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      1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
      2 //
      3 // Licensed under the Apache License, Version 2.0 (the "License");
      4 // you may not use this file except in compliance with the License.
      5 // You may obtain a copy of the License at
      6 //
      7 //    http://www.apache.org/licenses/LICENSE-2.0
      8 //
      9 // Unless required by applicable law or agreed to in writing, software
     10 // distributed under the License is distributed on an "AS IS" BASIS,
     11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     12 // See the License for the specific language governing permissions and
     13 // limitations under the License.
     14 
     15 #include "PixelProgram.hpp"
     16 #include "Primitive.hpp"
     17 #include "Renderer.hpp"
     18 #include "SamplerCore.hpp"
     19 
     20 namespace sw
     21 {
     22 	extern bool postBlendSRGB;
     23 	extern bool booleanFaceRegister;
     24 	extern bool halfIntegerCoordinates;     // Pixel centers are not at integer coordinates
     25 	extern bool fullPixelPositionRegister;
     26 
     27 	void PixelProgram::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w)
     28 	{
     29 		if(shader->getVersion() >= 0x0300)
     30 		{
     31 			if(shader->isVPosDeclared())
     32 			{
     33 				if(!halfIntegerCoordinates)
     34 				{
     35 					vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
     36 					vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
     37 				}
     38 				else
     39 				{
     40 					vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
     41 					vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
     42 				}
     43 
     44 				if(fullPixelPositionRegister)
     45 				{
     46 					vPos.z = z[0]; // FIXME: Centroid?
     47 					vPos.w = w;    // FIXME: Centroid?
     48 				}
     49 			}
     50 
     51 			if(shader->isVFaceDeclared())
     52 			{
     53 				Float4 area = *Pointer<Float>(primitive + OFFSET(Primitive, area));
     54 				Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
     55 
     56 				vFace.x = face;
     57 				vFace.y = face;
     58 				vFace.z = face;
     59 				vFace.w = face;
     60 			}
     61 		}
     62 	}
     63 
     64 	void PixelProgram::applyShader(Int cMask[4])
     65 	{
     66 		enableIndex = 0;
     67 		stackIndex = 0;
     68 
     69 		if(shader->containsLeaveInstruction())
     70 		{
     71 			enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
     72 		}
     73 
     74 		for(int i = 0; i < RENDERTARGETS; i++)
     75 		{
     76 			if(state.targetFormat[i] != FORMAT_NULL)
     77 			{
     78 				oC[i] = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
     79 			}
     80 		}
     81 
     82 		// Create all call site return blocks up front
     83 		for(size_t i = 0; i < shader->getLength(); i++)
     84 		{
     85 			const Shader::Instruction *instruction = shader->getInstruction(i);
     86 			Shader::Opcode opcode = instruction->opcode;
     87 
     88 			if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
     89 			{
     90 				const Dst &dst = instruction->dst;
     91 
     92 				ASSERT(callRetBlock[dst.label].size() == dst.callSite);
     93 				callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
     94 			}
     95 		}
     96 
     97 		bool broadcastColor0 = true;
     98 
     99 		for(size_t i = 0; i < shader->getLength(); i++)
    100 		{
    101 			const Shader::Instruction *instruction = shader->getInstruction(i);
    102 			Shader::Opcode opcode = instruction->opcode;
    103 
    104 			if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
    105 			{
    106 				continue;
    107 			}
    108 
    109 			const Dst &dst = instruction->dst;
    110 			const Src &src0 = instruction->src[0];
    111 			const Src &src1 = instruction->src[1];
    112 			const Src &src2 = instruction->src[2];
    113 			const Src &src3 = instruction->src[3];
    114 			const Src &src4 = instruction->src[4];
    115 
    116 			bool predicate = instruction->predicate;
    117 			Control control = instruction->control;
    118 			bool pp = dst.partialPrecision;
    119 			bool project = instruction->project;
    120 			bool bias = instruction->bias;
    121 
    122 			Vector4f d;
    123 			Vector4f s0;
    124 			Vector4f s1;
    125 			Vector4f s2;
    126 			Vector4f s3;
    127 			Vector4f s4;
    128 
    129 			if(opcode == Shader::OPCODE_TEXKILL)   // Takes destination as input
    130 			{
    131 				if(dst.type == Shader::PARAMETER_TEXTURE)
    132 				{
    133 					d.x = v[2 + dst.index].x;
    134 					d.y = v[2 + dst.index].y;
    135 					d.z = v[2 + dst.index].z;
    136 					d.w = v[2 + dst.index].w;
    137 				}
    138 				else
    139 				{
    140 					d = r[dst.index];
    141 				}
    142 			}
    143 
    144 			if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
    145 			if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
    146 			if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
    147 			if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
    148 			if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
    149 
    150 			switch(opcode)
    151 			{
    152 			case Shader::OPCODE_PS_2_0:                                                    break;
    153 			case Shader::OPCODE_PS_2_x:                                                    break;
    154 			case Shader::OPCODE_PS_3_0:                                                    break;
    155 			case Shader::OPCODE_DEF:                                                       break;
    156 			case Shader::OPCODE_DCL:                                                       break;
    157 			case Shader::OPCODE_NOP:                                                       break;
    158 			case Shader::OPCODE_MOV:        mov(d, s0);                                    break;
    159 			case Shader::OPCODE_NEG:        neg(d, s0);                                    break;
    160 			case Shader::OPCODE_INEG:       ineg(d, s0);                                   break;
    161 			case Shader::OPCODE_F2B:        f2b(d, s0);                                    break;
    162 			case Shader::OPCODE_B2F:        b2f(d, s0);                                    break;
    163 			case Shader::OPCODE_F2I:        f2i(d, s0);                                    break;
    164 			case Shader::OPCODE_I2F:        i2f(d, s0);                                    break;
    165 			case Shader::OPCODE_F2U:        f2u(d, s0);                                    break;
    166 			case Shader::OPCODE_U2F:        u2f(d, s0);                                    break;
    167 			case Shader::OPCODE_I2B:        i2b(d, s0);                                    break;
    168 			case Shader::OPCODE_B2I:        b2i(d, s0);                                    break;
    169 			case Shader::OPCODE_ADD:        add(d, s0, s1);                                break;
    170 			case Shader::OPCODE_IADD:       iadd(d, s0, s1);                               break;
    171 			case Shader::OPCODE_SUB:        sub(d, s0, s1);                                break;
    172 			case Shader::OPCODE_ISUB:       isub(d, s0, s1);                               break;
