Splitting PixelRoutine into PixelProgram and PixelPipeline

This cl splits PixelRoutine into 2 specialized classes:
PixelProgram and PixelPipeline.
In this cl:
- Moved all specialized behavior of PixelRoutine into the
  PixelProgram and PixelPipeline classes.
- Inverted hierarchical dependency between PixelRoutine and
  QuadRasterizer. QuadRasterizer is now the base class.
- Added a check to PixelProcessor::routine() to either create
  a PixelPipeline object or a PixelProgram object.
- Moved a few interpolation related utility functions from
  PixelRoutine down to QuadRasterizer.
- Added Registers hierarchy. PixelProgram specific Registers
  and PixelPipeline specific Registers are now mutually
  exclusive.
- Made the quad functions virtual
- Added a few virtual functions (setBuiltins, ps, alphaTest,
  rasterOperation) for Program/Pipeline specific implementations

Bug 20257503

Change-Id: I6abe536a5521d9842f757a8bbb52e3947e3c9250
Reviewed-on: https://swiftshader-review.googlesource.com/3634
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Shader/PixelProgram.cpp b/src/Shader/PixelProgram.cpp
new file mode 100644
index 0000000..1dbab7a
--- /dev/null
+++ b/src/Shader/PixelProgram.cpp
@@ -0,0 +1,1559 @@
+// SwiftShader Software Renderer

+//

+// Copyright(c) 2015 Google 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 Google 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 "PixelProgram.hpp"

+#include "Primitive.hpp"

+#include "Renderer.hpp"

+#include "SamplerCore.hpp"

+

+namespace sw

+{

+	extern bool postBlendSRGB;

+	extern bool booleanFaceRegister;
+	extern bool halfIntegerCoordinates;     // Pixel centers are not at integer coordinates
+	extern bool fullPixelPositionRegister;

+

+	void PixelProgram::setBuiltins(PixelRoutine::Registers &rBase, Int &x, Int &y, Float4(&z)[4], Float4 &w)

+	{

+		Registers& r = *static_cast<Registers*>(&rBase);

+

+		if(shader->getVersion() >= 0x0300)
+		{
+			if(shader->vPosDeclared)
+			{
+				if(!halfIntegerCoordinates)
+				{
+					r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
+					r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
+				}
+				else
+				{
+					r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
+					r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
+				}
+
+				if(fullPixelPositionRegister)
+				{
+					r.vPos.z = z[0]; // FIXME: Centroid?
+					r.vPos.w = w;    // FIXME: Centroid?
+				}
+			}
+
+			if(shader->vFaceDeclared)
+			{
+				Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive, area));
+				Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
+
+				r.vFace.x = face;
+				r.vFace.y = face;
+				r.vFace.z = face;
+				r.vFace.w = face;
+			}
+		}

+	}

+

+	void PixelProgram::applyShader(PixelRoutine::Registers &rBase, Int cMask[4])
+	{

