
+
+		r.ox[Pos] = position.x;
+		r.oy[Pos] = position.y;
+		r.oz[Pos] = position.z;
+		r.ow[Pos] = position.w;
+
+		if(state.vertexNormalActive)
+		{
+			normal = transformBlend(r, r.v[Normal], Pointer<Byte>(r.data + OFFSET(DrawData,ff.normalTransformT)), false);
+
+			if(state.normalizeNormals)
+			{
+				normal = normalize(normal);
+			}
+		}
+
+		if(!state.vertexLightingActive)
+		{
+			// FIXME: Don't process if not used at all
+			if(state.diffuseActive && state.input[Color0])
+			{
+				Color4f diffuse = r.v[Color0];
+
+				r.ox[D0] = diffuse.x;
+				r.oy[D0] = diffuse.y;
+				r.oz[D0] = diffuse.z;
+				r.ow[D0] = diffuse.w;
+			}
+			else
+			{
+				r.ox[D0] = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+				r.oy[D0] = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+				r.oz[D0] = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+				r.ow[D0] = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+			}
+
+			// FIXME: Don't process if not used at all
+			if(state.specularActive && state.input[Color1])
+			{
+				Color4f specular = r.v[Color1];
+
+				r.ox[D1] = specular.x;
+				r.oy[D1] = specular.y;
+				r.oz[D1] = specular.z;
+				r.ow[D1] = specular.w;
+			}
+			else
+			{
+				r.ox[D1] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+				r.oy[D1] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+				r.oz[D1] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+				r.ow[D1] = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+			}
+		}
+		else
+		{
+			Color4f diffuseSum;
+
+			r.ox[D0] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			r.oy[D0] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			r.oz[D0] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			r.ow[D0] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+
+			r.ox[D1] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			r.oy[D1] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			r.oz[D1] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			r.ow[D1] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+
+			diffuseSum.x = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			diffuseSum.y = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			diffuseSum.z = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+			diffuseSum.w = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+
+			Color4f vertexPosition = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
+
+			for(int i = 0; i < 8; i++)
+			{
+				if(!(state.vertexLightActive & (1 << i)))
+				{
+					continue;
+				}
+
+				Color4f L;    // Light vector
+				Float4 att;   // Attenuation
+
+				// Attenuation
+				{
+					Float4 d;   // Distance
+
+					L.x = L.y = L.z = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.lightPosition[i]));   // FIXME: Unpack
+					L.x = L.x.xxxx;
+					L.y = L.y.yyyy;
+					L.z = L.z.zzzz;
+
+					L.x -= vertexPosition.x;
+					L.y -= vertexPosition.y;
+					L.z -= vertexPosition.z;
+					d = dot3(L, L);
+					d = RcpSqrt_pp(d);     // FIXME: Sufficient precision?
+					L.x *= d;
+					L.y *= d;
+					L.z *= d;
+					d = Rcp_pp(d);       // FIXME: Sufficient precision?
+
+					Float4 q = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.attenuationQuadratic[i]));
+					Float4 l = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.attenuationLinear[i]));
+					Float4 c = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.attenuationConstant[i]));
+
+					att = Rcp_pp((q * d + l) * d + c);
+				}
+
+				// Ambient per light
+				{
+					Float4 lightAmbient = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.lightAmbient[i]));   // FIXME: Unpack
+
+					r.ox[D0] = r.ox[D0] + lightAmbient.x * att;
+					r.oy[D0] = r.oy[D0] + lightAmbient.y * att;
+					r.oz[D0] = r.oz[D0] + lightAmbient.z * att;
+				}
+
+				// Diffuse
+				if(state.vertexNormalActive)
+				{
+					Float4 dot;
+
+					dot = dot3(L, normal);
+					dot = Max(dot, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					dot *= att;
+
+					Color4f diff;
+
+					if(state.vertexDiffuseMaterialSourceActive == Context::MATERIAL)
+					{
+						diff.x = diff.y = diff.z = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.materialDiffuse));   // FIXME: Unpack
+						diff.x = diff.x.xxxx;
+						diff.y = diff.y.yyyy;
+						diff.z = diff.z.zzzz;
+					}
+					else if(state.vertexDiffuseMaterialSourceActive == Context::COLOR1)
+					{
+						diff = r.v[Color0];
+					}
+					else if(state.vertexDiffuseMaterialSourceActive == Context::COLOR2)
+					{
+						diff = r.v[Color1];
+					}
+					else ASSERT(false);
+
+					Float4 lightDiffuse = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.lightDiffuse[i]));
+
+					diffuseSum.x += diff.x * dot * lightDiffuse.x;   // FIXME: Clamp first?
+					diffuseSum.y += diff.y * dot * lightDiffuse.y;   // FIXME: Clamp first?
+					diffuseSum.z += diff.z * dot * lightDiffuse.z;   // FIXME: Clamp first?
+				}
+
+				// Specular
+				if(state.vertexSpecularActive)
+				{
+					Color4f S;
+					Color4f C;   // Camera vector
+					Float4 pow;
+
+					pow = *Pointer<Float>(r.data + OFFSET(DrawData,ff.materialShininess));
+
+					S.x = Float4(0.0f, 0.0f, 0.0f, 0.0f) - vertexPosition.x;
+					S.y = Float4(0.0f, 0.0f, 0.0f, 0.0f) - vertexPosition.y;
+					S.z = Float4(0.0f, 0.0f, 0.0f, 0.0f) - vertexPosition.z;
+					C = normalize(S);
+
+					S.x = L.x + C.x;
+					S.y = L.y + C.y;
+					S.z = L.z + C.z;
+					C = normalize(S);
+
+					Float4 dot = Max(dot3(C, normal), Float4(0.0f));   // FIXME: max(dot3(C, normal), 0)
+
+					Float4 P = power(dot, pow);
+					P *= att;
+
+					Color4f spec;
+
+					if(state.vertexSpecularMaterialSourceActive == Context::MATERIAL)
+					{
+						Float4 materialSpecular = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.materialSpecular));   // FIXME: Unpack
+
+						spec.x = materialSpecular.x;
+						spec.y = materialSpecular.y;
+						spec.z = materialSpecular.z;
+					}
+					else if(state.vertexSpecularMaterialSourceActive == Context::COLOR1)
+					{
+						spec = r.v[Color0];
+					}
+					else if(state.vertexSpecularMaterialSourceActive == Context::COLOR2)
+					{
+						spec = r.v[Color1];
+					}
+					else ASSERT(false);
+
+					Float4 lightSpecular = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.lightSpecular[i]));
+
+					spec.x *= lightSpecular.x;
+					spec.y *= lightSpecular.y;
+					spec.z *= lightSpecular.z;
+
+					spec.x *= P;
+					spec.y *= P;
+					spec.z *= P;
+
+					spec.x = Max(spec.x, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					spec.y = Max(spec.y, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					spec.z = Max(spec.z, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+
+					r.ox[D1] = r.ox[D1] + spec.x;
+					r.oy[D1] = r.oy[D1] + spec.y;
+					r.oz[D1] = r.oz[D1] + spec.z;
+				}
+			}
+
+			Float4 globalAmbient = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.globalAmbient));   // FIXME: Unpack
+
+			r.ox[D0] = r.ox[D0] + globalAmbient.x;
+			r.oy[D0] = r.oy[D0] + globalAmbient.y;
+			r.oz[D0] = r.oz[D0] + globalAmbient.z;
+
+			if(state.vertexAmbientMaterialSourceActive == Context::MATERIAL)
+			{
+				Float4 materialAmbient = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.materialAmbient));   // FIXME: Unpack
+
+				r.ox[D0] = r.ox[D0] * materialAmbient.x;
+				r.oy[D0] = r.oy[D0] * materialAmbient.y;
+				r.oz[D0] = r.oz[D0] * materialAmbient.z;
+			}
+			else if(state.vertexAmbientMaterialSourceActive == Context::COLOR1)
+			{
+				Color4f materialDiffuse = r.v[Color0];
+
+				r.ox[D0] = r.ox[D0] * materialDiffuse.x;
+				r.oy[D0] = r.oy[D0] * materialDiffuse.y;
+				r.oz[D0] = r.oz[D0] * materialDiffuse.z;
+			}
+			else if(state.vertexAmbientMaterialSourceActive == Context::COLOR2)
+			{
+				Color4f materialSpecular = r.v[Color1];
+
+				r.ox[D0] = r.ox[D0] * materialSpecular.x;
+				r.oy[D0] = r.oy[D0] * materialSpecular.y;
+				r.oz[D0] = r.oz[D0] * materialSpecular.z;
+			}
+			else ASSERT(false);
+
+			r.ox[D0] = r.ox[D0] + diffuseSum.x;
+			r.oy[D0] = r.oy[D0] + diffuseSum.y;
+			r.oz[D0] = r.oz[D0] + diffuseSum.z;
+
+			// Emissive
+			if(state.vertexEmissiveMaterialSourceActive == Context::MATERIAL)
+			{
+				Float4 materialEmission = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.materialEmission));   // FIXME: Unpack
+
+				r.ox[D0] = r.ox[D0] + materialEmission.x;
+				r.oy[D0] = r.oy[D0] + materialEmission.y;
+				r.oz[D0] = r.oz[D0] + materialEmission.z;
+			}
+			else if(state.vertexEmissiveMaterialSourceActive == Context::COLOR1)
+			{
+				Color4f materialSpecular = r.v[Color0];
+
+				r.ox[D0] = r.ox[D0] + materialSpecular.x;
+				r.oy[D0] = r.oy[D0] + materialSpecular.y;
+				r.oz[D0] = r.oz[D0] + materialSpecular.z;
+			}
+			else if(state.vertexEmissiveMaterialSourceActive == Context::COLOR2)
+			{
+				Color4f materialSpecular = r.v[Color1];
+
+				r.ox[D0] = r.ox[D0] + materialSpecular.x;
+				r.oy[D0] = r.oy[D0] + materialSpecular.y;
+				r.oz[D0] = r.oz[D0] + materialSpecular.z;
+			}
+			else ASSERT(false);
+
+			// Diffuse alpha component
+			if(state.vertexDiffuseMaterialSourceActive == Context::MATERIAL)
+			{
+				r.ow[D0] = Float4(*Pointer<Float4>(r.data + OFFSET(DrawData,ff.materialDiffuse[0]))).wwww;   // FIXME: Unpack
+			}
+			else if(state.vertexDiffuseMaterialSourceActive == Context::COLOR1)
+			{
+				Color4f alpha = r.v[Color0];
+				r.ow[D0] = alpha.w;
+			}
+			else if(state.vertexDiffuseMaterialSourceActive == Context::COLOR2)
+			{
+				Color4f alpha = r.v[Color1];
+				r.ow[D0] = alpha.w;
+			}
+			else ASSERT(false);
+
+			if(state.vertexSpecularActive)
+			{
+				// Specular alpha component
+				if(state.vertexSpecularMaterialSourceActive == Context::MATERIAL)
+				{
+					r.ow[D1] = Float4(*Pointer<Float4>(r.data + OFFSET(DrawData,ff.materialSpecular[3]))).wwww;   // FIXME: Unpack
+				}
+				else if(state.vertexSpecularMaterialSourceActive == Context::COLOR1)
+				{
+					Color4f alpha = r.v[Color0];
+					r.ow[D1] = alpha.w;
+				}
+				else if(state.vertexSpecularMaterialSourceActive == Context::COLOR2)
+				{
+					Color4f alpha = r.v[Color1];
+					r.ow[D1] = alpha.w;
+				}
+				else ASSERT(false);
+			}
+		}
+
+		if(state.fogActive)
+		{
+			switch(state.vertexFogMode)
+			{
+			case Context::FOG_NONE:
+				if(state.specularActive)
+				{
+					r.ox[Fog] = r.ow[D1];
+				}
+				else
+				{
+					r.ox[Fog] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+				}
+				break;
+			case Context::FOG_LINEAR:
+			case Context::FOG_EXP:
+			case Context::FOG_EXP2:
+				if(!state.rangeFogActive)
+				{
+					r.ox[Fog] = r.oz[Pos];
+				}
+				else
+				{
+					Color4f pos;
+
+					pos.x = r.ox[Pos];
+					pos.y = r.oy[Pos];
+					pos.z = r.oz[Pos];
+					pos.w = r.ow[Pos];
+
+					r.ox[Fog] = Sqrt(dot3(pos, pos));   // FIXME: oFog = length(o[Pos]);
+				}
+
+				r.ox[Fog] = r.ox[Fog] * *Pointer<Float4>(r.data + OFFSET(DrawData,fog.scale)) + *Pointer<Float4>(r.data + OFFSET(DrawData,fog.offset));
+				break;
+			default:
+				ASSERT(false);
+			}
+		}
+
+		for(int stage = 0; stage < 8; stage++)
+		{
+			processTextureCoordinate(r, stage, normal, position);
+		}
+
+		processPointSize(r);
+	}
+
+	void VertexPipeline::processTextureCoordinate(Registers &r, int stage, Color4f &normal, Color4f &position)
+	{
+		if(state.output[T0 + stage].write)
+		{
+			int i = state.textureState[stage].texCoordIndexActive;
+
+			switch(state.textureState[stage].texGenActive)
+			{
+			case Context::TEXGEN_PASSTHRU:
+				{
+					Color4f v = r.v[TexCoord0 + i];
+
+					r.ox[T0 + stage] = v.x;
+					r.oy[T0 + stage] = v.y;
+					r.oz[T0 + stage] = v.z;
+					r.ow[T0 + stage] = v.w;
+
+					if(state.input[TexCoord0 + i].type == STREAMTYPE_FLOAT)
+					{
+						switch(state.input[TexCoord0 + i].count)
+						{
+						case 1:
+							r.oy[T0 + stage] = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+							r.oz[T0 + stage] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+							r.ow[T0 + stage] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+							break;
+						case 2:
+							r.oz[T0 + stage] = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+							r.ow[T0 + stage] = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+							break;
+						case 3:
+							r.ow[T0 + stage] = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+							break;