    173 			case Shader::OPCODE_MUL:        mul(d, s0, s1);                                break;
    174 			case Shader::OPCODE_IMUL:       imul(d, s0, s1);                               break;
    175 			case Shader::OPCODE_MAD:        mad(d, s0, s1, s2);                            break;
    176 			case Shader::OPCODE_IMAD:       imad(d, s0, s1, s2);                           break;
    177 			case Shader::OPCODE_DP1:        dp1(d, s0, s1);                                break;
    178 			case Shader::OPCODE_DP2:        dp2(d, s0, s1);                                break;
    179 			case Shader::OPCODE_DP2ADD:     dp2add(d, s0, s1, s2);                         break;
    180 			case Shader::OPCODE_DP3:        dp3(d, s0, s1);                                break;
    181 			case Shader::OPCODE_DP4:        dp4(d, s0, s1);                                break;
    182 			case Shader::OPCODE_DET2:       det2(d, s0, s1);                               break;
    183 			case Shader::OPCODE_DET3:       det3(d, s0, s1, s2);                           break;
    184 			case Shader::OPCODE_DET4:       det4(d, s0, s1, s2, s3);                       break;
    185 			case Shader::OPCODE_CMP0:       cmp0(d, s0, s1, s2);                           break;
    186 			case Shader::OPCODE_ICMP:       icmp(d, s0, s1, control);                      break;
    187 			case Shader::OPCODE_UCMP:       ucmp(d, s0, s1, control);                      break;
    188 			case Shader::OPCODE_SELECT:     select(d, s0, s1, s2);                         break;
    189 			case Shader::OPCODE_EXTRACT:    extract(d.x, s0, s1.x);                        break;
    190 			case Shader::OPCODE_INSERT:     insert(d, s0, s1.x, s2.x);                     break;
    191 			case Shader::OPCODE_FRC:        frc(d, s0);                                    break;
    192 			case Shader::OPCODE_TRUNC:      trunc(d, s0);                                  break;
    193 			case Shader::OPCODE_FLOOR:      floor(d, s0);                                  break;
    194 			case Shader::OPCODE_ROUND:      round(d, s0);                                  break;
    195 			case Shader::OPCODE_ROUNDEVEN:  roundEven(d, s0);                              break;
    196 			case Shader::OPCODE_CEIL:       ceil(d, s0);                                   break;
    197 			case Shader::OPCODE_EXP2X:      exp2x(d, s0, pp);                              break;
    198 			case Shader::OPCODE_EXP2:       exp2(d, s0, pp);                               break;
    199 			case Shader::OPCODE_LOG2X:      log2x(d, s0, pp);                              break;
    200 			case Shader::OPCODE_LOG2:       log2(d, s0, pp);                               break;
    201 			case Shader::OPCODE_EXP:        exp(d, s0, pp);                                break;
    202 			case Shader::OPCODE_LOG:        log(d, s0, pp);                                break;
    203 			case Shader::OPCODE_RCPX:       rcpx(d, s0, pp);                               break;
    204 			case Shader::OPCODE_DIV:        div(d, s0, s1);                                break;
    205 			case Shader::OPCODE_IDIV:       idiv(d, s0, s1);                               break;
    206 			case Shader::OPCODE_UDIV:       udiv(d, s0, s1);                               break;
    207 			case Shader::OPCODE_MOD:        mod(d, s0, s1);                                break;
    208 			case Shader::OPCODE_IMOD:       imod(d, s0, s1);                               break;
    209 			case Shader::OPCODE_UMOD:       umod(d, s0, s1);                               break;
    210 			case Shader::OPCODE_SHL:        shl(d, s0, s1);                                break;
    211 			case Shader::OPCODE_ISHR:       ishr(d, s0, s1);                               break;
    212 			case Shader::OPCODE_USHR:       ushr(d, s0, s1);                               break;
    213 			case Shader::OPCODE_RSQX:       rsqx(d, s0, pp);                               break;
    214 			case Shader::OPCODE_SQRT:       sqrt(d, s0, pp);                               break;
    215 			case Shader::OPCODE_RSQ:        rsq(d, s0, pp);                                break;
    216 			case Shader::OPCODE_LEN2:       len2(d.x, s0, pp);                             break;
    217 			case Shader::OPCODE_LEN3:       len3(d.x, s0, pp);                             break;
    218 			case Shader::OPCODE_LEN4:       len4(d.x, s0, pp);                             break;
    219 			case Shader::OPCODE_DIST1:      dist1(d.x, s0, s1, pp);                        break;
    220 			case Shader::OPCODE_DIST2:      dist2(d.x, s0, s1, pp);                        break;
    221 			case Shader::OPCODE_DIST3:      dist3(d.x, s0, s1, pp);                        break;
    222 			case Shader::OPCODE_DIST4:      dist4(d.x, s0, s1, pp);                        break;
    223 			case Shader::OPCODE_MIN:        min(d, s0, s1);                                break;
    224 			case Shader::OPCODE_IMIN:       imin(d, s0, s1);                               break;
    225 			case Shader::OPCODE_UMIN:       umin(d, s0, s1);                               break;
    226 			case Shader::OPCODE_MAX:        max(d, s0, s1);                                break;
    227 			case Shader::OPCODE_IMAX:       imax(d, s0, s1);                               break;
    228 			case Shader::OPCODE_UMAX:       umax(d, s0, s1);                               break;
    229 			case Shader::OPCODE_LRP:        lrp(d, s0, s1, s2);                            break;
    230 			case Shader::OPCODE_STEP:       step(d, s0, s1);                               break;
    231 			case Shader::OPCODE_SMOOTH:     smooth(d, s0, s1, s2);                         break;
    232 			case Shader::OPCODE_FLOATBITSTOINT:
    233 			case Shader::OPCODE_FLOATBITSTOUINT:
    234 			case Shader::OPCODE_INTBITSTOFLOAT:
    235 			case Shader::OPCODE_UINTBITSTOFLOAT: d = s0;                                   break;
    236 			case Shader::OPCODE_PACKSNORM2x16:   packSnorm2x16(d, s0);                     break;
    237 			case Shader::OPCODE_PACKUNORM2x16:   packUnorm2x16(d, s0);                     break;
    238 			case Shader::OPCODE_PACKHALF2x16:    packHalf2x16(d, s0);                      break;
    239 			case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0);                   break;
    240 			case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0);                   break;
    241 			case Shader::OPCODE_UNPACKHALF2x16:  unpackHalf2x16(d, s0);                    break;
    242 			case Shader::OPCODE_POWX:       powx(d, s0, s1, pp);                           break;
    243 			case Shader::OPCODE_POW:        pow(d, s0, s1, pp);                            break;
    244 			case Shader::OPCODE_SGN:        sgn(d, s0);                                    break;
    245 			case Shader::OPCODE_ISGN:       isgn(d, s0);                                   break;
    246 			case Shader::OPCODE_CRS:        crs(d, s0, s1);                                break;
    247 			case Shader::OPCODE_FORWARD1:   forward1(d, s0, s1, s2);                       break;
    248 			case Shader::OPCODE_FORWARD2:   forward2(d, s0, s1, s2);                       break;
    249 			case Shader::OPCODE_FORWARD3:   forward3(d, s0, s1, s2);                       break;