+		Registers& r = *static_cast<Registers*>(&rBase);
+
+		r.enableIndex = 0;
+		r.stackIndex = 0;
+
+		if(shader->containsLeaveInstruction())
+		{
+			r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+		}
+
+		bool out[4][4] = { false };
+
+		// Create all call site return blocks up front
+		for(size_t i = 0; i < shader->getLength(); i++)
+		{
+			const Shader::Instruction *instruction = shader->getInstruction(i);
+			Shader::Opcode opcode = instruction->opcode;
+
+			if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
+			{
+				const Dst &dst = instruction->dst;
+
+				ASSERT(callRetBlock[dst.label].size() == dst.callSite);
+				callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
+			}
+		}
+
+		for(size_t i = 0; i < shader->getLength(); i++)
+		{
+			const Shader::Instruction *instruction = shader->getInstruction(i);
+			Shader::Opcode opcode = instruction->opcode;
+
+			if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
+			{
+				continue;
+			}
+
+			const Dst &dst = instruction->dst;
+			const Src &src0 = instruction->src[0];
+			const Src &src1 = instruction->src[1];
+			const Src &src2 = instruction->src[2];
+			const Src &src3 = instruction->src[3];
+
+			bool predicate = instruction->predicate;
+			Control control = instruction->control;
+			bool pp = dst.partialPrecision;
+			bool project = instruction->project;
+			bool bias = instruction->bias;
+
+			Vector4f d;
+			Vector4f s0;
+			Vector4f s1;
+			Vector4f s2;
+			Vector4f s3;
+
+			if(opcode == Shader::OPCODE_TEXKILL)   // Takes destination as input
+			{
+				if(dst.type == Shader::PARAMETER_TEXTURE)
+				{
+					d.x = r.vf[2 + dst.index].x;
+					d.y = r.vf[2 + dst.index].y;
+					d.z = r.vf[2 + dst.index].z;
+					d.w = r.vf[2 + dst.index].w;
+				}
+				else
+				{
+					d = r.rf[dst.index];
+				}
+			}
+
+			if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(r, src0);
+			if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1);
+			if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(r, src2);
+			if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(r, src3);
+
+			switch(opcode)
+			{
+			case Shader::OPCODE_PS_2_0:                                                    break;
+			case Shader::OPCODE_PS_2_x:                                                    break;
+			case Shader::OPCODE_PS_3_0:                                                    break;
+			case Shader::OPCODE_DEF:                                                       break;
+			case Shader::OPCODE_DCL:                                                       break;
+			case Shader::OPCODE_NOP:                                                       break;
+			case Shader::OPCODE_MOV:        mov(d, s0);                                    break;
+			case Shader::OPCODE_F2B:        f2b(d, s0);                                    break;
+			case Shader::OPCODE_B2F:        b2f(d, s0);                                    break;
+			case Shader::OPCODE_ADD:        add(d, s0, s1);                                break;
+			case Shader::OPCODE_SUB:        sub(d, s0, s1);                                break;
+			case Shader::OPCODE_MUL:        mul(d, s0, s1);                                break;
+			case Shader::OPCODE_MAD:        mad(d, s0, s1, s2);                            break;
+			case Shader::OPCODE_DP1:        dp1(d, s0, s1);                                break;
+			case Shader::OPCODE_DP2:        dp2(d, s0, s1);                                break;
+			case Shader::OPCODE_DP2ADD:     dp2add(d, s0, s1, s2);                         break;
+			case Shader::OPCODE_DP3:        dp3(d, s0, s1);                                break;
+			case Shader::OPCODE_DP4:        dp4(d, s0, s1);                                break;
+			case Shader::OPCODE_CMP0:       cmp0(d, s0, s1, s2);                           break;
+			case Shader::OPCODE_ICMP:       icmp(d, s0, s1, control);                      break;
+			case Shader::OPCODE_SELECT:     select(d, s0, s1, s2);                         break;
+			case Shader::OPCODE_EXTRACT:    extract(d.x, s0, s1.x);                        break;
+			case Shader::OPCODE_INSERT:     insert(d, s0, s1.x, s2.x);                     break;
+			case Shader::OPCODE_FRC:        frc(d, s0);                                    break;
+			case Shader::OPCODE_TRUNC:      trunc(d, s0);                                  break;
+			case Shader::OPCODE_FLOOR:      floor(d, s0);                                  break;
+			case Shader::OPCODE_ROUND:      round(d, s0);                                  break;
+			case Shader::OPCODE_ROUNDEVEN:  roundEven(d, s0);                              break;
+			case Shader::OPCODE_CEIL:       ceil(d, s0);                                   break;
+			case Shader::OPCODE_EXP2X:      exp2x(d, s0, pp);                              break;
+			case Shader::OPCODE_EXP2:       exp2(d, s0, pp);                               break;
+			case Shader::OPCODE_LOG2X:      log2x(d, s0, pp);                              break;
+			case Shader::OPCODE_LOG2:       log2(d, s0, pp);                               break;
+			case Shader::OPCODE_EXP:        exp(d, s0, pp);                                break;
+			case Shader::OPCODE_LOG:        log(d, s0, pp);                                break;
+			case Shader::OPCODE_RCPX:       rcpx(d, s0, pp);                               break;
+			case Shader::OPCODE_DIV:        div(d, s0, s1);                                break;
+			case Shader::OPCODE_MOD:        mod(d, s0, s1);                                break;
+			case Shader::OPCODE_RSQX:       rsqx(d, s0, pp);                               break;
+			case Shader::OPCODE_SQRT:       sqrt(d, s0, pp);                               break;
+			case Shader::OPCODE_RSQ:        rsq(d, s0, pp);                                break;
+			case Shader::OPCODE_LEN2:       len2(d.x, s0, pp);                             break;