+						case 4:
+							break;
+						default:
+							ASSERT(false);
+						}
+					}
+					else ASSERT(!state.input[TexCoord0 + i]);   // Point sprite; coordinates provided by setup
+				}
+				break;
+			case Context::TEXGEN_NORMAL:
+				{
+					Color4f Nc;   // Normal vector in camera space
+
+					if(state.vertexNormalActive)
+					{
+						Nc = normal;
+					}
+					else
+					{
+						Nc.x = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+						Nc.y = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+						Nc.z = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+					}
+
+					Nc.w = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+					
+					r.ox[T0 + stage] = Nc.x;
+					r.oy[T0 + stage] = Nc.y;
+					r.oz[T0 + stage] = Nc.z;
+					r.ow[T0 + stage] = Nc.w;
+				}
+				break;
+			case Context::TEXGEN_POSITION:
+				{
+					Color4f Pn = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);   // Position in camera space
+
+					Pn.w = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+					
+					r.ox[T0 + stage] = Pn.x;
+					r.oy[T0 + stage] = Pn.y;
+					r.oz[T0 + stage] = Pn.z;
+					r.ow[T0 + stage] = Pn.w;
+				}
+				break;
+			case Context::TEXGEN_REFLECTION:
+				{
+					Color4f R;   // Reflection vector
+
+					if(state.vertexNormalActive)
+					{
+						Color4f Nc;   // Normal vector in camera space
+
+						Nc = normal;
+
+						if(state.localViewerActive)
+						{
+							Color4f Ec;   // Eye vector in camera space
+							Color4f N2;
+
+							Ec = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
+							Ec = normalize(Ec);
+
+							// R = E - 2 * N * (E . N)
+							Float4 dot = Float4(2.0f, 2.0f, 2.0f, 2.0f) * dot3(Ec, Nc);
+
+							R.x = Ec.x - Nc.x * dot;
+							R.y = Ec.y - Nc.y * dot;
+							R.z = Ec.z - Nc.z * dot;
+						}
+						else
+						{
+							// u = -2 * Nz * Nx
+							// v = -2 * Nz * Ny
+							// w = 1 - 2 * Nz * Nz
+
+							R.x = -Float4(2.0f, 2.0f, 2.0f, 2.0f) * Nc.z * Nc.x;
+							R.y = -Float4(2.0f, 2.0f, 2.0f, 2.0f) * Nc.z * Nc.y;
+							R.z = Float4(1.0f, 1.0f, 1.0f, 1.0f) - Float4(2.0f, 2.0f, 2.0f, 2.0f) * Nc.z * Nc.z;
+						}
+					}
+					else
+					{
+						R.x = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+						R.y = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+						R.z = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+					}
+
+					R.w = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+
+					r.ox[T0 + stage] = R.x;
+					r.oy[T0 + stage] = R.y;
+					r.oz[T0 + stage] = R.z;
+					r.ow[T0 + stage] = R.w;
+				}
+				break;
+			case Context::TEXGEN_SPHEREMAP:
+				{
+					Color4f R;   // Reflection vector
+
+					if(state.vertexNormalActive)
+					{
+						Color4f Nc;   // Normal vector in camera space
+
+						Nc = normal;
+
+						if(state.localViewerActive)
+						{
+							Color4f Ec;   // Eye vector in camera space
+							Color4f N2;
+
+							Ec = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
+							Ec = normalize(Ec);
+
+							// R = E - 2 * N * (E . N)
+							Float4 dot = Float4(2.0f, 2.0f, 2.0f, 2.0f) * dot3(Ec, Nc);
+							
+							R.x = Ec.x - Nc.x * dot;
+							R.y = Ec.y - Nc.y * dot;
+							R.z = Ec.z - Nc.z * dot;
+						}
+						else
+						{
+							// u = -2 * Nz * Nx
+							// v = -2 * Nz * Ny
+							// w = 1 - 2 * Nz * Nz
+
+							R.x = -Float4(2.0f, 2.0f, 2.0f, 2.0f) * Nc.z * Nc.x;
+							R.y = -Float4(2.0f, 2.0f, 2.0f, 2.0f) * Nc.z * Nc.y;
+							R.z = Float4(1.0f, 1.0f, 1.0f, 1.0f) - Float4(2.0f, 2.0f, 2.0f, 2.0f) * Nc.z * Nc.z;
+						}
+					}
+					else
+					{
+						R.x = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+						R.y = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+						R.z = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+					}
+
+					R.z -= Float4(1.0f, 1.0f, 1.0f, 1.0f);
+					R = normalize(R);
+					R.x = Float4(0.5f, 0.5f, 0.5f, 0.5f) * R.x + Float4(0.5f, 0.5f, 0.5f, 0.5f);
+					R.y = Float4(0.5f, 0.5f, 0.5f, 0.5f) * R.y + Float4(0.5f, 0.5f, 0.5f, 0.5f);
+
+					R.z = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+					R.w = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+
+					r.ox[T0 + stage] = R.x;
+					r.oy[T0 + stage] = R.y;
+					r.oz[T0 + stage] = R.z;
+					r.ow[T0 + stage] = R.w;
+				}
+				break;
+			default:
+				ASSERT(false);
+			}
+
+			Color4f texTrans0;
+			Color4f texTrans1;
+			Color4f texTrans2;
+			Color4f texTrans3;
+
+			Color4f T;
+			Color4f t;
+
+			T.x = r.ox[T0 + stage];
+			T.y = r.oy[T0 + stage];
+			T.z = r.oz[T0 + stage];
+			T.w = r.ow[T0 + stage];
+
+			switch(state.textureState[stage].textureTransformCountActive)
+			{
+			case 4:
+				texTrans3.x = texTrans3.y = texTrans3.z = texTrans3.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.textureTransform[stage][3]));   // FIXME: Unpack
+				texTrans3.x = texTrans3.x.xxxx;
+				texTrans3.y = texTrans3.y.yyyy;
+				texTrans3.z = texTrans3.z.zzzz;
+				texTrans3.w = texTrans3.w.wwww;
+				t.w = dot4(T, texTrans3);
+			case 3:
+				texTrans2.x = texTrans2.y = texTrans2.z = texTrans2.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.textureTransform[stage][2]));   // FIXME: Unpack
+				texTrans2.x = texTrans2.x.xxxx;
+				texTrans2.y = texTrans2.y.yyyy;
+				texTrans2.z = texTrans2.z.zzzz;
+				texTrans2.w = texTrans2.w.wwww;
+				t.z = dot4(T, texTrans2);
+			case 2:
+				texTrans1.x = texTrans1.y = texTrans1.z = texTrans1.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.textureTransform[stage][1]));   // FIXME: Unpack
+				texTrans1.x = texTrans1.x.xxxx;
+				texTrans1.y = texTrans1.y.yyyy;
+				texTrans1.z = texTrans1.z.zzzz;
+				texTrans1.w = texTrans1.w.wwww;
+				t.y = dot4(T, texTrans1);
+			case 1:
+				texTrans0.x = texTrans0.y = texTrans0.z = texTrans0.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ff.textureTransform[stage][0]));   // FIXME: Unpack
+				texTrans0.x = texTrans0.x.xxxx;
+				texTrans0.y = texTrans0.y.yyyy;
+				texTrans0.z = texTrans0.z.zzzz;
+				texTrans0.w = texTrans0.w.wwww;
+				t.x = dot4(T, texTrans0);
+
+				r.ox[T0 + stage] = t.x;
+				r.oy[T0 + stage] = t.y;
+				r.oz[T0 + stage] = t.z;
+				r.ow[T0 + stage] = t.w;
+			case 0:
+				break;
+			default:
+				ASSERT(false);
+			}
+		}
+	}
+
+	void VertexPipeline::processPointSize(Registers &r)
+	{
+		if(!state.pointSizeActive)
+		{
+			return;   // Use global pointsize
+		}
+
+		if(state.input[PSize])
+		{
+			r.oy[Pts] = r.v[PSize].x;
+		}
+		else
+		{
+			r.oy[Pts] = *Pointer<Float4>(r.data + OFFSET(DrawData,point.pointSize));
+		}
+
+		if(state.pointScaleActive && !state.preTransformed)
+		{
+			Color4f p = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
+
+			Float4 d = Sqrt(dot3(p, p));   // FIXME: length(p);
+
+			Float4 A = *Pointer<Float>(r.data + OFFSET(DrawData,point.pointScaleA));   // FIXME: Unpack
+			Float4 B = *Pointer<Float>(r.data + OFFSET(DrawData,point.pointScaleB));   // FIXME: Unpack
+			Float4 C = *Pointer<Float>(r.data + OFFSET(DrawData,point.pointScaleC));   // FIXME: Unpack
+
+			A = RcpSqrt_pp(A + d * (B + d * C));
+
+			r.oy[Pts] = r.oy[Pts] * Float4(*Pointer<Float>(r.data + OFFSET(DrawData,viewportHeight))) * A;   // FIXME: Unpack
+		}
+	}
+
+	Color4f VertexPipeline::transform(Color4f &src, Pointer<Byte> &matrix, bool homogeneous)
+	{
+		Color4f dst;
+
+		Color4f row0;
+		Color4f row1;
+		Color4f row2;
+		Color4f row3;
+
+		if(homogeneous)
+		{
+			Float4 m[4][4];
+
+			for(int j = 0; j < 4; j++)
+			{
+				for(int i = 0; i < 4; i++)
+				{
+					m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j);
+					m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j);
+					m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j);
+					m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j);
+				}
+			}
+
+			dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2] + m[0][3];
+			dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2] + m[1][3];
+			dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2] + m[2][3];
+			dst.w = src.x * m[3][0] + src.y * m[3][1] + src.z * m[3][2] + m[3][3];
+		}
+		else
+		{
+			Float4 m[3][3];
+
+			for(int j = 0; j < 3; j++)
+			{
+				for(int i = 0; i < 3; i++)
+				{
+					m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j);
+					m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j);
+					m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j);
+					m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j);
+				}
+			}
+
+			dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2];
+			dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2];
+			dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2];
+		}
+
+		return dst;
+	}
+
+	Color4f VertexPipeline::transform(Color4f &src, Pointer<Byte> &matrix, UInt index[4], bool homogeneous)
+	{
+		Color4f dst;
+		
+		Color4f row0;
+		Color4f row1;
+		Color4f row2;
+		Color4f row3;
+
+		if(homogeneous)
+		{
+			Float4 m[4][4];
+
+			for(int j = 0; j < 4; j++)
+			{
+				for(int i = 0; i < 4; i++)
+				{
+					m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j + index[0]);
+					m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j + index[1]);
+					m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j + index[2]);
+					m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j + index[3]);
+				}
+			}
+
+			dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2] + m[0][3];
+			dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2] + m[1][3];
+			dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2] + m[2][3];
+			dst.w = src.x * m[3][0] + src.y * m[3][1] + src.z * m[3][2] + m[3][3];
+		}
+		else
+		{
+			Float4 m[3][3];
+
+			for(int j = 0; j < 3; j++)
+			{
+				for(int i = 0; i < 3; i++)
+				{
+					m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j + index[0]);
+					m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j + index[1]);
+					m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j + index[2]);
+					m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j + index[3]);
+				}
+			}
+
+			dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2];
+			dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2];
+			dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2];
+		}
+
+		return dst;
+	}
+
+	Color4f VertexPipeline::normalize(Color4f &src)
+	{
+		Color4f dst;
+
+		Float4 rcpLength = RcpSqrt_pp(dot3(src, src));
+		
+		dst.x = src.x * rcpLength;
+		dst.y = src.y * rcpLength;
+		dst.z = src.z * rcpLength;
+
+		return dst;
+	}
+
+	Float4 VertexPipeline::power(Float4 &src0, Float4 &src1)
+	{
+		Float4 dst = src0;
+				
+		dst = dst * dst;
+		dst = dst * dst;
+		dst = Float4(As<Int4>(dst) - As<Int4>(Float4(1.0f, 1.0f, 1.0f, 1.0f)));
+				
+		dst *= src1;
+
+		dst = As<Float4>(Int4(dst) + As<Int4>(Float4(1.0f, 1.0f, 1.0f, 1.0f)));
+		dst = RcpSqrt_pp(dst);
+		dst = RcpSqrt_pp(dst);
+
+		return dst;
+	}
+}
diff --git a/src/Shader/VertexPipeline.hpp b/src/Shader/VertexPipeline.hpp
new file mode 100644
index 0000000..efb8592
--- /dev/null
+++ b/src/Shader/VertexPipeline.hpp
@@ -0,0 +1,42 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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_VertexPipeline_hpp
+#define sw_VertexPipeline_hpp
+
+#include "VertexRoutine.hpp"
+
+#include "Context.hpp"
+#include "VertexProcessor.hpp"
+
+namespace sw
+{
+	class VertexPipeline : public VertexRoutine
+	{
+	public:
+		VertexPipeline(const VertexProcessor::State &state);
+
+		virtual ~VertexPipeline();
+
+	private:
+		void pipeline(Registers &r);
+		void processTextureCoordinate(Registers &r, int stage, Color4f &normal, Color4f &position);
+		void processPointSize(Registers &r);
+
+		Color4f transformBlend(Registers &r, Color4f &src, Pointer<Byte> &matrix, bool homogenous);
+		Color4f transform(Color4f &src, Pointer<Byte> &matrix, bool homogenous);
+		Color4f transform(Color4f &src, Pointer<Byte> &matrix, UInt index[4], bool homogenous);
+		Color4f normalize(Color4f &src);
+		Float4 power(Float4 &src0, Float4 &src1);
+	};
+};
+
+#endif   // sw_VertexPipeline_hpp
diff --git a/src/Shader/VertexProgram.cpp b/src/Shader/VertexProgram.cpp
new file mode 100644
index 0000000..41153bf
--- /dev/null
+++ b/src/Shader/VertexProgram.cpp
@@ -0,0 +1,1130 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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.