    250 			case Shader::OPCODE_FORWARD4:   forward4(d, s0, s1, s2);                       break;
    251 			case Shader::OPCODE_REFLECT1:   reflect1(d, s0, s1);                           break;
    252 			case Shader::OPCODE_REFLECT2:   reflect2(d, s0, s1);                           break;
    253 			case Shader::OPCODE_REFLECT3:   reflect3(d, s0, s1);                           break;
    254 			case Shader::OPCODE_REFLECT4:   reflect4(d, s0, s1);                           break;
    255 			case Shader::OPCODE_REFRACT1:   refract1(d, s0, s1, s2.x);                     break;
    256 			case Shader::OPCODE_REFRACT2:   refract2(d, s0, s1, s2.x);                     break;
    257 			case Shader::OPCODE_REFRACT3:   refract3(d, s0, s1, s2.x);                     break;
    258 			case Shader::OPCODE_REFRACT4:   refract4(d, s0, s1, s2.x);                     break;
    259 			case Shader::OPCODE_NRM2:       nrm2(d, s0, pp);                               break;
    260 			case Shader::OPCODE_NRM3:       nrm3(d, s0, pp);                               break;
    261 			case Shader::OPCODE_NRM4:       nrm4(d, s0, pp);                               break;
    262 			case Shader::OPCODE_ABS:        abs(d, s0);                                    break;
    263 			case Shader::OPCODE_IABS:       iabs(d, s0);                                   break;
    264 			case Shader::OPCODE_SINCOS:     sincos(d, s0, pp);                             break;
    265 			case Shader::OPCODE_COS:        cos(d, s0, pp);                                break;
    266 			case Shader::OPCODE_SIN:        sin(d, s0, pp);                                break;
    267 			case Shader::OPCODE_TAN:        tan(d, s0, pp);                                break;
    268 			case Shader::OPCODE_ACOS:       acos(d, s0, pp);                               break;
    269 			case Shader::OPCODE_ASIN:       asin(d, s0, pp);                               break;
    270 			case Shader::OPCODE_ATAN:       atan(d, s0, pp);                               break;
    271 			case Shader::OPCODE_ATAN2:      atan2(d, s0, s1, pp);                          break;
    272 			case Shader::OPCODE_COSH:       cosh(d, s0, pp);                               break;
    273 			case Shader::OPCODE_SINH:       sinh(d, s0, pp);                               break;
    274 			case Shader::OPCODE_TANH:       tanh(d, s0, pp);                               break;
    275 			case Shader::OPCODE_ACOSH:      acosh(d, s0, pp);                              break;
    276 			case Shader::OPCODE_ASINH:      asinh(d, s0, pp);                              break;
    277 			case Shader::OPCODE_ATANH:      atanh(d, s0, pp);                              break;
    278 			case Shader::OPCODE_M4X4:       M4X4(d, s0, src1);                             break;
    279 			case Shader::OPCODE_M4X3:       M4X3(d, s0, src1);                             break;
    280 			case Shader::OPCODE_M3X4:       M3X4(d, s0, src1);                             break;
    281 			case Shader::OPCODE_M3X3:       M3X3(d, s0, src1);                             break;
    282 			case Shader::OPCODE_M3X2:       M3X2(d, s0, src1);                             break;
    283 			case Shader::OPCODE_TEX:        TEXLD(d, s0, src1, project, bias);             break;
    284 			case Shader::OPCODE_TEXLDD:     TEXLDD(d, s0, src1, s2, s3);                   break;
    285 			case Shader::OPCODE_TEXLDL:     TEXLDL(d, s0, src1);                           break;
    286 			case Shader::OPCODE_TEXSIZE:    TEXSIZE(d, s0.x, src1);                        break;
    287 			case Shader::OPCODE_TEXKILL:    TEXKILL(cMask, d, dst.mask);                   break;
    288 			case Shader::OPCODE_TEXOFFSET:  TEXOFFSET(d, s0, src1, s2, bias);              break;
    289 			case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2, bias);               break;
    290 			case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1);                       break;
    291 			case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2);             break;
    292 			case Shader::OPCODE_TEXGRAD:    TEXGRAD(d, s0, src1, s2, s3);                  break;
    293 			case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4);           break;
    294 			case Shader::OPCODE_DISCARD:    DISCARD(cMask, instruction);                   break;
    295 			case Shader::OPCODE_DFDX:       DFDX(d, s0);                                   break;
    296 			case Shader::OPCODE_DFDY:       DFDY(d, s0);                                   break;
    297 			case Shader::OPCODE_FWIDTH:     FWIDTH(d, s0);                                 break;
    298 			case Shader::OPCODE_BREAK:      BREAK();                                       break;
    299 			case Shader::OPCODE_BREAKC:     BREAKC(s0, s1, control);                       break;
    300 			case Shader::OPCODE_BREAKP:     BREAKP(src0);                                  break;
    301 			case Shader::OPCODE_CONTINUE:   CONTINUE();                                    break;
    302 			case Shader::OPCODE_TEST:       TEST();                                        break;
    303 			case Shader::OPCODE_CALL:       CALL(dst.label, dst.callSite);                 break;
    304 			case Shader::OPCODE_CALLNZ:     CALLNZ(dst.label, dst.callSite, src0);         break;
    305 			case Shader::OPCODE_ELSE:       ELSE();                                        break;
    306 			case Shader::OPCODE_ENDIF:      ENDIF();                                       break;
    307 			case Shader::OPCODE_ENDLOOP:    ENDLOOP();                                     break;
    308 			case Shader::OPCODE_ENDREP:     ENDREP();                                      break;
    309 			case Shader::OPCODE_ENDWHILE:   ENDWHILE();                                    break;
    310 			case Shader::OPCODE_ENDSWITCH:  ENDSWITCH();                                   break;
    311 			case Shader::OPCODE_IF:         IF(src0);                                      break;
    312 			case Shader::OPCODE_IFC:        IFC(s0, s1, control);                          break;
    313 			case Shader::OPCODE_LABEL:      LABEL(dst.index);                              break;
    314 			case Shader::OPCODE_LOOP:       LOOP(src1);                                    break;
    315 			case Shader::OPCODE_REP:        REP(src0);                                     break;
    316 			case Shader::OPCODE_WHILE:      WHILE(src0);                                   break;
    317 			case Shader::OPCODE_SWITCH:     SWITCH();                                      break;
    318 			case Shader::OPCODE_RET:        RET();                                         break;
    319 			case Shader::OPCODE_LEAVE:      LEAVE();                                       break;
    320 			case Shader::OPCODE_CMP:        cmp(d, s0, s1, control);                       break;
    321 			case Shader::OPCODE_ALL:        all(d.x, s0);                                  break;
    322 			case Shader::OPCODE_ANY:        any(d.x, s0);                                  break;
    323 			case Shader::OPCODE_NOT:        bitwise_not(d, s0);                            break;
    324 			case Shader::OPCODE_OR:         bitwise_or(d, s0, s1);                         break;