+			case Shader::OPCODE_LEN3:       len3(d.x, s0, pp);                             break;
+			case Shader::OPCODE_LEN4:       len4(d.x, s0, pp);                             break;
+			case Shader::OPCODE_DIST1:      dist1(d.x, s0, s1, pp);                        break;
+			case Shader::OPCODE_DIST2:      dist2(d.x, s0, s1, pp);                        break;
+			case Shader::OPCODE_DIST3:      dist3(d.x, s0, s1, pp);                        break;
+			case Shader::OPCODE_DIST4:      dist4(d.x, s0, s1, pp);                        break;
+			case Shader::OPCODE_MIN:        min(d, s0, s1);                                break;
+			case Shader::OPCODE_MAX:        max(d, s0, s1);                                break;
+			case Shader::OPCODE_LRP:        lrp(d, s0, s1, s2);                            break;
+			case Shader::OPCODE_STEP:       step(d, s0, s1);                               break;
+			case Shader::OPCODE_SMOOTH:     smooth(d, s0, s1, s2);                         break;
+			case Shader::OPCODE_POWX:       powx(d, s0, s1, pp);                           break;
+			case Shader::OPCODE_POW:        pow(d, s0, s1, pp);                            break;
+			case Shader::OPCODE_SGN:        sgn(d, s0);                                    break;
+			case Shader::OPCODE_CRS:        crs(d, s0, s1);                                break;
+			case Shader::OPCODE_FORWARD1:   forward1(d, s0, s1, s2);                       break;
+			case Shader::OPCODE_FORWARD2:   forward2(d, s0, s1, s2);                       break;
+			case Shader::OPCODE_FORWARD3:   forward3(d, s0, s1, s2);                       break;
+			case Shader::OPCODE_FORWARD4:   forward4(d, s0, s1, s2);                       break;
+			case Shader::OPCODE_REFLECT1:   reflect1(d, s0, s1);                           break;
+			case Shader::OPCODE_REFLECT2:   reflect2(d, s0, s1);                           break;
+			case Shader::OPCODE_REFLECT3:   reflect3(d, s0, s1);                           break;
+			case Shader::OPCODE_REFLECT4:   reflect4(d, s0, s1);                           break;
+			case Shader::OPCODE_REFRACT1:   refract1(d, s0, s1, s2.x);                     break;
+			case Shader::OPCODE_REFRACT2:   refract2(d, s0, s1, s2.x);                     break;
+			case Shader::OPCODE_REFRACT3:   refract3(d, s0, s1, s2.x);                     break;
+			case Shader::OPCODE_REFRACT4:   refract4(d, s0, s1, s2.x);                     break;
+			case Shader::OPCODE_NRM2:       nrm2(d, s0, pp);                               break;
+			case Shader::OPCODE_NRM3:       nrm3(d, s0, pp);                               break;
+			case Shader::OPCODE_NRM4:       nrm4(d, s0, pp);                               break;
+			case Shader::OPCODE_ABS:        abs(d, s0);                                    break;
+			case Shader::OPCODE_SINCOS:     sincos(d, s0, pp);                             break;
+			case Shader::OPCODE_COS:        cos(d, s0, pp);                                break;
+			case Shader::OPCODE_SIN:        sin(d, s0, pp);                                break;
+			case Shader::OPCODE_TAN:        tan(d, s0, pp);                                break;
+			case Shader::OPCODE_ACOS:       acos(d, s0, pp);                               break;
+			case Shader::OPCODE_ASIN:       asin(d, s0, pp);                               break;
+			case Shader::OPCODE_ATAN:       atan(d, s0, pp);                               break;
+			case Shader::OPCODE_ATAN2:      atan2(d, s0, s1, pp);                          break;
+			case Shader::OPCODE_COSH:       cosh(d, s0, pp);                               break;
+			case Shader::OPCODE_SINH:       sinh(d, s0, pp);                               break;
+			case Shader::OPCODE_TANH:       tanh(d, s0, pp);                               break;
+			case Shader::OPCODE_ACOSH:      acosh(d, s0, pp);                              break;
+			case Shader::OPCODE_ASINH:      asinh(d, s0, pp);                              break;
+			case Shader::OPCODE_ATANH:      atanh(d, s0, pp);                              break;
+			case Shader::OPCODE_M4X4:       M4X4(r, d, s0, src1);                          break;
+			case Shader::OPCODE_M4X3:       M4X3(r, d, s0, src1);                          break;
+			case Shader::OPCODE_M3X4:       M3X4(r, d, s0, src1);                          break;
+			case Shader::OPCODE_M3X3:       M3X3(r, d, s0, src1);                          break;
+			case Shader::OPCODE_M3X2:       M3X2(r, d, s0, src1);                          break;
+			case Shader::OPCODE_TEX:        TEXLD(r, d, s0, src1, project, bias);          break;
+			case Shader::OPCODE_TEXLDD:     TEXLDD(r, d, s0, src1, s2, s3, project, bias); break;
+			case Shader::OPCODE_TEXLDL:     TEXLDL(r, d, s0, src1, project, bias);         break;
+			case Shader::OPCODE_TEXKILL:    TEXKILL(cMask, d, dst.mask);                   break;
+			case Shader::OPCODE_DISCARD:    DISCARD(r, cMask, instruction);                break;
+			case Shader::OPCODE_DFDX:       DFDX(d, s0);                                   break;
+			case Shader::OPCODE_DFDY:       DFDY(d, s0);                                   break;
+			case Shader::OPCODE_FWIDTH:     FWIDTH(d, s0);                                 break;
+			case Shader::OPCODE_BREAK:      BREAK(r);                                      break;
+			case Shader::OPCODE_BREAKC:     BREAKC(r, s0, s1, control);                    break;
+			case Shader::OPCODE_BREAKP:     BREAKP(r, src0);                               break;
+			case Shader::OPCODE_CONTINUE:   CONTINUE(r);                                   break;
+			case Shader::OPCODE_TEST:       TEST();                                        break;
+			case Shader::OPCODE_CALL:       CALL(r, dst.label, dst.callSite);              break;
+			case Shader::OPCODE_CALLNZ:     CALLNZ(r, dst.label, dst.callSite, src0);      break;
+			case Shader::OPCODE_ELSE:       ELSE(r);                                       break;