+//
+
+#include "VertexProgram.hpp"
+
+#include "Renderer.hpp"
+#include "VertexShader.hpp"
+#include "Vertex.hpp"
+#include "Half.hpp"
+#include "SamplerCore.hpp"
+#include "Debug.hpp"
+
+extern bool localShaderConstants;
+
+namespace sw
+{
+	VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *vertexShader) : VertexRoutine(state), vertexShader(vertexShader)
+	{
+		returns = false;
+		ifDepth = 0;
+		loopRepDepth = 0;
+		breakDepth = 0;
+
+		for(int i = 0; i < 2048; i++)
+		{
+			labelBlock[i] = 0;
+		}
+	}
+
+	VertexProgram::~VertexProgram()
+	{
+		for(int i = 0; i < 4; i++)
+		{
+			delete sampler[i];
+		}
+	}
+
+	void VertexProgram::pipeline(Registers &r)
+	{
+		for(int i = 0; i < 4; i++)
+		{
+			sampler[i] = new SamplerCore(r.constants, state.samplerState[i]);
+		}
+
+		if(!state.preTransformed)
+		{
+			shader(r);
+		}
+		else
+		{
+			passThrough(r);
+		}
+	}
+
+	Color4f VertexProgram::readConstant(Registers &r, const Src &src, int offset)
+	{
+		Color4f c;
+
+		int i = src.index + offset;
+		bool relative = src.relative;
+
+		if(!relative)
+		{
+			c.r = c.g = c.b = c.a = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]));
+
+			c.r = c.r.xxxx;
+			c.g = c.g.yyyy;
+			c.b = c.b.zzzz;
+			c.a = c.a.wwww;
+
+			if(localShaderConstants)   // Constant may be known at compile time
+			{
+				for(int j = 0; j < vertexShader->getLength(); j++)
+				{
+					const ShaderInstruction &instruction = *vertexShader->getInstruction(j);
+
+					if(instruction.getOpcode() == ShaderOperation::OPCODE_DEF)
+					{
+						if(instruction.getDestinationParameter().index == i)
+						{
+							c.r = Float4(instruction.getSourceParameter(0).value);
+							c.g = Float4(instruction.getSourceParameter(1).value);
+							c.b = Float4(instruction.getSourceParameter(2).value);
+							c.a = Float4(instruction.getSourceParameter(3).value);
+
+							break;
+						}
+					}
+				}
+			}
+		}
+		else if(src.relativeType == Src::PARAMETER_LOOP)
+		{
+			Int loopCounter = r.aL[r.loopDepth];
+
+			c.r = c.g = c.b = c.a = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + loopCounter * 16);
+
+			c.r = c.r.xxxx;
+			c.g = c.g.yyyy;
+			c.b = c.b.zzzz;
+			c.a = c.a.wwww;
+		}
+		else
+		{
+			Int index0;
+			Int index1;
+			Int index2;
+			Int index3;
+
+			Float4 a0_;
+
+			switch(src.relativeSwizzle & 0x03)
+			{
+			case 0: a0_ = r.a0.x; break;
+			case 1: a0_ = r.a0.y; break;
+			case 2: a0_ = r.a0.z; break;
+			case 3: a0_ = r.a0.w; break;
+			}
+
+			index0 = i + RoundInt(Float(a0_.x));
+			index1 = i + RoundInt(Float(a0_.y));
+			index2 = i + RoundInt(Float(a0_.z));
+			index3 = i + RoundInt(Float(a0_.w));
+
+			// Clamp to constant register range, c[256] = {0, 0, 0, 0}
+			index0 = IfThenElse(UInt(index0) > UInt(256), Int(256), index0);
+			index1 = IfThenElse(UInt(index1) > UInt(256), Int(256), index1);
+			index2 = IfThenElse(UInt(index2) > UInt(256), Int(256), index2);
+			index3 = IfThenElse(UInt(index3) > UInt(256), Int(256), index3);
+
+			c.x = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index0 * 16, 16);
+			c.y = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index1 * 16, 16);
+			c.z = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index2 * 16, 16);
+			c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index3 * 16, 16);
+
+			transpose4x4(c.x, c.y, c.z, c.w);
+		}
+
+		return c;
+	}
+
+	void VertexProgram::shader(Registers &r)
+	{
+	//	vertexShader->print("VertexShader-%0.16llX.txt", state.shaderHash);
+
+		unsigned short version = vertexShader->getVersion();
+
+		r.enableIndex = 0;
+		r.stackIndex = 0;
+	
+		for(int i = 0; i < vertexShader->getLength(); i++)
+		{
+			const ShaderInstruction *instruction = vertexShader->getInstruction(i);
+			Op::Opcode opcode = instruction->getOpcode();
+
+		//	#ifndef NDEBUG   // FIXME: Centralize debug output control
+		//		vertexShader->printInstruction(i, "debug.txt");
+		//	#endif
+
+			if(opcode == Op::OPCODE_DCL || opcode == Op::OPCODE_DEF || opcode == Op::OPCODE_DEFI || opcode == Op::OPCODE_DEFB)
+			{
+				continue;
+			}
+
+			Dst dest = instruction->getDestinationParameter();
+			Src src0 = instruction->getSourceParameter(0);
+			Src src1 = instruction->getSourceParameter(1);
+			Src src2 = instruction->getSourceParameter(2);
+			Src src3 = instruction->getSourceParameter(3);
+
+			bool predicate = instruction->isPredicate();
+			int size = vertexShader->size(opcode);
+			Usage usage = instruction->getUsage();
+			unsigned char usageIndex = instruction->getUsageIndex();
+			Control control = instruction->getControl();
+			bool integer = dest.type == Dst::PARAMETER_ADDR;
+			bool pp = dest.partialPrecision;
+
+			Color4f d;
+			Color4f s0;
+			Color4f s1;
+			Color4f s2;
+			Color4f s3;
+
+			if(src0.type != Src::PARAMETER_VOID) s0 = reg(r, src0);
+			if(src1.type != Src::PARAMETER_VOID) s1 = reg(r, src1);
+			if(src2.type != Src::PARAMETER_VOID) s2 = reg(r, src2);
+			if(src3.type != Src::PARAMETER_VOID) s3 = reg(r, src3);
+
+			switch(opcode)
+			{
+			case Op::OPCODE_VS_1_0:										break;
+			case Op::OPCODE_VS_1_1:										break;
+			case Op::OPCODE_VS_2_0:										break;
+			case Op::OPCODE_VS_2_x:										break;
+			case Op::OPCODE_VS_2_sw:									break;
+			case Op::OPCODE_VS_3_0:										break;
+			case Op::OPCODE_VS_3_sw:									break;
+			case Op::OPCODE_DCL:										break;
+			case Op::OPCODE_DEF:										break;
+			case Op::OPCODE_DEFI:										break;
+			case Op::OPCODE_DEFB:										break;
+			case Op::OPCODE_NOP:										break;
+			case Op::OPCODE_ABS:		abs(d, s0);						break;
+			case Op::OPCODE_ADD:		add(d, s0, s1);					break;
+			case Op::OPCODE_CRS:		crs(d, s0, s1);					break;
+			case Op::OPCODE_DP3:		dp3(d, s0, s1);					break;
+			case Op::OPCODE_DP4:		dp4(d, s0, s1);					break;
+			case Op::OPCODE_DST:		dst(d, s0, s1);					break;
+			case Op::OPCODE_EXP:		exp(d, s0, pp);					break;
+			case Op::OPCODE_EXPP:		expp(d, s0, version);			break;
+			case Op::OPCODE_FRC:		frc(d, s0);						break;
+			case Op::OPCODE_LIT:		lit(d, s0);						break;
+			case Op::OPCODE_LOG:		log(d, s0, pp);					break;
+			case Op::OPCODE_LOGP:		logp(d, s0, version);			break;
+			case Op::OPCODE_LRP:		lrp(d, s0, s1, s2);				break;
+			case Op::OPCODE_M3X2:		M3X2(r, d, s0, src1);			break;
+			case Op::OPCODE_M3X3:		M3X3(r, d, s0, src1);			break;
+			case Op::OPCODE_M3X4:		M3X4(r, d, s0, src1);			break;
+			case Op::OPCODE_M4X3:		M4X3(r, d, s0, src1);			break;
+			case Op::OPCODE_M4X4:		M4X4(r, d, s0, src1);			break;
+			case Op::OPCODE_MAD:		mad(d, s0, s1, s2);				break;
+			case Op::OPCODE_MAX:		max(d, s0, s1);					break;
+			case Op::OPCODE_MIN:		min(d, s0, s1);					break;
+			case Op::OPCODE_MOV:		mov(d, s0, integer);			break;
+			case Op::OPCODE_MOVA:		mov(d, s0);						break;
+			case Op::OPCODE_MUL:		mul(d, s0, s1);					break;
+			case Op::OPCODE_NRM:		nrm(d, s0, pp);					break;
+			case Op::OPCODE_POW:		pow(d, s0, s1, pp);				break;
+			case Op::OPCODE_RCP:		rcp(d, s0, pp);					break;
+			case Op::OPCODE_RSQ:		rsq(d, s0, pp);					break;
+			case Op::OPCODE_SGE:		sge(d, s0, s1);					break;
+			case Op::OPCODE_SGN:		sgn(d, s0);						break;
+			case Op::OPCODE_SINCOS:		sincos(d, s0, pp);				break;
+			case Op::OPCODE_SLT:		slt(d, s0, s1);					break;
+			case Op::OPCODE_SUB:		sub(d, s0, s1);					break;
+			case Op::OPCODE_BREAK:		BREAK(r);						break;
+			case Op::OPCODE_BREAKC:		BREAKC(r, s0, s1, control);		break;
+			case Op::OPCODE_BREAKP:		BREAKP(r, src0);				break;
+			case Op::OPCODE_CALL:		CALL(r, dest.index);			break;
+			case Op::OPCODE_CALLNZ:		CALLNZ(r, dest.index, src0);	break;
+			case Op::OPCODE_ELSE:		ELSE(r);						break;
+			case Op::OPCODE_ENDIF:		ENDIF(r);						break;
+			case Op::OPCODE_ENDLOOP:	ENDLOOP(r);						break;
+			case Op::OPCODE_ENDREP:		ENDREP(r);						break;
+			case Op::OPCODE_IF:			IF(r, src0);					break;
+			case Op::OPCODE_IFC:		IFC(r, s0, s1, control);		break;
+			case Op::OPCODE_LABEL:		LABEL(dest.index);				break;
+			case Op::OPCODE_LOOP:		LOOP(r, src1);					break;
+			case Op::OPCODE_REP:		REP(r, src0);					break;
+			case Op::OPCODE_RET:		RET(r);							break;
+			case Op::OPCODE_SETP:		setp(d, s0, s1, control);		break;
+			case Op::OPCODE_TEXLDL:		TEXLDL(r, d, s0, src1);			break;
+			case Op::OPCODE_END:										break;
+			default:
+				ASSERT(false);
+			}
+
+			if(dest.type != Dst::PARAMETER_VOID && dest.type != Dst::PARAMETER_LABEL)
+			{
+				if(dest.saturate)
+				{
+					if(dest.x) d.r = Max(d.r, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					if(dest.y) d.g = Max(d.g, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					if(dest.z) d.b = Max(d.b, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					if(dest.w) d.a = Max(d.a, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+
+					if(dest.x) d.r = Min(d.r, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+					if(dest.y) d.g = Min(d.g, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+					if(dest.z) d.b = Min(d.b, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+					if(dest.w) d.a = Min(d.a, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+				}
+
+				if(vertexShader->containsDynamicBranching())
+				{
+					Color4f pDst;   // FIXME: Rename
+
+					switch(dest.type)
+					{
+					case Dst::PARAMETER_VOID:																		break;
+					case Dst::PARAMETER_TEMP:		pDst = r.r[dest.index];											break;
+					case Dst::PARAMETER_ADDR:		pDst = r.a0;													break;
+					case Dst::PARAMETER_RASTOUT:
+						switch(dest.index)
+						{
+						case 0:
+							if(dest.x) pDst.x = r.ox[Pos];
+							if(dest.y) pDst.y = r.oy[Pos];