    325 			case Shader::OPCODE_XOR:        bitwise_xor(d, s0, s1);                        break;
    326 			case Shader::OPCODE_AND:        bitwise_and(d, s0, s1);                        break;
    327 			case Shader::OPCODE_EQ:         equal(d, s0, s1);                              break;
    328 			case Shader::OPCODE_NE:         notEqual(d, s0, s1);                           break;
    329 			case Shader::OPCODE_END:                                                       break;
    330 			default:
    331 				ASSERT(false);
    332 			}
    333 
    334 			if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
    335 			{
    336 				if(dst.integer)
    337 				{
    338 					switch(opcode)
    339 					{
    340 					case Shader::OPCODE_DIV:
    341 						if(dst.x) d.x = Trunc(d.x);
    342 						if(dst.y) d.y = Trunc(d.y);
    343 						if(dst.z) d.z = Trunc(d.z);
    344 						if(dst.w) d.w = Trunc(d.w);
    345 						break;
    346 					default:
    347 						break;   // No truncation to integer required when arguments are integer
    348 					}
    349 				}
    350 
    351 				if(dst.saturate)
    352 				{
    353 					if(dst.x) d.x = Max(d.x, Float4(0.0f));
    354 					if(dst.y) d.y = Max(d.y, Float4(0.0f));
    355 					if(dst.z) d.z = Max(d.z, Float4(0.0f));
    356 					if(dst.w) d.w = Max(d.w, Float4(0.0f));
    357 
    358 					if(dst.x) d.x = Min(d.x, Float4(1.0f));
    359 					if(dst.y) d.y = Min(d.y, Float4(1.0f));
    360 					if(dst.z) d.z = Min(d.z, Float4(1.0f));
    361 					if(dst.w) d.w = Min(d.w, Float4(1.0f));
    362 				}
    363 
    364 				if(instruction->isPredicated())
    365 				{
    366 					Vector4f pDst;   // FIXME: Rename
    367 
    368 					switch(dst.type)
    369 					{
    370 					case Shader::PARAMETER_TEMP:
    371 						if(dst.rel.type == Shader::PARAMETER_VOID)
    372 						{
    373 							if(dst.x) pDst.x = r[dst.index].x;
    374 							if(dst.y) pDst.y = r[dst.index].y;
    375 							if(dst.z) pDst.z = r[dst.index].z;
    376 							if(dst.w) pDst.w = r[dst.index].w;
    377 						}
    378 						else
    379 						{
    380 							Int a = relativeAddress(dst);
    381 
    382 							if(dst.x) pDst.x = r[dst.index + a].x;
    383 							if(dst.y) pDst.y = r[dst.index + a].y;
    384 							if(dst.z) pDst.z = r[dst.index + a].z;
    385 							if(dst.w) pDst.w = r[dst.index + a].w;
    386 						}
    387 						break;
    388 					case Shader::PARAMETER_COLOROUT:
    389 						if(dst.rel.type == Shader::PARAMETER_VOID)
    390 						{
    391 							if(dst.x) pDst.x = oC[dst.index].x;
    392 							if(dst.y) pDst.y = oC[dst.index].y;
    393 							if(dst.z) pDst.z = oC[dst.index].z;
    394 							if(dst.w) pDst.w = oC[dst.index].w;
    395 						}
    396 						else
    397 						{
    398 							Int a = relativeAddress(dst) + dst.index;
    399 
    400 							if(dst.x) pDst.x = oC[a].x;
    401 							if(dst.y) pDst.y = oC[a].y;
    402 							if(dst.z) pDst.z = oC[a].z;
    403 							if(dst.w) pDst.w = oC[a].w;
    404 						}
    405 						break;
    406 					case Shader::PARAMETER_PREDICATE:
    407 						if(dst.x) pDst.x = p0.x;
    408 						if(dst.y) pDst.y = p0.y;
    409 						if(dst.z) pDst.z = p0.z;
    410 						if(dst.w) pDst.w = p0.w;
    411 						break;
    412 					case Shader::PARAMETER_DEPTHOUT:
    413 						pDst.x = oDepth;
    414 						break;
    415 					default:
    416 						ASSERT(false);
    417 					}
    418 
    419 					Int4 enable = enableMask(instruction);
    420 
    421 					Int4 xEnable = enable;
    422 					Int4 yEnable = enable;
    423 					Int4 zEnable = enable;
    424 					Int4 wEnable = enable;
    425 
    426 					if(predicate)
    427 					{
    428 						unsigned char pSwizzle = instruction->predicateSwizzle;
    429 
    430 						Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
    431 						Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
    432 						Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
    433 						Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
    434 
    435 						if(!instruction->predicateNot)
    436 						{
    437 							if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
    438 							if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
    439 							if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
    440 							if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
    441 						}
    442 						else
    443 						{
    444 							if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
    445 							if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
    446 							if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
    447 							if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
    448 						}
    449 					}
    450 
    451 					if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
    452 					if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
    453 					if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
    454 					if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
    455 
    456 					if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
    457 					if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
    458 					if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
    459 					if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
    460 				}
    461 
    462 				switch(dst.type)
    463 				{
    464 				case Shader::PARAMETER_TEMP:
    465 					if(dst.rel.type == Shader::PARAMETER_VOID)
    466 					{
    467 						if(dst.x) r[dst.index].x = d.x;
    468 						if(dst.y) r[dst.index].y = d.y;
    469 						if(dst.z) r[dst.index].z = d.z;
    470 						if(dst.w) r[dst.index].w = d.w;
    471 					}
    472 					else
    473 					{
    474 						Int a = relativeAddress(dst);
    475 
    476 						if(dst.x) r[dst.index + a].x = d.x;
    477 						if(dst.y) r[dst.index + a].y = d.y;
    478 						if(dst.z) r[dst.index + a].z = d.z;
    479 						if(dst.w) r[dst.index + a].w = d.w;
    480 					}
    481 					break;
    482 				case Shader::PARAMETER_COLOROUT:
    483 					if(dst.rel.type == Shader::PARAMETER_VOID)
    484 					{
    485 						broadcastColor0 = (dst.index == 0) && broadcastColor0;
    486 
    487 						if(dst.x) { oC[dst.index].x = d.x; }
    488 						if(dst.y) { oC[dst.index].y = d.y; }
    489 						if(dst.z) { oC[dst.index].z = d.z; }
    490 						if(dst.w) { oC[dst.index].w = d.w; }
    491 					}
    492 					else
    493 					{
    494 						broadcastColor0 = false;
    495 						Int a = relativeAddress(dst) + dst.index;
    496 
    497 						if(dst.x) { oC[a].x = d.x; }
    498 						if(dst.y) { oC[a].y = d.y; }
    499 						if(dst.z) { oC[a].z = d.z; }
    500 						if(dst.w) { oC[a].w = d.w; }
    501 					}
    502 					break;
    503 				case Shader::PARAMETER_PREDICATE:
    504 					if(dst.x) p0.x = d.x;
    505 					if(dst.y) p0.y = d.y;
    506 					if(dst.z) p0.z = d.z;
    507 					if(dst.w) p0.w = d.w;
    508 					break;
    509 				case Shader::PARAMETER_DEPTHOUT:
    510 					oDepth = d.x;
    511 					break;
    512 				default:
    513 					ASSERT(false);
    514 				}
    515 			}
    516 		}
    517 
    518 		if(currentLabel != -1)
    519 		{
    520 			Nucleus::setInsertBlock(returnBlock);
    521 		}
    522 