+			case Shader::OPCODE_ENDIF:      ENDIF(r);                                      break;
+			case Shader::OPCODE_ENDLOOP:    ENDLOOP(r);                                    break;
+			case Shader::OPCODE_ENDREP:     ENDREP(r);                                     break;
+			case Shader::OPCODE_ENDWHILE:   ENDWHILE(r);                                   break;
+			case Shader::OPCODE_IF:         IF(r, src0);                                   break;
+			case Shader::OPCODE_IFC:        IFC(r, s0, s1, control);                       break;
+			case Shader::OPCODE_LABEL:      LABEL(dst.index);                              break;
+			case Shader::OPCODE_LOOP:       LOOP(r, src1);                                 break;
+			case Shader::OPCODE_REP:        REP(r, src0);                                  break;
+			case Shader::OPCODE_WHILE:      WHILE(r, src0);                                break;
+			case Shader::OPCODE_RET:        RET(r);                                        break;
+			case Shader::OPCODE_LEAVE:      LEAVE(r);                                      break;
+			case Shader::OPCODE_CMP:        cmp(d, s0, s1, control);                       break;
+			case Shader::OPCODE_ALL:        all(d.x, s0);                                  break;
+			case Shader::OPCODE_ANY:        any(d.x, s0);                                  break;
+			case Shader::OPCODE_NOT:        not(d, s0);                                    break;
+			case Shader::OPCODE_OR:         or(d.x, s0.x, s1.x);                           break;
+			case Shader::OPCODE_XOR:        xor(d.x, s0.x, s1.x);                          break;
+			case Shader::OPCODE_AND:        and(d.x, s0.x, s1.x);                          break;
+			case Shader::OPCODE_END:                                                       break;
+			default:
+				ASSERT(false);
+			}
+
+			if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
+			{
+				if(dst.integer)
+				{
+					switch(opcode)
+					{
+					case Shader::OPCODE_DIV:
+						if(dst.x) d.x = Trunc(d.x);
+						if(dst.y) d.y = Trunc(d.y);
+						if(dst.z) d.z = Trunc(d.z);
+						if(dst.w) d.w = Trunc(d.w);
+						break;
+					default:
+						break;   // No truncation to integer required when arguments are integer
+					}
+				}
+
+				if(dst.saturate)
+				{
+					if(dst.x) d.x = Max(d.x, Float4(0.0f));
+					if(dst.y) d.y = Max(d.y, Float4(0.0f));
+					if(dst.z) d.z = Max(d.z, Float4(0.0f));
+					if(dst.w) d.w = Max(d.w, Float4(0.0f));
+
+					if(dst.x) d.x = Min(d.x, Float4(1.0f));
+					if(dst.y) d.y = Min(d.y, Float4(1.0f));
+					if(dst.z) d.z = Min(d.z, Float4(1.0f));
+					if(dst.w) d.w = Min(d.w, Float4(1.0f));
+				}
+
+				if(instruction->isPredicated())
+				{
+					Vector4f pDst;   // FIXME: Rename
+
+					switch(dst.type)
+					{
+					case Shader::PARAMETER_TEMP:
+						if(dst.rel.type == Shader::PARAMETER_VOID)
+						{
+							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;
+						}
+						else
+						{
+							Int a = relativeAddress(r, dst);
+
+							if(dst.x) pDst.x = r.rf[dst.index + a].x;
+							if(dst.y) pDst.y = r.rf[dst.index + a].y;
+							if(dst.z) pDst.z = r.rf[dst.index + a].z;
+							if(dst.w) pDst.w = r.rf[dst.index + a].w;
+						}
+						break;
+					case Shader::PARAMETER_COLOROUT:
+						ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
+						if(dst.x) pDst.x = r.oC[dst.index].x;
+						if(dst.y) pDst.y = r.oC[dst.index].y;
+						if(dst.z) pDst.z = r.oC[dst.index].z;
+						if(dst.w) pDst.w = r.oC[dst.index].w;
+						break;
+					case Shader::PARAMETER_PREDICATE:
+						if(dst.x) pDst.x = r.p0.x;
+						if(dst.y) pDst.y = r.p0.y;
+						if(dst.z) pDst.z = r.p0.z;
+						if(dst.w) pDst.w = r.p0.w;
+						break;
+					case Shader::PARAMETER_DEPTHOUT:
+						pDst.x = r.oDepth;
+						break;
+					default:
+						ASSERT(false);
+					}
+
+					Int4 enable = enableMask(r, instruction);
+
+					Int4 xEnable = enable;
+					Int4 yEnable = enable;
+					Int4 zEnable = enable;
+					Int4 wEnable = enable;
+
+					if(predicate)
+					{
+						unsigned char pSwizzle = instruction->predicateSwizzle;
+
+						Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
+						Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
+						Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
+						Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
+
+						if(!instruction->predicateNot)
+						{
+							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 Shader::PARAMETER_TEMP:
+					if(dst.rel.type == Shader::PARAMETER_VOID)
+					{
+						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;
+					}
+					else
+					{
+						Int a = relativeAddress(r, dst);
+
+						if(dst.x) r.rf[dst.index + a].x = d.x;
+						if(dst.y) r.rf[dst.index + a].y = d.y;
+						if(dst.z) r.rf[dst.index + a].z = d.z;
+						if(dst.w) r.rf[dst.index + a].w = d.w;
+					}
+					break;
+				case Shader::PARAMETER_COLOROUT:
+					ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
+					if(dst.x) { r.oC[dst.index].x = d.x; out[dst.index][0] = true; }
+					if(dst.y) { r.oC[dst.index].y = d.y; out[dst.index][1] = true; }
+					if(dst.z) { r.oC[dst.index].z = d.z; out[dst.index][2] = true; }
+					if(dst.w) { r.oC[dst.index].w = d.w; out[dst.index][3] = true; }
+					break;
+				case Shader::PARAMETER_PREDICATE:
+					if(dst.x) r.p0.x = d.x;
+					if(dst.y) r.p0.y = d.y;
+					if(dst.z) r.p0.z = d.z;
+					if(dst.w) r.p0.w = d.w;
+					break;
+				case Shader::PARAMETER_DEPTHOUT:
+					r.oDepth = d.x;
+					break;
+				default:
+					ASSERT(false);
+				}
+			}
+		}
+
+		if(currentLabel != -1)
+		{
+			Nucleus::setInsertBlock(returnBlock);
+		}
+
+		for(int i = 0; i < 4; i++)
+		{
+			if(state.targetFormat[i] != FORMAT_NULL)
+			{
+				if(!out[i][0]) r.oC[i].x = Float4(0.0f);
+				if(!out[i][1]) r.oC[i].y = Float4(0.0f);
+				if(!out[i][2]) r.oC[i].z = Float4(0.0f);
+				if(!out[i][3]) r.oC[i].w = Float4(0.0f);
+			}
+		}
+	}
+