+							if(dest.z) pDst.z = r.oz[Pos];
+							if(dest.w) pDst.w = r.ow[Pos];
+							break;
+						case 1:
+							pDst.x = r.ox[Fog];
+							break;
+						case 2:
+							pDst.x = r.oy[Pts];
+							break;
+						default:
+							ASSERT(false);
+						}
+						break;
+					case Dst::PARAMETER_ATTROUT:
+						if(dest.x) pDst.x = r.ox[D0 + dest.index];
+						if(dest.y) pDst.y = r.oy[D0 + dest.index];
+						if(dest.z) pDst.z = r.oz[D0 + dest.index];
+						if(dest.w) pDst.w = r.ow[D0 + dest.index];
+						break;
+					case Dst::PARAMETER_TEXCRDOUT:
+				//	case Dst::PARAMETER_OUTPUT:
+						if(version < 0x0300)
+						{
+							if(dest.x) pDst.x = r.ox[T0 + dest.index];
+							if(dest.y) pDst.y = r.oy[T0 + dest.index];
+							if(dest.z) pDst.z = r.oz[T0 + dest.index];
+							if(dest.w) pDst.w = r.ow[T0 + dest.index];
+						}
+						else
+						{
+							if(!dest.relative)
+							{
+								if(dest.x) pDst.x = r.ox[dest.index];
+								if(dest.y) pDst.y = r.oy[dest.index];
+								if(dest.z) pDst.z = r.oz[dest.index];
+								if(dest.w) pDst.w = r.ow[dest.index];
+							}
+							else
+							{
+								Int aL = r.aL[r.loopDepth];
+
+								if(dest.x) pDst.x = r.ox[dest.index + aL];
+								if(dest.y) pDst.y = r.oy[dest.index + aL];
+								if(dest.z) pDst.z = r.oz[dest.index + aL];
+								if(dest.w) pDst.w = r.ow[dest.index + aL];
+							}
+						}
+						break;
+					case Dst::PARAMETER_LABEL:																		break;
+					case Dst::PARAMETER_PREDICATE:	pDst = r.p0;													break;
+					case Dst::PARAMETER_INPUT:																		break;
+					default:
+						ASSERT(false);
+					}
+
+					Int4 enable = r.enableStack[r.enableIndex] & r.enableBreak;
+
+					Int4 xEnable = enable;
+					Int4 yEnable = enable;
+					Int4 zEnable = enable;
+					Int4 wEnable = enable;
+
+					if(predicate)
+					{
+						unsigned char pSwizzle = instruction->getPredicateSwizzle();
+
+						Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
+						Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
+						Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
+						Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
+
+						if(!instruction->isPredicateNot())
+						{
+							if(dest.x) xEnable = xEnable & As<Int4>(xPredicate);
+							if(dest.y) yEnable = yEnable & As<Int4>(yPredicate);
+							if(dest.z) zEnable = zEnable & As<Int4>(zPredicate);
+							if(dest.w) wEnable = wEnable & As<Int4>(wPredicate);
+						}
+						else
+						{
+							if(dest.x) xEnable = xEnable & ~As<Int4>(xPredicate);
+							if(dest.y) yEnable = yEnable & ~As<Int4>(yPredicate);
+							if(dest.z) zEnable = zEnable & ~As<Int4>(zPredicate);
+							if(dest.w) wEnable = wEnable & ~As<Int4>(wPredicate);
+						}
+					}
+
+					if(dest.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
+					if(dest.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
+					if(dest.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
+					if(dest.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
+
+					if(dest.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
+					if(dest.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
+					if(dest.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
+					if(dest.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
+				}
+
+				switch(dest.type)
+				{
+				case Dst::PARAMETER_VOID:
+					break;
+				case Dst::PARAMETER_TEMP:
+					if(dest.x) r.r[dest.index].x = d.x;
+					if(dest.y) r.r[dest.index].y = d.y;
+					if(dest.z) r.r[dest.index].z = d.z;
+					if(dest.w) r.r[dest.index].w = d.w;
+					break;
+				case Dst::PARAMETER_ADDR:
+					if(dest.x) r.a0.x = d.x;
+					if(dest.y) r.a0.y = d.y;
+					if(dest.z) r.a0.z = d.z;
+					if(dest.w) r.a0.w = d.w;
+					break;
+				case Dst::PARAMETER_RASTOUT:
+					switch(dest.index)
+					{
+					case 0:
+						if(dest.x) r.ox[Pos] = d.x;
+						if(dest.y) r.oy[Pos] = d.y;
+						if(dest.z) r.oz[Pos] = d.z;
+						if(dest.w) r.ow[Pos] = d.w;
+						break;
+					case 1:
+						r.ox[Fog] = d.x;
+						break;
+					case 2:		
+						r.oy[Pts] = d.x;
+						break;
+					default:	ASSERT(false);
+					}
+					break;
+				case Dst::PARAMETER_ATTROUT:	
+					if(dest.x) r.ox[D0 + dest.index] = d.x;
+					if(dest.y) r.oy[D0 + dest.index] = d.y;
+					if(dest.z) r.oz[D0 + dest.index] = d.z;
+					if(dest.w) r.ow[D0 + dest.index] = d.w;
+					break;
+				case Dst::PARAMETER_TEXCRDOUT:
+			//	case Dst::PARAMETER_OUTPUT:
+					if(version < 0x0300)
+					{
+						if(dest.x) r.ox[T0 + dest.index] = d.x;
+						if(dest.y) r.oy[T0 + dest.index] = d.y;
+						if(dest.z) r.oz[T0 + dest.index] = d.z;
+						if(dest.w) r.ow[T0 + dest.index] = d.w;
+					}
+					else
+					{
+						if(!dest.relative)
+						{
+							if(dest.x) r.ox[dest.index] = d.x;
+							if(dest.y) r.oy[dest.index] = d.y;
+							if(dest.z) r.oz[dest.index] = d.z;
+							if(dest.w) r.ow[dest.index] = d.w;
+						}
+						else
+						{
+							Int aL = r.aL[r.loopDepth];
+
+							if(dest.x) r.ox[dest.index + aL] = d.x;
+							if(dest.y) r.oy[dest.index + aL] = d.y;
+							if(dest.z) r.oz[dest.index + aL] = d.z;
+							if(dest.w) r.ow[dest.index + aL] = d.w;
+						}
+					}
+					break;
+				case Dst::PARAMETER_LABEL:																		break;
+				case Dst::PARAMETER_PREDICATE:	r.p0 = d;														break;
+				case Dst::PARAMETER_INPUT:																		break;
+				default:
+					ASSERT(false);
+				}
+			}
+		}
+
+		if(returns)
+		{
+			Nucleus::setInsertBlock(returnBlock);
+		}
+	}
+
+	void VertexProgram::passThrough(Registers &r)
+	{
+		if(vertexShader)
+		{
+			for(int i = 0; i < 12; i++)
+			{
+				unsigned char usage = vertexShader->output[i][0].usage;
+				unsigned char index = vertexShader->output[i][0].index;
+
+				switch(usage)
+				{
+				case 0xFF:
+					continue;
+				case ShaderOperation::USAGE_PSIZE:
+					r.oy[i] = r.v[i].x;
+					break;
+				case ShaderOperation::USAGE_TEXCOORD:
+					r.ox[i] = r.v[i].x;
+					r.oy[i] = r.v[i].y;
+					r.oz[i] = r.v[i].z;
+					r.ow[i] = r.v[i].w;
+					break;
+				case ShaderOperation::USAGE_POSITION:
+					r.ox[i] = r.v[i].x;
+					r.oy[i] = r.v[i].y;
+					r.oz[i] = r.v[i].z;
+					r.ow[i] = r.v[i].w;
+					break;
+				case ShaderOperation::USAGE_COLOR:
+					r.ox[i] = r.v[i].x;
+					r.oy[i] = r.v[i].y;
+					r.oz[i] = r.v[i].z;
+					r.ow[i] = r.v[i].w;
+					break;
+				case ShaderOperation::USAGE_FOG:
+					r.ox[i] = r.v[i].x;
+					break;
+				default:
+					ASSERT(false);
+				}
+			}
+		}
+		else
+		{
+			r.ox[Pos] = r.v[PositionT].x;
+			r.oy[Pos] = r.v[PositionT].y;
+			r.oz[Pos] = r.v[PositionT].z;
+			r.ow[Pos] = r.v[PositionT].w;
+
+			for(int i = 0; i < 2; i++)
+			{
+				r.ox[D0 + i] = r.v[Color0 + i].x;
+				r.oy[D0 + i] = r.v[Color0 + i].y;
+				r.oz[D0 + i] = r.v[Color0 + i].z;
+				r.ow[D0 + i] = r.v[Color0 + i].w;
+			}
+
+			for(int i = 0; i < 8; i++)
+			{
+				r.ox[T0 + i] = r.v[TexCoord0 + i].x;
+				r.oy[T0 + i] = r.v[TexCoord0 + i].y;
+				r.oz[T0 + i] = r.v[TexCoord0 + i].z;
+				r.ow[T0 + i] = r.v[TexCoord0 + i].w;
+			}
+
+			r.oy[Pts] = r.v[PSize].x;
+		}
+	}
+
+	Color4f VertexProgram::reg(Registers &r, const Src &src, int offset)
+	{
+		int i = src.index + offset;
+
+		Color4f reg;
+
+		if(src.type == Src::PARAMETER_CONST)
+		{
+			reg = readConstant(r, src, offset);
+		}
+		
+		switch(src.type)
+		{
+		case Src::PARAMETER_TEMP:			reg = r.r[i];	break;
+		case Src::PARAMETER_CONST:							break;
+		case Src::PARAMETER_INPUT:			reg = r.v[i];	break;
+		case Src::PARAMETER_VOID:			return r.r[0];   // Dummy
+		case Src::PARAMETER_FLOATLITERAL:	return r.r[0];   // Dummy
+		case Src::PARAMETER_ADDR:			reg = r.a0;		break;
+		case Src::PARAMETER_CONSTBOOL:		return r.r[0];   // Dummy
+		case Src::PARAMETER_CONSTINT:		return r.r[0];   // Dummy
+		case Src::PARAMETER_LOOP:			return r.r[0];   // Dummy
+		case Src::PARAMETER_PREDICATE:		return r.r[0];   // Dummy
+		case Src::PARAMETER_SAMPLER:		return r.r[0];   // Dummy
+		default:
+			ASSERT(false);
+		}
+
+		Color4f mod;
+
+		mod.x = reg[(src.swizzle >> 0) & 0x03];
+		mod.y = reg[(src.swizzle >> 2) & 0x03];
+		mod.z = reg[(src.swizzle >> 4) & 0x03];
+		mod.w = reg[(src.swizzle >> 6) & 0x03];
+
+		switch(src.modifier)
+		{
+		case Src::MODIFIER_NONE:
+			break;
+		case Src::MODIFIER_NEGATE:
+			mod.x = -mod.x;
+			mod.y = -mod.y;
+			mod.z = -mod.z;
+			mod.w = -mod.w;
+			break;
+		case Src::MODIFIER_BIAS:
+			ASSERT(false);   // NOTE: Unimplemented
+			break;
+		case Src::MODIFIER_BIAS_NEGATE:
+			ASSERT(false);   // NOTE: Unimplemented
+			break;
+		case Src::MODIFIER_SIGN:
+			ASSERT(false);   // NOTE: Unimplemented
+			break;
+		case Src::MODIFIER_SIGN_NEGATE:
+			ASSERT(false);   // NOTE: Unimplemented
+			break;
+		case Src::MODIFIER_COMPLEMENT:
+			ASSERT(false);   // NOTE: Unimplemented
+			break;
+		case Src::MODIFIER_X2:
+			ASSERT(false);   // NOTE: Unimplemented
+			break;
+		case Src::MODIFIER_X2_NEGATE:
+			ASSERT(false);   // NOTE: Unimplemented
+			break;
+		case Src::MODIFIER_DZ:
+			ASSERT(false);   // NOTE: Unimplemented
+			break;
+		case Src::MODIFIER_DW:
+			ASSERT(false);   // NOTE: Unimplemented
+			break;
+		case Src::MODIFIER_ABS:
+			mod.x = Abs(mod.x);
+			mod.y = Abs(mod.y);
+			mod.z = Abs(mod.z);
+			mod.w = Abs(mod.w);
+			break;
+		case Src::MODIFIER_ABS_NEGATE:
+			mod.x = -Abs(mod.x);
+			mod.y = -Abs(mod.y);
+			mod.z = -Abs(mod.z);
+			mod.w = -Abs(mod.w);
+			break;
+		case Src::MODIFIER_NOT:
+			UNIMPLEMENTED();
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		return mod;
+	}
+
+	void VertexProgram::M3X2(Registers &r, Color4f &dst, Color4f &src0, Src &src1)