    523 		if(broadcastColor0)
    524 		{
    525 			for(int i = 0; i < RENDERTARGETS; i++)
    526 			{
    527 				c[i] = oC[0];
    528 			}
    529 		}
    530 		else
    531 		{
    532 			for(int i = 0; i < RENDERTARGETS; i++)
    533 			{
    534 				c[i] = oC[i];
    535 			}
    536 		}
    537 	}
    538 
    539 	Bool PixelProgram::alphaTest(Int cMask[4])
    540 	{
    541 		clampColor(c);
    542 
    543 		if(!state.alphaTestActive())
    544 		{
    545 			return true;
    546 		}
    547 
    548 		Int aMask;
    549 
    550 		if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
    551 		{
    552 			Short4 alpha = RoundShort4(c[0].w * Float4(0x1000));
    553 
    554 			PixelRoutine::alphaTest(aMask, alpha);
    555 
    556 			for(unsigned int q = 0; q < state.multiSample; q++)
    557 			{
    558 				cMask[q] &= aMask;
    559 			}
    560 		}
    561 		else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
    562 		{
    563 			alphaToCoverage(cMask, c[0].w);
    564 		}
    565 		else ASSERT(false);
    566 
    567 		Int pass = cMask[0];
    568 
    569 		for(unsigned int q = 1; q < state.multiSample; q++)
    570 		{
    571 			pass = pass | cMask[q];
    572 		}
    573 
    574 		return pass != 0x0;
    575 	}
    576 
    577 	void PixelProgram::rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
    578 	{
    579 		for(int index = 0; index < RENDERTARGETS; index++)
    580 		{
    581 			if(!state.colorWriteActive(index))
    582 			{
    583 				continue;
    584 			}
    585 
    586 			if(!postBlendSRGB && state.writeSRGB && !isSRGB(index))
    587 			{
    588 				c[index].x = linearToSRGB(c[index].x);
    589 				c[index].y = linearToSRGB(c[index].y);
    590 				c[index].z = linearToSRGB(c[index].z);
    591 			}
    592 
    593 			if(index == 0)
    594 			{
    595 				fogBlend(c[index], fog);
    596 			}
    597 
    598 			switch(state.targetFormat[index])
    599 			{
    600 			case FORMAT_R5G6B5:
    601 			case FORMAT_X8R8G8B8:
    602 			case FORMAT_X8B8G8R8:
    603 			case FORMAT_A8R8G8B8:
    604 			case FORMAT_A8B8G8R8:
    605 			case FORMAT_SRGB8_X8:
    606 			case FORMAT_SRGB8_A8:
    607 			case FORMAT_G8R8:
    608 			case FORMAT_R8:
    609 			case FORMAT_A8:
    610 			case FORMAT_G16R16:
    611 			case FORMAT_A16B16G16R16:
    612 				for(unsigned int q = 0; q < state.multiSample; q++)
    613 				{
    614 					Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[index]));
    615 					Vector4s color;
    616 
    617 					if(state.targetFormat[index] == FORMAT_R5G6B5)
    618 					{
    619 						color.x = UShort4(c[index].x * Float4(0xFBFF), false);
    620 						color.y = UShort4(c[index].y * Float4(0xFDFF), false);
    621 						color.z = UShort4(c[index].z * Float4(0xFBFF), false);
    622 						color.w = UShort4(c[index].w * Float4(0xFFFF), false);
    623 					}
    624 					else
    625 					{
    626 						color.x = convertFixed16(c[index].x, false);
    627 						color.y = convertFixed16(c[index].y, false);
    628 						color.z = convertFixed16(c[index].z, false);
    629 						color.w = convertFixed16(c[index].w, false);
    630 					}
    631 
    632 					if(state.multiSampleMask & (1 << q))
    633 					{
    634 						alphaBlend(index, buffer, color, x);
    635 						logicOperation(index, buffer, color, x);
    636 						writeColor(index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
    637 					}
    638 				}
    639 				break;
    640 			case FORMAT_R32F:
    641 			case FORMAT_G32R32F:
    642 			case FORMAT_X32B32G32R32F:
    643 			case FORMAT_A32B32G32R32F:
    644 			case FORMAT_R32I:
    645 			case FORMAT_G32R32I:
    646 			case FORMAT_A32B32G32R32I:
    647 			case FORMAT_R32UI:
    648 			case FORMAT_G32R32UI:
    649 			case FORMAT_A32B32G32R32UI:
    650 			case FORMAT_R16I:
    651 			case FORMAT_G16R16I:
    652 			case FORMAT_A16B16G16R16I:
    653 			case FORMAT_R16UI:
    654 			case FORMAT_G16R16UI:
    655 			case FORMAT_A16B16G16R16UI:
    656 			case FORMAT_R8I:
    657 			case FORMAT_G8R8I:
    658 			case FORMAT_A8B8G8R8I:
    659 			case FORMAT_R8UI:
    660 			case FORMAT_G8R8UI:
    661 			case FORMAT_A8B8G8R8UI:
    662 				for(unsigned int q = 0; q < state.multiSample; q++)
    663 				{
    664 					Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[index]));
    665 					Vector4f color = c[index];
    666 
    667 					if(state.multiSampleMask & (1 << q))
    668 					{
    669 						alphaBlend(index, buffer, color, x);
    670 						writeColor(index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
    671 					}
    672 				}
    673 				break;
    674 			default:
    675 				ASSERT(false);
    676 			}
    677 		}
    678 	}
    679 
    680 	void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
    681 	{
    682 		Vector4f tmp;
    683 
    684 		if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
    685 		{
    686 			sampleTexture(tmp, sampler.index, uvwq, dsx, dsy, offset, function);
    687 		}
    688 		else
    689 		{
    690 			Int index = As<Int>(Float(fetchRegister(sampler).x.x));
    691 
    692 			for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
    693 			{
    694 				if(shader->usesSampler(i))
    695 				{
    696 					If(index == i)
    697 					{
    698 						sampleTexture(tmp, i, uvwq, dsx, dsy, offset, function);
    699 						// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
    700 					}
    701 				}
    702 			}
    703 		}
    704 
    705 		c.x = tmp[(sampler.swizzle >> 0) & 0x3];
    706 		c.y = tmp[(sampler.swizzle >> 2) & 0x3];
    707 		c.z = tmp[(sampler.swizzle >> 4) & 0x3];
    708 		c.w = tmp[(sampler.swizzle >> 6) & 0x3];
    709 	}
    710 
    711 	void PixelProgram::sampleTexture(Vector4f &c, int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
    712 	{
    713 		#if PERF_PROFILE
    714 			Long texTime = Ticks();
    715 		#endif
    716 
    717 		Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + samplerIndex * sizeof(Texture);
    718 		sampler[samplerIndex]->sampleTexture(texture, c, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
    719 
    720 		#if PERF_PROFILE
    721 			cycles[PERF_TEX] += Ticks() - texTime;
    722 		#endif
    723 	}
    724 
    725 	void PixelProgram::clampColor(Vector4f oC[RENDERTARGETS])
    726 	{
    727 		for(int index = 0; index < RENDERTARGETS; index++)
    728 		{
    729 			if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
    730 			{
    731 				continue;
    732 			}
    733 
    734 			switch(state.targetFormat[index])
    735 			{
    736 			case FORMAT_NULL:
    737 				break;
    738 			case FORMAT_R5G6B5:
    739 			case FORMAT_A8R8G8B8:
    740 			case FORMAT_A8B8G8R8:
    741 			case FORMAT_X8R8G8B8:
    742 			case FORMAT_X8B8G8R8:
    743 			case FORMAT_SRGB8_X8:
    744 			case FORMAT_SRGB8_A8:
    745 			case FORMAT_G8R8:
    746 			case FORMAT_R8:
    747 			case FORMAT_A8:
    748 			case FORMAT_G16R16:
    749 			case FORMAT_A16B16G16R16:
    750 				oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
    751 				oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
    752 				oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
    753 				oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