+	Bool PixelProgram::alphaTest(PixelRoutine::Registers &rBase, Int cMask[4])

+	{

+		Registers& r = *static_cast<Registers*>(&rBase);

+

+		clampColor(r.oC);

+

+		if(!state.alphaTestActive())
+		{
+			return true;
+		}
+
+		Int aMask;
+
+		if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
+		{
+			Short4 alpha = RoundShort4(r.oC[0].w * Float4(0x1000));
+
+			PixelRoutine::alphaTest(r, aMask, alpha);
+
+			for(unsigned int q = 0; q < state.multiSample; q++)
+			{
+				cMask[q] &= aMask;
+			}
+		}
+		else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
+		{
+			alphaToCoverage(r, cMask, r.oC[0].w);
+		}
+		else ASSERT(false);
+
+		Int pass = cMask[0];
+
+		for(unsigned int q = 1; q < state.multiSample; q++)
+		{
+			pass = pass | cMask[q];
+		}
+
+		return pass != 0x0;

+	}

+

+	void PixelProgram::rasterOperation(PixelRoutine::Registers &rBase, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])

+	{

+		Registers& r = *static_cast<Registers*>(&rBase);

+

+		for(int index = 0; index < 4; index++)
+		{
+			if(!state.colorWriteActive(index))
+			{
+				continue;
+			}
+
+			if(!postBlendSRGB && state.writeSRGB)
+			{
+				r.oC[index].x = linearToSRGB(r.oC[index].x);
+				r.oC[index].y = linearToSRGB(r.oC[index].y);
+				r.oC[index].z = linearToSRGB(r.oC[index].z);
+			}
+
+			if(index == 0)
+			{
+				fogBlend(r, r.oC[index], fog, r.z[0], r.rhw);
+			}
+
+			switch(state.targetFormat[index])
+			{
+			case FORMAT_R5G6B5:
+			case FORMAT_X8R8G8B8:
+			case FORMAT_X8B8G8R8:
+			case FORMAT_A8R8G8B8:
+			case FORMAT_A8B8G8R8:
+			case FORMAT_A8:
+			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]));
+					Vector4s color;
+
+					color.x = convertFixed16(r.oC[index].x, false);
+					color.y = convertFixed16(r.oC[index].y, false);
+					color.z = convertFixed16(r.oC[index].z, false);
+					color.w = convertFixed16(r.oC[index].w, false);
+
+					if(state.multiSampleMask & (1 << q))
+					{
+						alphaBlend(r, index, buffer, color, x);
+						logicOperation(r, index, buffer, color, x);
+						writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+					}
+				}
+				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]));
+					Vector4f color = r.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 PixelProgram::sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+	{
+		if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
+		{
+			sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
+		}
+		else
+		{
+			Int index = As<Int>(Float(fetchRegisterF(r, sampler).x.x));
+
+			for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
+			{
+				if(shader->usesSampler(i))
+				{
+					If(index == i)
+					{
+						sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
+						// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
+					}
+				}
+			}
+		}
+	}
+
+	void PixelProgram::sampleTexture(Registers &r, Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+	{
+#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 PixelProgram::clampColor(Vector4f 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_R5G6B5:
+			case FORMAT_A8R8G8B8:
+			case FORMAT_A8B8G8R8:
+			case FORMAT_X8R8G8B8:
+			case FORMAT_X8B8G8R8:
+			case FORMAT_A8:
+			case FORMAT_G16R16:
+			case FORMAT_A16B16G16R16:
+				oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
+				oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
+				oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
+				oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
+				break;
+			case FORMAT_R32F:
+			case FORMAT_G32R32F:
+			case FORMAT_A32B32G32R32F:
+				break;
+			default:
+				ASSERT(false);
+			}
+		}
+	}
+
+	Int4 PixelProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
+	{
+		Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
+
+		if(!whileTest)
+		{
+			if(shader->containsBreakInstruction() && instruction->analysisBreak)
+			{
+				enable &= r.enableBreak;
+			}
+
+			if(shader->containsContinueInstruction() && instruction->analysisContinue)
+			{
+				enable &= r.enableContinue;
+			}
+
+			if(shader->containsLeaveInstruction() && instruction->analysisLeave)
+			{
+				enable &= r.enableLeave;
+			}
+		}
+
+		return enable;
+	}
+
+	Vector4f PixelProgram::fetchRegisterF(Registers &r, const Src &src, int offset)
+	{
+		Vector4f reg;
+		int i = src.index + offset;
+
+		switch(src.type)
+		{
+		case Shader::PARAMETER_TEMP:
+			if(src.rel.type == Shader::PARAMETER_VOID)
+			{
+				reg = r.rf[i];
+			}
+			else
+			{
+				Int a = relativeAddress(r, src);
+
+				reg = r.rf[i + a];
+			}
+			break;
+		case Shader::PARAMETER_INPUT:
+			{
+				if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
+				{
+					reg = r.vf[i];
+				}
+				else if(src.rel.type == Shader::PARAMETER_LOOP)
+				{
+					Int aL = r.aL[r.loopDepth];
+
+					reg = r.vf[i + aL];
+				}
+				else
+				{
+					Int a = relativeAddress(r, src);
+
+					reg = r.vf[i + a];
+				}
+			}
+			break;
+		case Shader::PARAMETER_CONST:
+			reg = readConstant(r, src, offset);
+			break;
+		case Shader::PARAMETER_TEXTURE:
+			reg = r.vf[2 + i];
+			break;
+		case Shader::PARAMETER_MISCTYPE:
+			if(src.index == 0) reg = r.vPos;
+			if(src.index == 1) reg = r.vFace;
+			break;
+		case Shader::PARAMETER_SAMPLER:
+			if(src.rel.type == Shader::PARAMETER_VOID)
+			{
+				reg.x = As<Float4>(Int4(i));
+			}
+			else if(src.rel.type == Shader::PARAMETER_TEMP)
+			{
+				reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x));
+			}
+			return reg;
+		case Shader::PARAMETER_PREDICATE:   return reg; // Dummy
+		case Shader::PARAMETER_VOID:        return reg; // Dummy
+		case Shader::PARAMETER_FLOAT4LITERAL:
+			reg.x = Float4(src.value[0]);
+			reg.y = Float4(src.value[1]);
+			reg.z = Float4(src.value[2]);
+			reg.w = Float4(src.value[3]);
+			break;
+		case Shader::PARAMETER_CONSTINT:    return reg; // Dummy
+		case Shader::PARAMETER_CONSTBOOL:   return reg; // Dummy
+		case Shader::PARAMETER_LOOP:        return reg; // Dummy
+		case Shader::PARAMETER_COLOROUT:
+			reg = r.oC[i];
+			break;
+		case Shader::PARAMETER_DEPTHOUT:
+			reg.x = r.oDepth;
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
+		const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
+		const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
+		const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
+
+		Vector4f mod;
+
+		switch(src.modifier)
+		{
+		case Shader::MODIFIER_NONE:
+			mod.x = x;
+			mod.y = y;
+			mod.z = z;
+			mod.w = w;
+			break;
+		case Shader::MODIFIER_NEGATE:
+			mod.x = -x;
+			mod.y = -y;
+			mod.z = -z;
+			mod.w = -w;
+			break;
+		case Shader::MODIFIER_ABS:
+			mod.x = Abs(x);
+			mod.y = Abs(y);
+			mod.z = Abs(z);
+			mod.w = Abs(w);
+			break;
+		case Shader::MODIFIER_ABS_NEGATE:
+			mod.x = -Abs(x);
+			mod.y = -Abs(y);
+			mod.z = -Abs(z);
+			mod.w = -Abs(w);
+			break;
+		case Shader::MODIFIER_NOT:
+			mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
+			mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
+			mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
+			mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
+			break;
+		default:
+			ASSERT(false);
+		}
+
+		return mod;
+	}
+
+	Vector4f PixelProgram::readConstant(Registers &r, const Src &src, int offset)
+	{
+		Vector4f c;
+
+		int i = src.index + offset;
+
+		if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
+		{
+			c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[i]));
+
+			c.x = c.x.xxxx;
+			c.y = c.y.yyyy;
+			c.z = c.z.zzzz;
+			c.w = c.w.wwww;
+
+			if(shader->containsDefineInstruction())   // Constant may be known at compile time
+			{
+				for(size_t j = 0; j < shader->getLength(); j++)
+				{
+					const Shader::Instruction &instruction = *shader->getInstruction(j);
+
+					if(instruction.opcode == Shader::OPCODE_DEF)
+					{
+						if(instruction.dst.index == i)
+						{
+							c.x = Float4(instruction.src[0].value[0]);
+							c.y = Float4(instruction.src[0].value[1]);
+							c.z = Float4(instruction.src[0].value[2]);
+							c.w = Float4(instruction.src[0].value[3]);
+
+							break;
+						}
+					}
+				}
+			}
+		}
+		else if(src.rel.type == Shader::PARAMETER_LOOP)
+		{
+			Int loopCounter = r.aL[r.loopDepth];
+
+			c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[i]) + loopCounter * 16);
+
+			c.x = c.x.xxxx;
+			c.y = c.y.yyyy;
+			c.z = c.z.zzzz;
+			c.w = c.w.wwww;
+		}
+		else
+		{
+			Int a = relativeAddress(r, src);
+
+			c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[i]) + a * 16);
+
+			c.x = c.x.xxxx;
+			c.y = c.y.yyyy;
+			c.z = c.z.zzzz;
+			c.w = c.w.wwww;
+		}
+
+		return c;
+	}
+
+	Int PixelProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
+	{
+		ASSERT(var.rel.deterministic);
+
+		if(var.rel.type == Shader::PARAMETER_TEMP)
+		{
+			return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale;
+		}
+		else if(var.rel.type == Shader::PARAMETER_INPUT)
+		{
+			return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale;
+		}
+		else if(var.rel.type == Shader::PARAMETER_OUTPUT)
+		{
+			return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
+		}
+		else if(var.rel.type == Shader::PARAMETER_CONST)
+		{
+			RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[var.rel.index]));
+
+			return RoundInt(Extract(c, 0)) * var.rel.scale;
+		}
+		else ASSERT(false);
+
+		return 0;
+	}
+
+	Float4 PixelProgram::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));
+	}
+
+	void PixelProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+	{
+		Vector4f row0 = fetchRegisterF(r, src1, 0);
+		Vector4f row1 = fetchRegisterF(r, src1, 1);
+
+		dst.x = dot3(src0, row0);
+		dst.y = dot3(src0, row1);
+	}
+
+	void PixelProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+	{
+		Vector4f row0 = fetchRegisterF(r, src1, 0);
+		Vector4f row1 = fetchRegisterF(r, src1, 1);
+		Vector4f row2 = fetchRegisterF(r, src1, 2);
+
+		dst.x = dot3(src0, row0);
+		dst.y = dot3(src0, row1);
+		dst.z = dot3(src0, row2);
+	}
+
+	void PixelProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+	{
+		Vector4f row0 = fetchRegisterF(r, src1, 0);
+		Vector4f row1 = fetchRegisterF(r, src1, 1);
+		Vector4f row2 = fetchRegisterF(r, src1, 2);
+		Vector4f row3 = fetchRegisterF(r, src1, 3);
+
+		dst.x = dot3(src0, row0);
+		dst.y = dot3(src0, row1);
+		dst.z = dot3(src0, row2);
+		dst.w = dot3(src0, row3);
+	}
+
+	void PixelProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+	{
+		Vector4f row0 = fetchRegisterF(r, src1, 0);
+		Vector4f row1 = fetchRegisterF(r, src1, 1);
+		Vector4f row2 = fetchRegisterF(r, src1, 2);
+
+		dst.x = dot4(src0, row0);
+		dst.y = dot4(src0, row1);
+		dst.z = dot4(src0, row2);
+	}
+
+	void PixelProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+	{
+		Vector4f row0 = fetchRegisterF(r, src1, 0);
+		Vector4f row1 = fetchRegisterF(r, src1, 1);
+		Vector4f row2 = fetchRegisterF(r, src1, 2);
+		Vector4f row3 = fetchRegisterF(r, src1, 3);
+
+		dst.x = dot4(src0, row0);
+		dst.y = dot4(src0, row1);
+		dst.z = dot4(src0, row2);
+		dst.w = dot4(src0, row3);
+	}
+
+	void PixelProgram::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
+	{
+		Vector4f tmp;
+		sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
+