+	{
+		Color4f row0 = reg(r, src1, 0);
+		Color4f row1 = reg(r, src1, 1);
+
+		dst.x = dot3(src0, row0);
+		dst.y = dot3(src0, row1);
+	}
+
+	void VertexProgram::M3X3(Registers &r, Color4f &dst, Color4f &src0, Src &src1)
+	{
+		Color4f row0 = reg(r, src1, 0);
+		Color4f row1 = reg(r, src1, 1);
+		Color4f row2 = reg(r, src1, 2);
+
+		dst.x = dot3(src0, row0);
+		dst.y = dot3(src0, row1);
+		dst.z = dot3(src0, row2);
+	}
+
+	void VertexProgram::M3X4(Registers &r, Color4f &dst, Color4f &src0, Src &src1)
+	{
+		Color4f row0 = reg(r, src1, 0);
+		Color4f row1 = reg(r, src1, 1);
+		Color4f row2 = reg(r, src1, 2);
+		Color4f row3 = reg(r, src1, 3);
+
+		dst.x = dot3(src0, row0);
+		dst.y = dot3(src0, row1);
+		dst.z = dot3(src0, row2);
+		dst.w = dot3(src0, row3);
+	}
+
+	void VertexProgram::M4X3(Registers &r, Color4f &dst, Color4f &src0, Src &src1)
+	{
+		Color4f row0 = reg(r, src1, 0);
+		Color4f row1 = reg(r, src1, 1);
+		Color4f row2 = reg(r, src1, 2);
+
+		dst.x = dot4(src0, row0);
+		dst.y = dot4(src0, row1);
+		dst.z = dot4(src0, row2);
+	}
+
+	void VertexProgram::M4X4(Registers &r, Color4f &dst, Color4f &src0, Src &src1)
+	{
+		Color4f row0 = reg(r, src1, 0);
+		Color4f row1 = reg(r, src1, 1);
+		Color4f row2 = reg(r, src1, 2);
+		Color4f row3 = reg(r, src1, 3);
+
+		dst.x = dot4(src0, row0);
+		dst.y = dot4(src0, row1);
+		dst.z = dot4(src0, row2);
+		dst.w = dot4(src0, row3);
+	}
+
+	void VertexProgram::BREAK(Registers &r)
+	{
+		llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+
+		if(breakDepth == 0)
+		{
+			Nucleus::createBr(endBlock);
+		}
+		else
+		{
+			r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
+			Bool allBreak = SignMask(r.enableBreak) == 0x0;
+
+			branch(allBreak, endBlock, deadBlock);
+		}
+
+		Nucleus::setInsertBlock(deadBlock);
+	}
+
+	void VertexProgram::BREAKC(Registers &r, Color4f &src0, Color4f &src1, Control control)
+	{
+		Int4 condition;
+
+		switch(control)
+		{
+		case Op::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);	break;
+		case Op::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);		break;
+		case Op::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);	break;
+		case Op::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);	break;
+		case Op::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);	break;
+		case Op::CONTROL_LE: condition = CmpLE(src0.x, src1.x);		break;
+		default:
+			ASSERT(false);
+		}
+
+		condition &= r.enableStack[r.enableIndex];
+
+		llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+
+		r.enableBreak = r.enableBreak & ~condition;
+		Bool allBreak = SignMask(r.enableBreak) == 0x0;
+
+		branch(allBreak, endBlock, continueBlock);
+		Nucleus::setInsertBlock(continueBlock);
+	}
+
+	void VertexProgram::BREAKP(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
+	{
+		Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+
+		if(predicateRegister.modifier == Src::MODIFIER_NOT)
+		{
+			condition = ~condition;
+		}
+
+		condition &= r.enableStack[r.enableIndex];
+
+		llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+
+		r.enableBreak = r.enableBreak & ~condition;
+		Bool allBreak = SignMask(r.enableBreak) == 0x0;
+
+		branch(allBreak, endBlock, continueBlock);
+		Nucleus::setInsertBlock(continueBlock);
+	}
+
+	void VertexProgram::CALL(Registers &r, int labelIndex)
+	{
+		if(!labelBlock[labelIndex])
+		{
+			labelBlock[labelIndex] = Nucleus::createBasicBlock();
+		}
+
+		llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
+		callRetBlock.push_back(retBlock);
+
+		r.callStack[r.stackIndex++] = UInt((unsigned int)callRetBlock.size() - 1);   // FIXME
+
+		Nucleus::createBr(labelBlock[labelIndex]);
+		Nucleus::setInsertBlock(retBlock);
+	}
+
+	void VertexProgram::CALLNZ(Registers &r, int labelIndex, const Src &src)
+	{
+		if(src.type == Src::PARAMETER_CONSTBOOL)
+		{
+			CALLNZb(r, labelIndex, src);
+		}
+		else if(src.type == Src::PARAMETER_PREDICATE)
+		{
+			CALLNZp(r, labelIndex, src);
+		}
+		else ASSERT(false);
+	}
+
+	void VertexProgram::CALLNZb(Registers &r, int labelIndex, const Src &boolRegister)
+	{
+		Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME
+		
+		if(boolRegister.modifier == Src::MODIFIER_NOT)
+		{
+			condition = !condition;	
+		}
+
+		if(!labelBlock[labelIndex])
+		{
+			labelBlock[labelIndex] = Nucleus::createBasicBlock();
+		}
+
+		llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
+		callRetBlock.push_back(retBlock);
+
+		r.callStack[r.stackIndex++] = UInt((int)callRetBlock.size() - 1);   // FIXME
+
+		branch(condition, labelBlock[labelIndex], retBlock);
+		Nucleus::setInsertBlock(retBlock);
+	}
+
+	void VertexProgram::CALLNZp(Registers &r, int labelIndex, const Src &predicateRegister)
+	{
+		Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+
+		if(predicateRegister.modifier == Src::MODIFIER_NOT)
+		{
+			condition = ~condition;
+		}
+
+		condition &= r.enableStack[r.enableIndex];
+
+		if(!labelBlock[labelIndex])
+		{
+			labelBlock[labelIndex] = Nucleus::createBasicBlock();
+		}
+
+		llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
+		callRetBlock.push_back(retBlock);
+
+		r.callStack[r.stackIndex++] = UInt((int)callRetBlock.size() - 1);   // FIXME
+
+		r.enableIndex++;
+		r.enableStack[r.enableIndex] = condition;
+
+		Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+
+		branch(notAllFalse, labelBlock[labelIndex], retBlock);
+		Nucleus::setInsertBlock(retBlock);
+
+		r.enableIndex--;
+	}
+
+	void VertexProgram::ELSE(Registers &r)
+	{
+		ifDepth--;
+
+		llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
+		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+		if(isConditionalIf[ifDepth])
+		{
+			Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+			Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+
+			branch(notAllFalse, falseBlock, endBlock);
+
+			r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+		}
+		else
+		{
+			Nucleus::createBr(endBlock);
+			Nucleus::setInsertBlock(falseBlock);
+		}
+
+		ifFalseBlock[ifDepth] = endBlock;
+
+		ifDepth++;
+	}
+
+	void VertexProgram::ENDIF(Registers &r)
+	{
+		ifDepth--;
+
+		llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
+
+		Nucleus::createBr(endBlock);
+		Nucleus::setInsertBlock(endBlock);
+
+		if(isConditionalIf[ifDepth])
+		{
+			breakDepth--;
+			r.enableIndex--;
+		}
+	}
+
+	void VertexProgram::ENDREP(Registers &r)
+	{
+		loopRepDepth--;
+
+		llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(endBlock);
+
+		r.loopDepth--;
+		r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+	}
+
+	void VertexProgram::ENDLOOP(Registers &r)
+	{
+		loopRepDepth--;
+
+		r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth];   // FIXME: +=
+
+		llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(endBlock);
+
+		r.loopDepth--;
+		r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+	}
+
+	void VertexProgram::IF(Registers &r, const Src &src)
+	{
+		if(src.type == Src::PARAMETER_CONSTBOOL)
+		{
+			IFb(r, src);
+		}
+		else if(src.type == Src::PARAMETER_PREDICATE)
+		{
+			IFp(r, src);
+		}
+		else ASSERT(false);
+	}
+
+	void VertexProgram::IFb(Registers &r, const Src &boolRegister)
+	{
+		ASSERT(ifDepth < 24 + 4);
+
+		Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME
+
+		if(boolRegister.modifier == Src::MODIFIER_NOT)
+		{
+			condition = !condition;	
+		}
+
+		llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+
+		branch(condition, trueBlock, falseBlock);
+
+		isConditionalIf[ifDepth] = false;
+		ifFalseBlock[ifDepth] = falseBlock;
+
+		ifDepth++;
+	}
+
+	void VertexProgram::IFp(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with IFC
+	{
+		Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+
+		if(predicateRegister.modifier == Src::MODIFIER_NOT)
+		{
+			condition = ~condition;
+		}
+
+		condition &= r.enableStack[r.enableIndex];
+
+		r.enableIndex++;
+		r.enableStack[r.enableIndex] = condition;
+
+		llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+
+		Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+
+		branch(notAllFalse, trueBlock, falseBlock);
+
+		isConditionalIf[ifDepth] = true;
+		ifFalseBlock[ifDepth] = falseBlock;
+
+		ifDepth++;
+		breakDepth++;
+	}
+
+	void VertexProgram::IFC(Registers &r, Color4f &src0, Color4f &src1, Control control)
+	{
+		Int4 condition;
+
+		switch(control)
+		{
+		case Op::CONTROL_GT: condition = CmpNLE(src0.x,  src1.x);	break;
+		case Op::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);		break;
+		case Op::CONTROL_GE: condition = CmpNLT(src0.x, src1.x);	break;
+		case Op::CONTROL_LT: condition = CmpLT(src0.x,  src1.x);	break;
+		case Op::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x);	break;
+		case Op::CONTROL_LE: condition = CmpLE(src0.x, src1.x);		break;
+		default:
+			ASSERT(false);
+		}
+
+		condition &= r.enableStack[r.enableIndex];
+
+		r.enableIndex++;
+		r.enableStack[r.enableIndex] = condition;
+
+		llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+
+		Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+
+		branch(notAllFalse, trueBlock, falseBlock);
+
+		isConditionalIf[ifDepth] = true;
+		ifFalseBlock[ifDepth] = falseBlock;
+
+		ifDepth++;
+		breakDepth++;
+	}
+
+	void VertexProgram::LABEL(int labelIndex)
+	{
+		Nucleus::setInsertBlock(labelBlock[labelIndex]);
+	}
+
+	void VertexProgram::LOOP(Registers &r, const Src &integerRegister)
+	{
+		r.loopDepth++;
+
+		r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
+		r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
+		r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
+
+		// FIXME: Compiles to two instructions?