    754 				break;
    755 			case FORMAT_R32F:
    756 			case FORMAT_G32R32F:
    757 			case FORMAT_X32B32G32R32F:
    758 			case FORMAT_A32B32G32R32F:
    759 			case FORMAT_R32I:
    760 			case FORMAT_G32R32I:
    761 			case FORMAT_A32B32G32R32I:
    762 			case FORMAT_R32UI:
    763 			case FORMAT_G32R32UI:
    764 			case FORMAT_A32B32G32R32UI:
    765 			case FORMAT_R16I:
    766 			case FORMAT_G16R16I:
    767 			case FORMAT_A16B16G16R16I:
    768 			case FORMAT_R16UI:
    769 			case FORMAT_G16R16UI:
    770 			case FORMAT_A16B16G16R16UI:
    771 			case FORMAT_R8I:
    772 			case FORMAT_G8R8I:
    773 			case FORMAT_A8B8G8R8I:
    774 			case FORMAT_R8UI:
    775 			case FORMAT_G8R8UI:
    776 			case FORMAT_A8B8G8R8UI:
    777 				break;
    778 			default:
    779 				ASSERT(false);
    780 			}
    781 		}
    782 	}
    783 
    784 	Int4 PixelProgram::enableMask(const Shader::Instruction *instruction)
    785 	{
    786 		Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
    787 
    788 		if(!whileTest)
    789 		{
    790 			if(shader->containsBreakInstruction() && instruction->analysisBreak)
    791 			{
    792 				enable &= enableBreak;
    793 			}
    794 
    795 			if(shader->containsContinueInstruction() && instruction->analysisContinue)
    796 			{
    797 				enable &= enableContinue;
    798 			}
    799 
    800 			if(shader->containsLeaveInstruction() && instruction->analysisLeave)
    801 			{
    802 				enable &= enableLeave;
    803 			}
    804 		}
    805 
    806 		return enable;
    807 	}
    808 
    809 	Vector4f PixelProgram::fetchRegister(const Src &src, unsigned int offset)
    810 	{
    811 		Vector4f reg;
    812 		unsigned int i = src.index + offset;
    813 
    814 		switch(src.type)
    815 		{
    816 		case Shader::PARAMETER_TEMP:
    817 			if(src.rel.type == Shader::PARAMETER_VOID)
    818 			{
    819 				reg = r[i];
    820 			}
    821 			else
    822 			{
    823 				Int a = relativeAddress(src, src.bufferIndex);
    824 
    825 				reg = r[i + a];
    826 			}
    827 			break;
    828 		case Shader::PARAMETER_INPUT:
    829 			{
    830 				if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
    831 				{
    832 					reg = v[i];
    833 				}
    834 				else
    835 				{
    836 					Int a = relativeAddress(src, src.bufferIndex);
    837 
    838 					reg = v[i + a];
    839 				}
    840 			}
    841 			break;
    842 		case Shader::PARAMETER_CONST:
    843 			reg = readConstant(src, offset);
    844 			break;
    845 		case Shader::PARAMETER_TEXTURE:
    846 			reg = v[2 + i];
    847 			break;
    848 		case Shader::PARAMETER_MISCTYPE:
    849 			if(src.index == Shader::VPosIndex) reg = vPos;
    850 			if(src.index == Shader::VFaceIndex) reg = vFace;
    851 			break;
    852 		case Shader::PARAMETER_SAMPLER:
    853 			if(src.rel.type == Shader::PARAMETER_VOID)
    854 			{
    855 				reg.x = As<Float4>(Int4(i));
    856 			}
    857 			else if(src.rel.type == Shader::PARAMETER_TEMP)
    858 			{
    859 				reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
    860 			}
    861 			return reg;
    862 		case Shader::PARAMETER_PREDICATE:   return reg; // Dummy
    863 		case Shader::PARAMETER_VOID:        return reg; // Dummy
    864 		case Shader::PARAMETER_FLOAT4LITERAL:
    865 			reg.x = Float4(src.value[0]);
    866 			reg.y = Float4(src.value[1]);
    867 			reg.z = Float4(src.value[2]);
    868 			reg.w = Float4(src.value[3]);
    869 			break;
    870 		case Shader::PARAMETER_CONSTINT:    return reg; // Dummy
    871 		case Shader::PARAMETER_CONSTBOOL:   return reg; // Dummy
    872 		case Shader::PARAMETER_LOOP:        return reg; // Dummy
    873 		case Shader::PARAMETER_COLOROUT:
    874 			if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
    875 			{
    876 				reg = oC[i];
    877 			}
    878 			else
    879 			{
    880 				Int a = relativeAddress(src, src.bufferIndex);
    881 
    882 				reg = oC[i + a];
    883 			}
    884 			break;
    885 		case Shader::PARAMETER_DEPTHOUT:
    886 			reg.x = oDepth;
    887 			break;
    888 		default:
    889 			ASSERT(false);
    890 		}
    891 
    892 		const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
    893 		const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
    894 		const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
    895 		const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
    896 
    897 		Vector4f mod;
    898 
    899 		switch(src.modifier)
    900 		{
    901 		case Shader::MODIFIER_NONE:
    902 			mod.x = x;
    903 			mod.y = y;
    904 			mod.z = z;
    905 			mod.w = w;
    906 			break;
    907 		case Shader::MODIFIER_NEGATE:
    908 			mod.x = -x;
    909 			mod.y = -y;
    910 			mod.z = -z;
    911 			mod.w = -w;
    912 			break;
    913 		case Shader::MODIFIER_ABS:
    914 			mod.x = Abs(x);
    915 			mod.y = Abs(y);
    916 			mod.z = Abs(z);
    917 			mod.w = Abs(w);
    918 			break;
    919 		case Shader::MODIFIER_ABS_NEGATE:
    920 			mod.x = -Abs(x);
    921 			mod.y = -Abs(y);
    922 			mod.z = -Abs(z);
    923 			mod.w = -Abs(w);
    924 			break;
    925 		case Shader::MODIFIER_NOT:
    926 			mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
    927 			mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
    928 			mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
    929 			mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
    930 			break;
    931 		default:
    932 			ASSERT(false);
    933 		}
    934 
    935 		return mod;
    936 	}
    937 
    938 	RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index)
    939 	{
    940 		if(bufferIndex == -1)
    941 		{
    942 			return data + OFFSET(DrawData, ps.c[index]);
    943 		}
    944 		else
    945 		{
    946 			return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, ps.u[bufferIndex])) + index;
    947 		}
    948 	}
    949 
    950 	RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
    951 	{
    952 		return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
    953 	}
    954 
    955 	Vector4f PixelProgram::readConstant(const Src &src, unsigned int offset)
    956 	{
    957 		Vector4f c;
    958 		unsigned int i = src.index + offset;
    959 
    960 		if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
    961 		{
    962 			c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
    963 
    964 			c.x = c.x.xxxx;
    965 			c.y = c.y.yyyy;
    966 			c.z = c.z.zzzz;
    967 			c.w = c.w.wwww;
    968 
    969 			if(shader->containsDefineInstruction())   // Constant may be known at compile time
    970 			{
    971 				for(size_t j = 0; j < shader->getLength(); j++)
    972 				{
    973 					const Shader::Instruction &instruction = *shader->getInstruction(j);
    974 
    975 					if(instruction.opcode == Shader::OPCODE_DEF)
    976 					{
    977 						if(instruction.dst.index == i)
    978 						{
    979 							c.x = Float4(instruction.src[0].value[0]);
    980 							c.y = Float4(instruction.src[0].value[1]);
    981 							c.z = Float4(instruction.src[0].value[2]);
    982 							c.w = Float4(instruction.src[0].value[3]);
    983 
    984 							break;
    985 						}
    986 					}
    987 				}
    988 			}
    989 		}