+		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 PixelProgram::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
+	{
+		Vector4f tmp;
+		sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
+
+		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 PixelProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
+	{
+		Vector4f tmp;
+		sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
+
+		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 PixelProgram::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
+	{
+		Int kill = -1;
+
+		if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
+		if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
+		if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
+		if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
+
+		// FIXME: Dynamic branching affects TEXKILL?
+		//	if(shader->containsDynamicBranching())
+		//	{
+		//		kill = ~SignMask(enableMask(r));
+		//	}
+
+		for(unsigned int q = 0; q < state.multiSample; q++)
+		{
+			cMask[q] &= kill;
+		}
+
+		// FIXME: Branch to end of shader if all killed?
+	}
+
+	void PixelProgram::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
+	{
+		Int kill = 0;
+
+		if(shader->containsDynamicBranching())
+		{
+			kill = ~SignMask(enableMask(r, instruction));
+		}
+
+		for(unsigned int q = 0; q < state.multiSample; q++)
+		{
+			cMask[q] &= kill;
+		}
+
+		// FIXME: Branch to end of shader if all killed?
+	}
+
+	void PixelProgram::DFDX(Vector4f &dst, Vector4f &src)
+	{
+		dst.x = src.x.yyww - src.x.xxzz;
+		dst.y = src.y.yyww - src.y.xxzz;
+		dst.z = src.z.yyww - src.z.xxzz;
+		dst.w = src.w.yyww - src.w.xxzz;
+	}
+
+	void PixelProgram::DFDY(Vector4f &dst, Vector4f &src)
+	{
+		dst.x = src.x.zwzw - src.x.xyxy;
+		dst.y = src.y.zwzw - src.y.xyxy;
+		dst.z = src.z.zwzw - src.z.xyxy;
+		dst.w = src.w.zwzw - src.w.xyxy;
+	}
+
+	void PixelProgram::FWIDTH(Vector4f &dst, Vector4f &src)
+	{
+		// abs(dFdx(src)) + abs(dFdy(src));
+		dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
+		dst.y = Abs(src.y.yyww - src.y.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
+		dst.z = Abs(src.z.yyww - src.z.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
+		dst.w = Abs(src.w.yyww - src.w.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
+	}
+
+	void PixelProgram::BREAK(Registers &r)
+	{
+		llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+
+		if(breakDepth == 0)
+		{
+			r.enableIndex = r.enableIndex - breakDepth;
+			Nucleus::createBr(endBlock);
+		}
+		else
+		{
+			r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
+			Bool allBreak = SignMask(r.enableBreak) == 0x0;
+
+			r.enableIndex = r.enableIndex - breakDepth;
+			branch(allBreak, endBlock, deadBlock);
+		}
+
+		Nucleus::setInsertBlock(deadBlock);
+		r.enableIndex = r.enableIndex + breakDepth;
+	}
+
+	void PixelProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+	{
+		Int4 condition;
+
+		switch(control)
+		{
+		case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
+		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);  break;
+		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
+		case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x);  break;
+		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
+		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);  break;
+		default:
+			ASSERT(false);
+		}
+
+		BREAK(r, condition);
+	}
+
+	void PixelProgram::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 == Shader::MODIFIER_NOT)
+		{
+			condition = ~condition;
+		}
+
+		BREAK(r, condition);
+	}
+
+	void PixelProgram::BREAK(Registers &r, Int4 &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;
+
+		r.enableIndex = r.enableIndex - breakDepth;
+		branch(allBreak, endBlock, continueBlock);
+
+		Nucleus::setInsertBlock(continueBlock);
+		r.enableIndex = r.enableIndex + breakDepth;
+	}
+
+	void PixelProgram::CONTINUE(Registers &r)
+	{
+		r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
+	}
+
+	void PixelProgram::TEST()
+	{
+		whileTest = true;
+	}
+
+	void PixelProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
+	{
+		if(!labelBlock[labelIndex])
+		{
+			labelBlock[labelIndex] = Nucleus::createBasicBlock();
+		}
+
+		if(callRetBlock[labelIndex].size() > 1)
+		{
+			r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+		}
+
+		Int4 restoreLeave = r.enableLeave;
+
+		Nucleus::createBr(labelBlock[labelIndex]);
+		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+		r.enableLeave = restoreLeave;
+	}
+
+	void PixelProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
+	{
+		if(src.type == Shader::PARAMETER_CONSTBOOL)
+		{
+			CALLNZb(r, labelIndex, callSiteIndex, src);
+		}
+		else if(src.type == Shader::PARAMETER_PREDICATE)
+		{
+			CALLNZp(r, labelIndex, callSiteIndex, src);
+		}
+		else ASSERT(false);
+	}
+
+	void PixelProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
+	{
+		Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0));   // FIXME
+
+		if(boolRegister.modifier == Shader::MODIFIER_NOT)
+		{
+			condition = !condition;
+		}
+
+		if(!labelBlock[labelIndex])
+		{
+			labelBlock[labelIndex] = Nucleus::createBasicBlock();
+		}
+
+		if(callRetBlock[labelIndex].size() > 1)
+		{
+			r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+		}
+
+		Int4 restoreLeave = r.enableLeave;
+
+		branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
+		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+		r.enableLeave = restoreLeave;
+	}
+
+	void PixelProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
+	{
+		Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+
+		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
+		{
+			condition = ~condition;