+		If(r.increment[r.loopDepth] == 0)
+		{
+			r.increment[r.loopDepth] = 1;
+		}
+
+		llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+		loopRepTestBlock[loopRepDepth] = testBlock;
+		loopRepEndBlock[loopRepDepth] = endBlock;
+
+		// FIXME: jump(testBlock)
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(testBlock);
+
+		branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
+		Nucleus::setInsertBlock(loopBlock);
+
+		r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
+		
+		loopRepDepth++;
+		breakDepth = 0;
+	}
+
+	void VertexProgram::REP(Registers &r, const Src &integerRegister)
+	{
+		r.loopDepth++;
+
+		r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
+		r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
+
+		llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+		loopRepTestBlock[loopRepDepth] = testBlock;
+		loopRepEndBlock[loopRepDepth] = endBlock;
+
+		// FIXME: jump(testBlock)
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(testBlock);
+
+		branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
+		Nucleus::setInsertBlock(loopBlock);
+
+		r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: --
+
+		loopRepDepth++;
+		breakDepth = 0;
+	}
+
+	void VertexProgram::RET(Registers &r)
+	{
+		if(!returns)
+		{
+			returnBlock = Nucleus::createBasicBlock();
+			Nucleus::createBr(returnBlock);
+
+			returns = true;
+		}
+		else
+		{
+			// FIXME: Encapsulate
+			UInt index = r.callStack[--r.stackIndex];
+ 
+			llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
+			llvm::Value *value = Nucleus::createLoad(index.address);
+			llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock.size());
+
+			for(unsigned int i = 0; i < callRetBlock.size(); i++)
+			{
+				Nucleus::addSwitchCase(switchInst, i, callRetBlock[i]);
+			}
+
+			Nucleus::setInsertBlock(unreachableBlock);
+			Nucleus::createUnreachable();
+		}
+	}
+
+	void VertexProgram::TEXLDL(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+	{
+		Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + src1.index * sizeof(Texture);
+
+		Color4f tmp;
+
+		sampler[src1.index]->sampleTexture(texture, tmp, src0.x, src0.y, src0.z, src0.w, src0, src0, false, false, true);
+
+		dst.x = tmp[(src1.swizzle >> 0) & 0x3];
+		dst.y = tmp[(src1.swizzle >> 2) & 0x3];
+		dst.z = tmp[(src1.swizzle >> 4) & 0x3];
+		dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+	}
+}
diff --git a/src/Shader/VertexProgram.hpp b/src/Shader/VertexProgram.hpp
new file mode 100644
index 0000000..bae97f3
--- /dev/null
+++ b/src/Shader/VertexProgram.hpp
@@ -0,0 +1,94 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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_VertexProgram_hpp
+#define sw_VertexProgram_hpp
+
+#include "VertexRoutine.hpp"
+#include "ShaderCore.hpp"
+
+#include "Stream.hpp"
+#include "Types.hpp"
+
+namespace sw
+{
+	struct Stream;
+	class VertexShader;
+	class SamplerCore;
+
+	class VertexProgram : public VertexRoutine, public ShaderCore
+	{
+	public:
+		VertexProgram(const VertexProcessor::State &state, const VertexShader *vertexShader);
+
+		virtual ~VertexProgram();
+
+	private:
+		typedef Shader::Instruction::DestinationParameter Dst;
+		typedef Shader::Instruction::SourceParameter Src;
+		typedef Shader::Instruction::Operation Op;
+		typedef Shader::Instruction::Operation::Control Control;
+		typedef Shader::Instruction::Operation::Usage Usage;
+
+		Color4f readConstant(Registers &r, const Src &src, int offset = 0);
+		void pipeline(Registers &r);
+		void shader(Registers &r);
+		void passThrough(Registers &r);
+
+		Color4f reg(Registers &r, const Src &src, int offset = 0);
+
+		void M3X2(Registers &r, Color4f &dst, Color4f &src0, Src &src1);
+		void M3X3(Registers &r, Color4f &dst, Color4f &src0, Src &src1);
+		void M3X4(Registers &r, Color4f &dst, Color4f &src0, Src &src1);
+		void M4X3(Registers &r, Color4f &dst, Color4f &src0, Src &src1);
+		void M4X4(Registers &r, Color4f &dst, Color4f &src0, Src &src1);
+		void BREAK(Registers &r);
+		void BREAKC(Registers &r, Color4f &src0, Color4f &src1, Control);
+		void BREAKP(Registers &r, const Src &predicateRegister);
+		void CALL(Registers &r, int labelIndex);
+		void CALLNZ(Registers &r, int labelIndex, const Src &src);
+		void CALLNZb(Registers &r, int labelIndex, const Src &boolRegister);
+		void CALLNZp(Registers &r, int labelIndex, const Src &predicateRegister);
+		void ELSE(Registers &r);
+		void ENDIF(Registers &r);
+		void ENDLOOP(Registers &r);
+		void ENDREP(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, Color4f &src0, Color4f &src1, Control);
+		void LABEL(int labelIndex);
+		void LOOP(Registers &r, const Src &integerRegister);
+		void REP(Registers &r, const Src &integerRegister);
+		void RET(Registers &r);
+		void TEXLDL(Registers &r, Color4f &dst, Color4f &src, const Src&);
+
+		SamplerCore *sampler[4];
+
+		bool returns;
+		int ifDepth;
+		int loopRepDepth;
+		int breakDepth;
+
+		// 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;
+		llvm::BasicBlock *returnBlock;
+		bool isConditionalIf[24 + 24];
+
+		const VertexShader *const vertexShader;
+	};
+}
+
+#endif   // sw_VertexProgram_hpp
diff --git a/src/Shader/VertexRoutine.cpp b/src/Shader/VertexRoutine.cpp
new file mode 100644
index 0000000..f28a741
--- /dev/null
+++ b/src/Shader/VertexRoutine.cpp
@@ -0,0 +1,605 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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.
+//
+
+#include "VertexRoutine.hpp"
+
+#include "VertexShader.hpp"
+#include "Vertex.hpp"
+#include "Half.hpp"
+#include "Renderer.hpp"
+#include "Constants.hpp"
+#include "Debug.hpp"
+
+namespace sw
+{
+	VertexRoutine::VertexRoutine(const VertexProcessor::State &state) : state(state)
+	{
+		routine = 0;
+	}
+
+	VertexRoutine::~VertexRoutine()
+	{
+	}
+
+	void VertexRoutine::generate()
+	{
+		Function<Void, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>> function;
+		{
+			Pointer<Byte> vertex(function.arg(0));
+			Pointer<Byte> batch(function.arg(1));
+			Pointer<Byte> task(function.arg(2));
+			Pointer<Byte> data(function.arg(3));
+
+			const bool texldl = state.shaderContainsTexldl;
+
+			Pointer<Byte> cache = task + OFFSET(VertexTask,vertexCache);
+			Pointer<Byte> vertexCache = cache + OFFSET(VertexCache,vertex);
+			Pointer<Byte> tagCache = cache + OFFSET(VertexCache,tag);
+
+			UInt count = *Pointer<UInt>(task+ OFFSET(VertexTask,count));
+
+			Registers r;
+			r.data = data;
+			r.constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants));
+
+			Do
+			{
+				UInt index = *Pointer<UInt>(batch);
+				UInt tagIndex = index & UInt(0x0000003C);
+				UInt indexQ = !texldl ? index & UInt(0xFFFFFFFC) : index;   // FIXME: TEXLDL hack to have independent LODs, hurts performance.
+
+				If(*Pointer<UInt>(tagCache + tagIndex) != indexQ)
+				{
+					*Pointer<UInt>(tagCache + tagIndex) = indexQ;
+
+					readInput(r, indexQ);
+					pipeline(r);
+					postTransform(r);
+					computeClipFlags(r);
+
+					Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex));
+					writeCache(cacheLine0, r);
+				}
+
+				UInt cacheIndex = index & UInt(0x0000003F);
+				Pointer<Byte> cacheLine = vertexCache + cacheIndex * UInt((int)sizeof(Vertex));
+				writeVertex(vertex, cacheLine);
+
+				vertex += sizeof(Vertex);
+				batch += sizeof(unsigned int);
+				count--;
+			}
+			Until(count == UInt(0))
+
+			Return();
+		}
+
+		routine = function(L"VertexRoutine_%0.16llX", state.shaderHash);
+	}
+
+	Routine *VertexRoutine::getRoutine()
+	{
+		return routine;
+	}
+
+	void VertexRoutine::readInput(Registers &r, UInt &index)
+	{
+		for(int i = 0; i < 16; i++)
+		{
+			Pointer<Byte> input = *Pointer<Pointer<Byte>>(r.data + OFFSET(DrawData,input) + sizeof(void*) * i);
+			UInt stride = *Pointer<UInt>(r.data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i);
+
+			r.v[i] = readStream(r, input, stride, state.input[i], index);
+		}
+	}
+
+	void VertexRoutine::computeClipFlags(Registers &r)
+	{
+		int pos = state.positionRegister;
+
+		// Backtransform
+		if(state.preTransformed)
+		{
+			Float4 rhw = Float4(1.0f, 1.0f, 1.0f, 1.0f) / r.ow[pos];
+
+			Float4 W = *Pointer<Float4>(r.data + OFFSET(DrawData,WWWWx16)) * Float4(1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f);
+			Float4 H = *Pointer<Float4>(r.data + OFFSET(DrawData,HHHHx16)) * Float4(1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f);
+			Float4 L = *Pointer<Float4>(r.data + OFFSET(DrawData,LLLLx16)) * Float4(1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f);
+			Float4 T = *Pointer<Float4>(r.data + OFFSET(DrawData,TTTTx16)) * Float4(1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f);
+
+			r.ox[pos] = (r.ox[pos] - L) / W * rhw;
+			r.oy[pos] = (r.oy[pos] - T) / H * rhw;
+			r.oz[pos] = r.oz[pos] * rhw;
+			r.ow[pos] = rhw;
+		}
+
+		if(state.superSampling)
+		{
+			r.ox[pos] = r.ox[pos] + *Pointer<Float4>(r.data + OFFSET(DrawData,XXXX)) * r.ow[pos];
+			r.oy[pos] = r.oy[pos] + *Pointer<Float4>(r.data + OFFSET(DrawData,YYYY)) * r.ow[pos];
+		}
+
+		Float4 clipX = r.ox[pos];
+		Float4 clipY = r.oy[pos];
+
+		if(state.multiSampling)   // Clip at pixel edges instead of pixel centers
+		{
+			clipX += *Pointer<Float4>(r.data + OFFSET(DrawData,offX)) * r.ow[pos];
+			clipY += *Pointer<Float4>(r.data + OFFSET(DrawData,offY)) * r.ow[pos];
+		}
+
+		Int4 maxX = CmpLT(r.ow[pos], clipX);
+		Int4 maxY = CmpLT(r.ow[pos], clipY);
+		Int4 maxZ = CmpLT(r.ow[pos], r.oz[pos]);
+
+		Int4 minX = CmpNLE(-r.ow[pos], clipX);
+		Int4 minY = CmpNLE(-r.ow[pos], clipY);
+		Int4 minZ = CmpNLE(Float4(0.0f, 0.0f, 0.0f, 0.0f), r.oz[pos]);
+
+		Int flags;
+
+		flags = SignMask(maxX);
+		r.clipFlags = *Pointer<Int>(r.constants + OFFSET(Constants,maxX) + flags * 4);   // FIXME: Array indexing
+		flags = SignMask(maxY);
+		r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,maxY) + flags * 4);
+		flags = SignMask(maxZ);
+		r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,maxZ) + flags * 4);
+		flags = SignMask(minX);
+		r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,minX) + flags * 4);
+		flags = SignMask(minY);
+		r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,minY) + flags * 4);
+		flags = SignMask(minZ);
+		r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,minZ) + flags * 4);
+
+		Int4 finiteX = CmpLE(Abs(r.ox[pos]), *Pointer<Float4>(r.constants + OFFSET(Constants,maxPos)));
+		Int4 finiteY = CmpLE(Abs(r.oy[pos]), *Pointer<Float4>(r.constants + OFFSET(Constants,maxPos)));
+		Int4 finiteZ = CmpLE(Abs(r.oz[pos]), *Pointer<Float4>(r.constants + OFFSET(Constants,maxPos)));
+
+		flags = SignMask(finiteX & finiteY & finiteZ);
+		r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,fini) + flags * 4);
+
+		if(state.preTransformed)
+		{
+			r.clipFlags &= 0xFBFBFBFB;   // Don't clip against far clip plane
+		}
+	}
+
+	Color4f VertexRoutine::readStream(Registers &r, Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index)
+	{
+		const bool texldl = state.shaderContainsTexldl;
+
+		Color4f v;
+
+		Pointer<Byte> source0 = buffer + index * stride;
+		Pointer<Byte> source1 = source0 + (!texldl ? stride : 0);
+		Pointer<Byte> source2 = source1 + (!texldl ? stride : 0);
+		Pointer<Byte> source3 = source2 + (!texldl ? stride : 0);
+
+		switch(stream.type)
+		{
+		case STREAMTYPE_FLOAT:
+			{
+				if(stream.count == 0)
+				{
+					// Null stream, all default components
+				}
+				else if(stream.count == 1)
+				{
+					v.x.x = *Pointer<Float>(source0);
+					v.x.y = *Pointer<Float>(source1);
+					v.x.z = *Pointer<Float>(source2);
+					v.x.w = *Pointer<Float>(source3);
+				}
+				else
+				{
+					v.x = *Pointer<Float4>(source0);
+					v.y = *Pointer<Float4>(source1);
+					v.z = *Pointer<Float4>(source2);
+					v.w = *Pointer<Float4>(source3);
+
+					transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+				}
+			}
+			break;
+		case STREAMTYPE_BYTE:
+			{
+				v.x = Float4(*Pointer<Byte4>(source0));
+				v.y = Float4(*Pointer<Byte4>(source1));
+				v.z = Float4(*Pointer<Byte4>(source2));
+				v.w = Float4(*Pointer<Byte4>(source3));
+
+				transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+
+				if(stream.normalized)
+				{
+					if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
+					if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
+					if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
+					if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
+				}
+			}
+			break;
+		case STREAMTYPE_SBYTE:
+			{
+				v.x = Float4(*Pointer<SByte4>(source0));
+				v.y = Float4(*Pointer<SByte4>(source1));
+				v.z = Float4(*Pointer<SByte4>(source2));
+				v.w = Float4(*Pointer<SByte4>(source3));
+
+				transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+
+				if(stream.normalized)
+				{
+					if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte));
+					if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte));
+					if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte));
+					if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte));
+				}
+			}
+			break;
+		case STREAMTYPE_COLOR:
+			{
+				v.x = Float4(*Pointer<Byte4>(source0)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
+				v.y = Float4(*Pointer<Byte4>(source1)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
+				v.z = Float4(*Pointer<Byte4>(source2)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