    990 		else if(src.rel.type == Shader::PARAMETER_LOOP)
    991 		{
    992 			Int loopCounter = aL[loopDepth];
    993 
    994 			c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
    995 
    996 			c.x = c.x.xxxx;
    997 			c.y = c.y.yyyy;
    998 			c.z = c.z.zzzz;
    999 			c.w = c.w.wwww;
   1000 		}
   1001 		else
   1002 		{
   1003 			Int a = relativeAddress(src, src.bufferIndex);
   1004 
   1005 			c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
   1006 
   1007 			c.x = c.x.xxxx;
   1008 			c.y = c.y.yyyy;
   1009 			c.z = c.z.zzzz;
   1010 			c.w = c.w.wwww;
   1011 		}
   1012 
   1013 		return c;
   1014 	}
   1015 
   1016 	Int PixelProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
   1017 	{
   1018 		ASSERT(var.rel.deterministic);
   1019 
   1020 		if(var.rel.type == Shader::PARAMETER_TEMP)
   1021 		{
   1022 			return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale;
   1023 		}
   1024 		else if(var.rel.type == Shader::PARAMETER_INPUT)
   1025 		{
   1026 			return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale;
   1027 		}
   1028 		else if(var.rel.type == Shader::PARAMETER_OUTPUT)
   1029 		{
   1030 			return As<Int>(Extract(oC[var.rel.index].x, 0)) * var.rel.scale;
   1031 		}
   1032 		else if(var.rel.type == Shader::PARAMETER_CONST)
   1033 		{
   1034 			return *Pointer<Int>(uniformAddress(bufferIndex, var.rel.index)) * var.rel.scale;
   1035 		}
   1036 		else if(var.rel.type == Shader::PARAMETER_LOOP)
   1037 		{
   1038 			return aL[loopDepth];
   1039 		}
   1040 		else ASSERT(false);
   1041 
   1042 		return 0;
   1043 	}
   1044 
   1045 	Float4 PixelProgram::linearToSRGB(const Float4 &x)   // Approximates x^(1.0/2.2)
   1046 	{
   1047 		Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
   1048 		Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
   1049 
   1050 		return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
   1051 	}
   1052 
   1053 	void PixelProgram::M3X2(Vector4f &dst, Vector4f &src0, const Src &src1)
   1054 	{
   1055 		Vector4f row0 = fetchRegister(src1, 0);
   1056 		Vector4f row1 = fetchRegister(src1, 1);
   1057 
   1058 		dst.x = dot3(src0, row0);
   1059 		dst.y = dot3(src0, row1);
   1060 	}
   1061 
   1062 	void PixelProgram::M3X3(Vector4f &dst, Vector4f &src0, const Src &src1)
   1063 	{
   1064 		Vector4f row0 = fetchRegister(src1, 0);
   1065 		Vector4f row1 = fetchRegister(src1, 1);
   1066 		Vector4f row2 = fetchRegister(src1, 2);
   1067 
   1068 		dst.x = dot3(src0, row0);
   1069 		dst.y = dot3(src0, row1);
   1070 		dst.z = dot3(src0, row2);
   1071 	}
   1072 
   1073 	void PixelProgram::M3X4(Vector4f &dst, Vector4f &src0, const Src &src1)
   1074 	{
   1075 		Vector4f row0 = fetchRegister(src1, 0);
   1076 		Vector4f row1 = fetchRegister(src1, 1);
   1077 		Vector4f row2 = fetchRegister(src1, 2);
   1078 		Vector4f row3 = fetchRegister(src1, 3);
   1079 
   1080 		dst.x = dot3(src0, row0);
   1081 		dst.y = dot3(src0, row1);
   1082 		dst.z = dot3(src0, row2);
   1083 		dst.w = dot3(src0, row3);
   1084 	}
   1085 
   1086 	void PixelProgram::M4X3(Vector4f &dst, Vector4f &src0, const Src &src1)
   1087 	{
   1088 		Vector4f row0 = fetchRegister(src1, 0);
   1089 		Vector4f row1 = fetchRegister(src1, 1);
   1090 		Vector4f row2 = fetchRegister(src1, 2);
   1091 
   1092 		dst.x = dot4(src0, row0);
   1093 		dst.y = dot4(src0, row1);
   1094 		dst.z = dot4(src0, row2);
   1095 	}
   1096 
   1097 	void PixelProgram::M4X4(Vector4f &dst, Vector4f &src0, const Src &src1)
   1098 	{
   1099 		Vector4f row0 = fetchRegister(src1, 0);
   1100 		Vector4f row1 = fetchRegister(src1, 1);
   1101 		Vector4f row2 = fetchRegister(src1, 2);
   1102 		Vector4f row3 = fetchRegister(src1, 3);
   1103 
   1104 		dst.x = dot4(src0, row0);
   1105 		dst.y = dot4(src0, row1);
   1106 		dst.z = dot4(src0, row2);
   1107 		dst.w = dot4(src0, row3);
   1108 	}
   1109 
   1110 	void PixelProgram::TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
   1111 	{
   1112 		if(project)
   1113 		{
   1114 			Vector4f proj;
   1115 			Float4 rw = reciprocal(src0.w);
   1116 			proj.x = src0.x * rw;
   1117 			proj.y = src0.y * rw;
   1118 			proj.z = src0.z * rw;
   1119 
   1120 			sampleTexture(dst, src1, proj, src0, src0, src0, Implicit);
   1121 		}
   1122 		else
   1123 		{
   1124 			sampleTexture(dst, src1, src0, src0, src0, src0, bias ? Bias : Implicit);
   1125 		}
   1126 	}
   1127 
   1128 	void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool bias)
   1129 	{
   1130 		sampleTexture(dst, src1, src0, src0, src0, src2, {bias ? Bias : Implicit, Offset});
   1131 	}
   1132 
   1133 	void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, bool bias)
   1134 	{
   1135 		sampleTexture(dst, src1, src0, src0, src0, offset, {Lod, Offset});
   1136 	}
   1137 
   1138 	void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
   1139 	{
   1140 		sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
   1141 	}
   1142 
   1143 	void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
   1144 	{
   1145 		sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
   1146 	}
   1147 
   1148 	void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
   1149 	{
   1150 		sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
   1151 	}
   1152 
   1153 	void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
   1154 	{
   1155 		sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
   1156 	}
   1157 
   1158 	void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3)
   1159 	{
   1160 		sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
   1161 	}
   1162 
   1163 	void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
   1164 	{
   1165 		sampleTexture(dst, src1, src0, src0, src0, src0, Lod);
   1166 	}
   1167 
   1168 	void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
   1169 	{
   1170 		Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + src1.index * sizeof(Texture);
   1171 		sampler[src1.index]->textureSize(texture, dst, lod);
   1172 	}
   1173 
   1174 	void PixelProgram::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
   1175 	{
   1176 		Int kill = -1;
   1177 
   1178 		if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
   1179 		if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
   1180 		if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
   1181 		if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
   1182 
   1183 		// FIXME: Dynamic branching affects TEXKILL?
   1184 		//	if(shader->containsDynamicBranching())
   1185 		//	{
   1186 		//		kill = ~SignMask(enableMask());
   1187 		//	}
   1188 
   1189 		for(unsigned int q = 0; q < state.multiSample; q++)
   1190 		{
   1191 			cMask[q] &= kill;
   1192 		}
   1193 
   1194 		// FIXME: Branch to end of shader if all killed?
   1195 	}
   1196 
   1197 	void PixelProgram::DISCARD(Int cMask[4], const Shader::Instruction *instruction)
   1198 	{
   1199 		Int kill = 0;
   1200 
   1201 		if(shader->containsDynamicBranching())
   1202 		{
   1203 			kill = ~SignMask(enableMask(instruction));
   1204 		}
   1205 
   1206 		for(unsigned int q = 0; q < state.multiSample; q++)
   1207 		{
   1208 			cMask[q] &= kill;
   1209 		}
   1210 
   1211 		// FIXME: Branch to end of shader if all killed?