+		}
+
+		condition &= r.enableStack[r.enableIndex];
+
+		if(!labelBlock[labelIndex])
+		{
+			labelBlock[labelIndex] = Nucleus::createBasicBlock();
+		}
+
+		if(callRetBlock[labelIndex].size() > 1)
+		{
+			r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+		}
+
+		r.enableIndex++;
+		r.enableStack[r.enableIndex] = condition;
+		Int4 restoreLeave = r.enableLeave;
+
+		Bool notAllFalse = SignMask(condition) != 0;
+		branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
+		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+		r.enableIndex--;
+		r.enableLeave = restoreLeave;
+	}
+
+	void PixelProgram::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) != 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 PixelProgram::ENDIF(Registers &r)
+	{
+		ifDepth--;
+
+		llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
+
+		Nucleus::createBr(endBlock);
+		Nucleus::setInsertBlock(endBlock);
+
+		if(isConditionalIf[ifDepth])
+		{
+			breakDepth--;
+			r.enableIndex--;
+		}
+	}
+
+	void PixelProgram::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 PixelProgram::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 PixelProgram::ENDWHILE(Registers &r)
+	{
+		loopRepDepth--;
+
+		llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(endBlock);
+
+		r.enableIndex--;
+		r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+		whileTest = false;
+	}
+
+	void PixelProgram::IF(Registers &r, const Src &src)
+	{
+		if(src.type == Shader::PARAMETER_CONSTBOOL)
+		{
+			IFb(r, src);
+		}
+		else if(src.type == Shader::PARAMETER_PREDICATE)
+		{
+			IFp(r, src);
+		}
+		else
+		{
+			Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
+			IF(r, condition);
+		}
+	}
+
+	void PixelProgram::IFb(Registers &r, const Src &boolRegister)
+	{
+		ASSERT(ifDepth < 24 + 4);
+
+		Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0));   // FIXME
+
+		if(boolRegister.modifier == Shader::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 PixelProgram::IFp(Registers &r, const Src &predicateRegister)
+	{
+		Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+
+		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
+		{
+			condition = ~condition;
+		}
+
+		IF(r, condition);
+	}
+
+	void PixelProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+	{
+		Int4 condition;
+
+		switch(control)
+		{
+		case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
+		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);  break;
+		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
+		case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x);  break;
+		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
+		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);  break;
+		default:
+			ASSERT(false);
+		}
+
+		IF(r, condition);
+	}
+
+	void PixelProgram::IF(Registers &r, Int4 &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) != 0;
+
+		branch(notAllFalse, trueBlock, falseBlock);
+
+		isConditionalIf[ifDepth] = true;
+		ifFalseBlock[ifDepth] = falseBlock;
+
+		ifDepth++;
+		breakDepth++;
+	}
+
+	void PixelProgram::LABEL(int labelIndex)
+	{
+		if(!labelBlock[labelIndex])
+		{
+			labelBlock[labelIndex] = Nucleus::createBasicBlock();
+		}
+
+		Nucleus::setInsertBlock(labelBlock[labelIndex]);
+		currentLabel = labelIndex;
+	}
+
+	void PixelProgram::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 PixelProgram::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 PixelProgram::WHILE(Registers &r, const Src &temporaryRegister)
+	{
+		r.enableIndex++;
+
+		llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
+		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+		loopRepTestBlock[loopRepDepth] = testBlock;
+		loopRepEndBlock[loopRepDepth] = endBlock;
+
+		Int4 restoreBreak = r.enableBreak;
+		Int4 restoreContinue = r.enableContinue;
+
+		// FIXME: jump(testBlock)
+		Nucleus::createBr(testBlock);
+		Nucleus::setInsertBlock(testBlock);
+		r.enableContinue = restoreContinue;
+
+		const Vector4f &src = fetchRegisterF(r, temporaryRegister);
+		Int4 condition = As<Int4>(src.x);
+		condition &= r.enableStack[r.enableIndex - 1];
+		r.enableStack[r.enableIndex] = condition;
+
+		Bool notAllFalse = SignMask(condition) != 0;
+		branch(notAllFalse, loopBlock, endBlock);
+
+		Nucleus::setInsertBlock(endBlock);
+		r.enableBreak = restoreBreak;
+
+		Nucleus::setInsertBlock(loopBlock);
+
+		loopRepDepth++;
+		breakDepth = 0;
+	}
+
+	void PixelProgram::RET(Registers &r)
+	{
+		if(currentLabel == -1)
+		{
+			returnBlock = Nucleus::createBasicBlock();
+			Nucleus::createBr(returnBlock);
+		}
+		else
+		{
+			llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
+
+			if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack
+			{
+				// FIXME: Encapsulate
+				UInt index = r.callStack[--r.stackIndex];
+
+				llvm::Value *value = index.loadValue();
+				llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
+
+				for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
+				{
+					Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
+				}
+			}
+			else if(callRetBlock[currentLabel].size() == 1)   // Jump directly to the unique return destination
+			{
+				Nucleus::createBr(callRetBlock[currentLabel][0]);
+			}
+			else   // Function isn't called
+			{
+				Nucleus::createBr(unreachableBlock);
+			}
+
+			Nucleus::setInsertBlock(unreachableBlock);
+			Nucleus::createUnreachable();
+		}
+	}
+
+	void PixelProgram::LEAVE(Registers &r)
+	{
+		r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
+
+		// FIXME: Return from function if all instances left
+		// FIXME: Use enableLeave in other control-flow constructs
+	}
+

+}