+				v.w = Float4(*Pointer<Byte4>(source3)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
+
+				transpose4x4(v.x, v.y, v.z, v.w);
+
+				// Swap red and blue
+				Float4 t = v.x;
+				v.x = v.z;
+				v.z = t;
+			}
+			break;
+		case STREAMTYPE_SHORT:
+			{
+				v.x = Float4(*Pointer<Short4>(source0));
+				v.y = Float4(*Pointer<Short4>(source1));
+				v.z = Float4(*Pointer<Short4>(source2));
+				v.w = Float4(*Pointer<Short4>(source3));
+			
+				transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+
+				if(stream.normalized)
+				{
+					if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort));
+					if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort));
+					if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort));
+					if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort));
+				}			
+			}
+			break;
+		case STREAMTYPE_USHORT:
+			{
+				v.x = Float4(*Pointer<UShort4>(source0));
+				v.y = Float4(*Pointer<UShort4>(source1));
+				v.z = Float4(*Pointer<UShort4>(source2));
+				v.w = Float4(*Pointer<UShort4>(source3));
+			
+				transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+
+				if(stream.normalized)
+				{
+					if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort));
+					if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort));
+					if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort));
+					if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort));
+				}
+			}
+			break;
+		case STREAMTYPE_UDEC3:
+			{
+				// FIXME: Vectorize
+				{
+					Int x, y, z;
+					
+					x = y = z = *Pointer<Int>(source0);
+
+					v.x.x = Float(x & 0x000003FF);
+					v.x.y = Float(y & 0x000FFC00);
+					v.x.z = Float(z & 0x3FF00000);
+				}
+
+				{
+					Int x, y, z;
+					
+					x = y = z = *Pointer<Int>(source1);
+
+					v.y.x = Float(x & 0x000003FF);
+					v.y.y = Float(y & 0x000FFC00);
+					v.y.z = Float(z & 0x3FF00000);
+				}
+
+				{
+					Int x, y, z;
+					
+					x = y = z = *Pointer<Int>(source2);
+
+					v.z.x = Float(x & 0x000003FF);
+					v.z.y = Float(y & 0x000FFC00);
+					v.z.z = Float(z & 0x3FF00000);
+				}
+
+				{
+					Int x, y, z;
+					
+					x = y = z = *Pointer<Int>(source3);
+
+					v.w.x = Float(x & 0x000003FF);
+					v.w.y = Float(y & 0x000FFC00);
+					v.w.z = Float(z & 0x3FF00000);
+				}
+
+				transpose4x3(v.x, v.y, v.z, v.w);
+
+				v.y *= Float4(1.0f / 0x00000400, 1.0f / 0x00000400, 1.0f / 0x00000400, 1.0f / 0x00000400);
+				v.z *= Float4(1.0f / 0x00100000, 1.0f / 0x00100000, 1.0f / 0x00100000, 1.0f / 0x00100000);
+			}
+			break;
+		case STREAMTYPE_DEC3N:
+			{
+				// FIXME: Vectorize
+				{
+					Int x, y, z;
+					
+					x = y = z = *Pointer<Int>(source0);
+
+					v.x.x = Float((x << 22) & 0xFFC00000);
+					v.x.y = Float((y << 12) & 0xFFC00000);
+					v.x.z = Float((z << 2)  & 0xFFC00000);
+				}
+
+				{
+					Int x, y, z;
+					
+					x = y = z = *Pointer<Int>(source1);
+
+					v.y.x = Float((x << 22) & 0xFFC00000);
+					v.y.y = Float((y << 12) & 0xFFC00000);
+					v.y.z = Float((z << 2)  & 0xFFC00000);
+				}
+
+				{
+					Int x, y, z;
+					
+					x = y = z = *Pointer<Int>(source2);
+
+					v.z.x = Float((x << 22) & 0xFFC00000);
+					v.z.y = Float((y << 12) & 0xFFC00000);
+					v.z.z = Float((z << 2)  & 0xFFC00000);
+				}
+
+				{
+					Int x, y, z;
+					
+					x = y = z = *Pointer<Int>(source3);
+
+					v.w.x = Float((x << 22) & 0xFFC00000);
+					v.w.y = Float((y << 12) & 0xFFC00000);
+					v.w.z = Float((z << 2)  & 0xFFC00000);
+				}
+
+				transpose4x3(v.x, v.y, v.z, v.w);
+
+				v.x *= Float4(1.0f / 0x00400000 / 511.0f, 1.0f / 0x00400000 / 511.0f, 1.0f / 0x00400000 / 511.0f, 1.0f / 0x00400000 / 511.0f);
+				v.y *= Float4(1.0f / 0x00400000 / 511.0f, 1.0f / 0x00400000 / 511.0f, 1.0f / 0x00400000 / 511.0f, 1.0f / 0x00400000 / 511.0f);
+				v.z *= Float4(1.0f / 0x00400000 / 511.0f, 1.0f / 0x00400000 / 511.0f, 1.0f / 0x00400000 / 511.0f, 1.0f / 0x00400000 / 511.0f);
+			}
+			break;
+		case STREAMTYPE_FIXED:
+			{
+				v.x = Float4(*Pointer<Int4>(source0)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed));
+				v.y = Float4(*Pointer<Int4>(source1)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed));
+				v.z = Float4(*Pointer<Int4>(source2)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed));
+				v.w = Float4(*Pointer<Int4>(source3)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed));
+
+				transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+			}
+			break;
+		case STREAMTYPE_HALF:
+			{
+				if(stream.count >= 1)
+				{
+					UShort x0 = *Pointer<UShort>(source0 + 0);
+					UShort x1 = *Pointer<UShort>(source1 + 0);
+					UShort x2 = *Pointer<UShort>(source2 + 0);
+					UShort x3 = *Pointer<UShort>(source3 + 0);
+
+					v.x.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x0) * 4);
+					v.x.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x1) * 4);
+					v.x.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x2) * 4);
+					v.x.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x3) * 4);
+				}
+
+				if(stream.count >= 2)
+				{
+					UShort y0 = *Pointer<UShort>(source0 + 2);
+					UShort y1 = *Pointer<UShort>(source1 + 2);
+					UShort y2 = *Pointer<UShort>(source2 + 2);
+					UShort y3 = *Pointer<UShort>(source3 + 2);
+
+					v.y.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y0) * 4);
+					v.y.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y1) * 4);
+					v.y.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y2) * 4);
+					v.y.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y3) * 4);
+				}
+
+				if(stream.count >= 3)
+				{
+					UShort z0 = *Pointer<UShort>(source0 + 4);
+					UShort z1 = *Pointer<UShort>(source1 + 4);
+					UShort z2 = *Pointer<UShort>(source2 + 4);
+					UShort z3 = *Pointer<UShort>(source3 + 4);
+
+					v.z.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z0) * 4);
+					v.z.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z1) * 4);
+					v.z.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z2) * 4);
+					v.z.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z3) * 4);
+				}
+
+				if(stream.count >= 4)
+				{
+					UShort w0 = *Pointer<UShort>(source0 + 6);
+					UShort w1 = *Pointer<UShort>(source1 + 6);
+					UShort w2 = *Pointer<UShort>(source2 + 6);
+					UShort w3 = *Pointer<UShort>(source3 + 6);
+
+					v.w.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w0) * 4);
+					v.w.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w1) * 4);
+					v.w.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w2) * 4);
+					v.w.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w3) * 4);
+				}
+			}
+			break;
+		case STREAMTYPE_INDICES:
+			{
+				v.x.x = *Pointer<Float>(source0);
+				v.x.y = *Pointer<Float>(source1);
+				v.x.z = *Pointer<Float>(source2);
+				v.x.w = *Pointer<Float>(source3);
+			}
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		if(stream.count < 1) v.x = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+		if(stream.count < 2) v.y = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+		if(stream.count < 3) v.z = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+		if(stream.count < 4) v.w = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+
+		return v;
+	}
+
+	void VertexRoutine::postTransform(Registers &r)
+	{
+		int pos = state.positionRegister;
+
+		if(state.postTransform && !state.preTransformed)
+		{
+			Float4 posScale = *Pointer<Float4>(r.data + OFFSET(DrawData,posScale));   // FIXME: Unpack
+
+			r.ox[pos] = r.ox[pos] * posScale.x;
+			r.oy[pos] = r.oy[pos] * posScale.y;
+
+			Float4 posOffset = *Pointer<Float4>(r.data + OFFSET(DrawData,posOffset));   // FIXME: Unpack
+
+			r.ox[pos] = r.ox[pos] + r.ow[pos] * posOffset.x;
+			r.oy[pos] = r.oy[pos] + r.ow[pos] * posOffset.y;
+		}
+	}
+
+	void VertexRoutine::writeCache(Pointer<Byte> &cacheLine, Registers &r)
+	{
+		Color4f v;
+
+		for(int i = 0; i < 12; i++)
+		{
+			if(state.output[i].write)
+			{
+				v.x = r.ox[i];
+				v.y = r.oy[i];
+				v.z = r.oz[i];
+				v.w = r.ow[i];
+
+				if(state.output[i].xClamp)
+				{
+					v.x = Max(v.x, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					v.x = Min(v.x, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+				}
+
+				if(state.output[i].yClamp)
+				{
+					v.y = Max(v.y, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					v.y = Min(v.y, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+				}
+
+				if(state.output[i].zClamp)
+				{
+					v.z = Max(v.z, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					v.z = Min(v.z, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+				}
+
+				if(state.output[i].wClamp)
+				{
+					v.w = Max(v.w, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+					v.w = Min(v.w, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+				}
+
+				if(state.output[i].write == 0x01)
+				{
+					*Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0) = v.x.x;
+					*Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1) = v.x.y;
+					*Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2) = v.x.z;
+					*Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3) = v.x.w;
+				}
+				else
+				{
+					if(state.output[i].write == 0x02)
+					{
+						transpose2x4(v.x, v.y, v.z, v.w);
+					}
+					else
+					{
+						transpose4x4(v.x, v.y, v.z, v.w);
+					}
+
+					*Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0, 16) = v.x;
+					*Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1, 16) = v.y;
+					*Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2, 16) = v.z;
+					*Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3, 16) = v.w;
+				}
+			}
+		}
+
+		*Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 0) = (r.clipFlags >> 0)  & 0x0000000FF;   // FIXME: unsigned char Vertex::clipFlags
+		*Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 1) = (r.clipFlags >> 8)  & 0x0000000FF;
+		*Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 2) = (r.clipFlags >> 16) & 0x0000000FF;
+		*Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 3) = (r.clipFlags >> 24) & 0x0000000FF;
+
+		int pos = state.positionRegister;
+
+		v.x = r.ox[pos];
+		v.y = r.oy[pos];
+		v.z = r.oz[pos];
+		v.w = r.ow[pos];
+
+		Float4 w = As<Float4>(As<Int4>(v.w) | (As<Int4>(CmpEQ(v.w, Float4(0, 0, 0, 0))) & As<Int4>(Float4(1, 1, 1, 1))));
+		Float4 rhw = Float4(1.0f) / w;
+
+		v.x = As<Float4>(RoundInt(*Pointer<Float4>(r.data + OFFSET(DrawData,LLLLx16)) + v.x * rhw * *Pointer<Float4>(r.data + OFFSET(DrawData,WWWWx16))));
+		v.y = As<Float4>(RoundInt(*Pointer<Float4>(r.data + OFFSET(DrawData,TTTTx16)) + v.y * rhw * *Pointer<Float4>(r.data + OFFSET(DrawData,HHHHx16))));
+		v.z = v.z * rhw;
+		v.w = rhw;
+
+		transpose4x4(v.x, v.y, v.z, v.w);
+
+		*Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 0, 16) = v.x;
+		*Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 1, 16) = v.y;
+		*Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 2, 16) = v.z;
+		*Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 3, 16) = v.w;
+	}
+
+	void VertexRoutine::writeVertex(Pointer<Byte> &vertex, Pointer<Byte> &cache)
+	{
+		for(int i = 0; i < 12; i++)
+		{
+			if(state.output[i].write)
+			{
+				*Pointer<Float4>(vertex + OFFSET(Vertex,v[i])) = *Pointer<Float4>(cache + OFFSET(Vertex,v[i]));
+			}
+		}
+
+		*Pointer<Int>(vertex + OFFSET(Vertex,clipFlags)) = *Pointer<Int>(cache + OFFSET(Vertex,clipFlags));
+		*Pointer<Float4>(vertex + OFFSET(Vertex,X)) = *Pointer<Float4>(cache + OFFSET(Vertex,X));
+	}
+}
diff --git a/src/Shader/VertexRoutine.hpp b/src/Shader/VertexRoutine.hpp
new file mode 100644
index 0000000..9c21662
--- /dev/null
+++ b/src/Shader/VertexRoutine.hpp
@@ -0,0 +1,88 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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 "Reactor/Reactor.hpp"
+
+namespace sw
+{
+	class VertexRoutine
+	{
+	protected:
+		struct Registers
+		{
+			Registers() : callStack(4), aL(4), increment(4), iteration(4), enableStack(1 + 24), ox(12), oy(12), oz(12), ow(12)
+			{
+				loopDepth = -1;
+				enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+				enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+			}
+
+			Pointer<Byte> data;
+			Pointer<Byte> constants;
+
+			Array<Float4> ox;
+			Array<Float4> oy;
+			Array<Float4> oz;
+			Array<Float4> ow;
+
+			Int clipFlags;
+
+			Color4f v[16];
+			Color4f r[32];
+			Color4f a0;
+			Array<Int> aL;
+			Color4f p0;
+
+			Array<Int> increment;
+			Array<Int> iteration;
+
+			Int loopDepth;
+			Int stackIndex;   // FIXME: Inc/decrement callStack
+			Array<UInt> callStack;
+
+			Int enableIndex;
+			Array<Int4> enableStack;
+			Int4 enableBreak;
+		};
+
+	public:
+		VertexRoutine(const VertexProcessor::State &state);
+
+		virtual ~VertexRoutine();
+
+		void generate();
+		Routine *getRoutine();
+
+	protected:
+		const VertexProcessor::State &state;
+
+	private:		
+		virtual void pipeline(Registers &r) = 0;
+
+		typedef VertexProcessor::State::Input Stream;
+		
+		Color4f 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
diff --git a/src/Shader/VertexShader.cpp b/src/Shader/VertexShader.cpp
new file mode 100644
index 0000000..c958820
--- /dev/null
+++ b/src/Shader/VertexShader.cpp
@@ -0,0 +1,266 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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.
+//
+
+#include "VertexShader.hpp"
+
+#include "Vertex.hpp"
+#include "Debug.hpp"
+
+namespace sw
+{
+	VertexShader::VertexShader(const unsigned long *token) : Shader(token)
+	{
+		parse(token);
+	}
+
+	VertexShader::~VertexShader()
+	{
+	}
+
+	void VertexShader::parse(const unsigned long *token)
+	{
+		minorVersion = (unsigned char)(token[0] & 0x000000FF);
+		majorVersion = (unsigned char)((token[0] & 0x0000FF00) >> 8);
+		shaderType = (ShaderType)((token[0] & 0xFFFF0000) >> 16);
+
+		length = validate(token);
+		ASSERT(length != 0);
+
+		instruction = new Shader::Instruction*[length];
+
+		for(int i = 0; i < length; i++)
+		{
+			while((*token & 0x0000FFFF) == 0x0000FFFE)   // Comment token
+			{
+				int length = (*token & 0x7FFF0000) >> 16;
+
+				token += length + 1;
+			}
+
+			int tokenCount = size(*token);
+
+			instruction[i] = new Instruction(token, tokenCount, majorVersion);
+
+			token += 1 + tokenCount;
+		}
+
+		analyzeInput();
+		analyzeOutput();
+		analyzeDirtyConstants();
+		analyzeTexldl();
+		analyzeDynamicBranching();
+		analyzeSamplers();
+	}
+
+	int VertexShader::validate(const unsigned long *const token)
+	{
+		if(!token)
+		{
+			return 0;
+		}
+
+		unsigned short version = (unsigned short)(token[0] & 0x0000FFFF);
+		unsigned char minorVersion = (unsigned char)(token[0] & 0x000000FF);
+		unsigned char majorVersion = (unsigned char)((token[0] & 0x0000FF00) >> 8);
+		ShaderType shaderType = (ShaderType)((token[0] & 0xFFFF0000) >> 16);
+
+		if(shaderType != SHADER_VERTEX || majorVersion > 3)
+		{
+			return 0;
+		}
+
+		int instructionCount = 1;
+
+		for(int i = 0; token[i] != 0x0000FFFF; i++)
+		{
+			if((token[i] & 0x0000FFFF) == 0x0000FFFE)   // Comment token
+			{
+				int length = (token[i] & 0x7FFF0000) >> 16;
+
+				i += length;
+			}
+			else
+			{
+				ShaderOpcode opcode = (ShaderOpcode)(token[i] & 0x0000FFFF);
+
+				switch(opcode)
+				{
+				case ShaderOperation::OPCODE_TEXCOORD:
+				case ShaderOperation::OPCODE_TEXKILL:
+				case ShaderOperation::OPCODE_TEX:
+				case ShaderOperation::OPCODE_TEXBEM:
+				case ShaderOperation::OPCODE_TEXBEML:
+				case ShaderOperation::OPCODE_TEXREG2AR:
+				case ShaderOperation::OPCODE_TEXREG2GB:
+				case ShaderOperation::OPCODE_TEXM3X2PAD:
+				case ShaderOperation::OPCODE_TEXM3X2TEX:
+				case ShaderOperation::OPCODE_TEXM3X3PAD:
+				case ShaderOperation::OPCODE_TEXM3X3TEX:
+				case ShaderOperation::OPCODE_RESERVED0:
+				case ShaderOperation::OPCODE_TEXM3X3SPEC:
+				case ShaderOperation::OPCODE_TEXM3X3VSPEC:
+				case ShaderOperation::OPCODE_TEXREG2RGB:
+				case ShaderOperation::OPCODE_TEXDP3TEX:
+				case ShaderOperation::OPCODE_TEXM3X2DEPTH:
+				case ShaderOperation::OPCODE_TEXDP3:
+				case ShaderOperation::OPCODE_TEXM3X3:
+				case ShaderOperation::OPCODE_TEXDEPTH:
+				case ShaderOperation::OPCODE_CMP:
+				case ShaderOperation::OPCODE_BEM:
+				case ShaderOperation::OPCODE_DP2ADD:
+				case ShaderOperation::OPCODE_DSX:
+				case ShaderOperation::OPCODE_DSY:
+				case ShaderOperation::OPCODE_TEXLDD:
+					return 0;   // Unsupported operation
+				default:
+					instructionCount++;
+					break;
+				}
+
+				i += size(token[i], version);
+			}
+		}
+
+		return instructionCount;
+	}
+
+	bool VertexShader::containsTexldl() const
+	{
+		return texldl;
+	}
+
+	void VertexShader::analyzeInput()
+	{
+		for(int i = 0; i < 16; i++)
+		{
+			input[i] = Semantic(-1, -1);
+		}
+
+		for(int i = 0; i < length; i++)
+		{
+			if(instruction[i]->getOpcode() == ShaderOperation::OPCODE_DCL &&
+			   instruction[i]->getDestinationParameter().type == ShaderParameter::PARAMETER_INPUT)
+			{
+				int index = instruction[i]->getDestinationParameter().index;
+
+				input[index] = Semantic(instruction[i]->getUsage(), instruction[i]->getUsageIndex());
+			}
+		}
+	}
+
+	void VertexShader::analyzeOutput()
+	{
+		positionRegister = Pos;
+		pointSizeRegister = -1;   // No vertex point size
+
+		if(version < 0x0300)
+		{
+			output[Pos][0] = Semantic(ShaderOperation::USAGE_POSITION, 0);
+			output[Pos][1] = Semantic(ShaderOperation::USAGE_POSITION, 0);
+			output[Pos][2] = Semantic(ShaderOperation::USAGE_POSITION, 0);
+			output[Pos][3] = Semantic(ShaderOperation::USAGE_POSITION, 0);
+
+			for(int i = 0; i < length; i++)
+			{
+				const Instruction::DestinationParameter &dst = instruction[i]->getDestinationParameter();
+
+				switch(dst.type)
+				{
+				case ShaderParameter::PARAMETER_RASTOUT:
+					switch(dst.index)
+					{
+					case 0:
+						// Position already assumed written
+						break;
+					case 1:
+						output[Fog][0] = Semantic(ShaderOperation::USAGE_FOG, 0);
+						break;
+					case 2:
+						output[Pts][1] = Semantic(ShaderOperation::USAGE_PSIZE, 0);
+						pointSizeRegister = Pts;
+						break;
+					default: ASSERT(false);
+					}
+					break;
+				case ShaderParameter::PARAMETER_ATTROUT:
+					if(dst.index == 0)
+					{
+						if(dst.x) output[D0][0] = Semantic(ShaderOperation::USAGE_COLOR, 0);
+						if(dst.y) output[D0][1] = Semantic(ShaderOperation::USAGE_COLOR, 0);
+						if(dst.z) output[D0][2] = Semantic(ShaderOperation::USAGE_COLOR, 0);
+						if(dst.w) output[D0][3] = Semantic(ShaderOperation::USAGE_COLOR, 0);
+					}
+					else if(dst.index == 1)
+					{
+						if(dst.x) output[D1][0] = Semantic(ShaderOperation::USAGE_COLOR, 1);
+						if(dst.y) output[D1][1] = Semantic(ShaderOperation::USAGE_COLOR, 1);
+						if(dst.z) output[D1][2] = Semantic(ShaderOperation::USAGE_COLOR, 1);
+						if(dst.w) output[D1][3] = Semantic(ShaderOperation::USAGE_COLOR, 1);
+					}
+					else ASSERT(false);
+					break;
+				case ShaderParameter::PARAMETER_TEXCRDOUT:
+					if(dst.x) output[T0 + dst.index][0] = Semantic(ShaderOperation::USAGE_TEXCOORD, dst.index);
+					if(dst.y) output[T0 + dst.index][1] = Semantic(ShaderOperation::USAGE_TEXCOORD, dst.index);
+					if(dst.z) output[T0 + dst.index][2] = Semantic(ShaderOperation::USAGE_TEXCOORD, dst.index);
+					if(dst.w) output[T0 + dst.index][3] = Semantic(ShaderOperation::USAGE_TEXCOORD, dst.index);	
+					break;
+				default:
+					break;
+				}
+			}
+		}
+		else   // Shader Model 3.0 input declaration
+		{
+			for(int i = 0; i < length; i++)
+			{
+				if(instruction[i]->getOpcode() == ShaderOperation::OPCODE_DCL &&
+				   instruction[i]->getDestinationParameter().type == ShaderParameter::PARAMETER_OUTPUT)
+				{
+					unsigned char usage = instruction[i]->getUsage();
+					unsigned char usageIndex = instruction[i]->getUsageIndex();
+
+					const Instruction::DestinationParameter &dst = instruction[i]->getDestinationParameter();
+
+					if(dst.x) output[dst.index][0] = Semantic(usage, usageIndex);
+					if(dst.y) output[dst.index][1] = Semantic(usage, usageIndex);
+					if(dst.z) output[dst.index][2] = Semantic(usage, usageIndex);
+					if(dst.w) output[dst.index][3] = Semantic(usage, usageIndex);
+
+					if(usage == ShaderOperation::USAGE_POSITION && usageIndex == 0)
+					{
+						positionRegister = dst.index;
+					}
+
+					if(usage == ShaderOperation::USAGE_PSIZE && usageIndex == 0)
+					{
+						pointSizeRegister = dst.index;
+					}
+				}
+			}
+		}
+	}
+
+	void VertexShader::analyzeTexldl()
+	{
+		texldl = false;
+
+		for(int i = 0; i < length; i++)
+		{
+			if(instruction[i]->getOpcode() == Instruction::Operation::OPCODE_TEXLDL)
+			{
+				texldl = true;
+
+				break;
+			}
+		}
+	}
+}
diff --git a/src/Shader/VertexShader.hpp b/src/Shader/VertexShader.hpp
new file mode 100644
index 0000000..1200b20
--- /dev/null
+++ b/src/Shader/VertexShader.hpp
@@ -0,0 +1,48 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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_VertexShader_hpp
+#define sw_VertexShader_hpp
+
+#include "Shader.hpp"
+
+namespace sw
+{
+	class VertexShader : public Shader
+	{
+	public:
+		VertexShader(const unsigned long *token);
+
+		virtual ~VertexShader();
+
+		static int validate(const unsigned long *const token);   // Returns number of instructions if valid
+		bool containsTexldl() const;
+		
+		int positionRegister;     // FIXME: Private
+		int pointSizeRegister;    // FIXME: Private
+
+		Semantic input[16];       // FIXME: Private
+		Semantic output[12][4];   // FIXME: Private
+
+	private:
+		void parse(const unsigned long *token);
+
+		void analyzeInput();
+		void analyzeOutput();
+		void analyzeTexldl();
+
+		bool texldl;
+	};
+
+	typedef VertexShader::Instruction VertexShaderInstruction;
+}
+
+#endif   // sw_VertexShader_hpp