   1212 	}
   1213 
   1214 	void PixelProgram::DFDX(Vector4f &dst, Vector4f &src)
   1215 	{
   1216 		dst.x = src.x.yyww - src.x.xxzz;
   1217 		dst.y = src.y.yyww - src.y.xxzz;
   1218 		dst.z = src.z.yyww - src.z.xxzz;
   1219 		dst.w = src.w.yyww - src.w.xxzz;
   1220 	}
   1221 
   1222 	void PixelProgram::DFDY(Vector4f &dst, Vector4f &src)
   1223 	{
   1224 		dst.x = src.x.zwzw - src.x.xyxy;
   1225 		dst.y = src.y.zwzw - src.y.xyxy;
   1226 		dst.z = src.z.zwzw - src.z.xyxy;
   1227 		dst.w = src.w.zwzw - src.w.xyxy;
   1228 	}
   1229 
   1230 	void PixelProgram::FWIDTH(Vector4f &dst, Vector4f &src)
   1231 	{
   1232 		// abs(dFdx(src)) + abs(dFdy(src));
   1233 		dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
   1234 		dst.y = Abs(src.y.yyww - src.y.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
   1235 		dst.z = Abs(src.z.yyww - src.z.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
   1236 		dst.w = Abs(src.w.yyww - src.w.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
   1237 	}
   1238 
   1239 	void PixelProgram::BREAK()
   1240 	{
   1241 		BasicBlock *deadBlock = Nucleus::createBasicBlock();
   1242 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
   1243 
   1244 		if(breakDepth == 0)
   1245 		{
   1246 			enableIndex = enableIndex - breakDepth;
   1247 			Nucleus::createBr(endBlock);
   1248 		}
   1249 		else
   1250 		{
   1251 			enableBreak = enableBreak & ~enableStack[enableIndex];
   1252 			Bool allBreak = SignMask(enableBreak) == 0x0;
   1253 
   1254 			enableIndex = enableIndex - breakDepth;
   1255 			branch(allBreak, endBlock, deadBlock);
   1256 		}
   1257 
   1258 		Nucleus::setInsertBlock(deadBlock);
   1259 		enableIndex = enableIndex + breakDepth;
   1260 	}
   1261 
   1262 	void PixelProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
   1263 	{
   1264 		Int4 condition;
   1265 
   1266 		switch(control)
   1267 		{
   1268 		case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
   1269 		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);  break;
   1270 		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
   1271 		case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x);  break;
   1272 		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
   1273 		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);  break;
   1274 		default:
   1275 			ASSERT(false);
   1276 		}
   1277 
   1278 		BREAK(condition);
   1279 	}
   1280 
   1281 	void PixelProgram::BREAKP(const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
   1282 	{
   1283 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
   1284 
   1285 		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
   1286 		{
   1287 			condition = ~condition;
   1288 		}
   1289 
   1290 		BREAK(condition);
   1291 	}
   1292 
   1293 	void PixelProgram::BREAK(Int4 &condition)
   1294 	{
   1295 		condition &= enableStack[enableIndex];
   1296 
   1297 		BasicBlock *continueBlock = Nucleus::createBasicBlock();
   1298 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
   1299 
   1300 		enableBreak = enableBreak & ~condition;
   1301 		Bool allBreak = SignMask(enableBreak) == 0x0;
   1302 
   1303 		enableIndex = enableIndex - breakDepth;
   1304 		branch(allBreak, endBlock, continueBlock);
   1305 
   1306 		Nucleus::setInsertBlock(continueBlock);
   1307 		enableIndex = enableIndex + breakDepth;
   1308 	}
   1309 
   1310 	void PixelProgram::CONTINUE()
   1311 	{
   1312 		enableContinue = enableContinue & ~enableStack[enableIndex];
   1313 	}
   1314 
   1315 	void PixelProgram::TEST()
   1316 	{
   1317 		whileTest = true;
   1318 	}
   1319 
   1320 	void PixelProgram::CALL(int labelIndex, int callSiteIndex)
   1321 	{
   1322 		if(!labelBlock[labelIndex])
   1323 		{
   1324 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
   1325 		}
   1326 
   1327 		if(callRetBlock[labelIndex].size() > 1)
   1328 		{
   1329 			callStack[stackIndex++] = UInt(callSiteIndex);
   1330 		}
   1331 
   1332 		Int4 restoreLeave = enableLeave;
   1333 
   1334 		Nucleus::createBr(labelBlock[labelIndex]);
   1335 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
   1336 
   1337 		enableLeave = restoreLeave;
   1338 	}
   1339 
   1340 	void PixelProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
   1341 	{
   1342 		if(src.type == Shader::PARAMETER_CONSTBOOL)
   1343 		{
   1344 			CALLNZb(labelIndex, callSiteIndex, src);
   1345 		}
   1346 		else if(src.type == Shader::PARAMETER_PREDICATE)
   1347 		{
   1348 			CALLNZp(labelIndex, callSiteIndex, src);
   1349 		}
   1350 		else ASSERT(false);
   1351 	}
   1352 
   1353 	void PixelProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
   1354 	{
   1355 		Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0));   // FIXME
   1356 
   1357 		if(boolRegister.modifier == Shader::MODIFIER_NOT)
   1358 		{
   1359 			condition = !condition;
   1360 		}
   1361 
   1362 		if(!labelBlock[labelIndex])
   1363 		{
   1364 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
   1365 		}
   1366 
   1367 		if(callRetBlock[labelIndex].size() > 1)
   1368 		{
   1369 			callStack[stackIndex++] = UInt(callSiteIndex);
   1370 		}
   1371 
   1372 		Int4 restoreLeave = enableLeave;
   1373 
   1374 		branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
   1375 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
   1376 
   1377 		enableLeave = restoreLeave;
   1378 	}
   1379 
   1380 	void PixelProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
   1381 	{
   1382 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
   1383 
   1384 		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
   1385 		{
   1386 			condition = ~condition;
   1387 		}
   1388 
   1389 		condition &= enableStack[enableIndex];
   1390 
   1391 		if(!labelBlock[labelIndex])
   1392 		{
   1393 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
   1394 		}
   1395 
   1396 		if(callRetBlock[labelIndex].size() > 1)
   1397 		{
   1398 			callStack[stackIndex++] = UInt(callSiteIndex);
   1399 		}
   1400 
   1401 		enableIndex++;
   1402 		enableStack[enableIndex] = condition;
   1403 		Int4 restoreLeave = enableLeave;
   1404 
   1405 		Bool notAllFalse = SignMask(condition) != 0;
   1406 		branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
   1407 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
   1408 
   1409 		enableIndex--;
   1410 		enableLeave = restoreLeave;
   1411 	}
   1412 
   1413 	void PixelProgram::ELSE()
   1414 	{
   1415 		ifDepth--;
   1416 
   1417 		BasicBlock *falseBlock = ifFalseBlock[ifDepth];
   1418 		BasicBlock *endBlock = Nucleus::createBasicBlock();
   1419 
   1420 		if(isConditionalIf[ifDepth])
   1421 		{
   1422 			Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
   1423 			Bool notAllFalse = SignMask(condition) != 0;
   1424 
   1425 			branch(notAllFalse, falseBlock, endBlock);
   1426 
   1427 			enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
   1428 		}
   1429 		else
   1430 		{
   1431 			Nucleus::createBr(endBlock);
   1432 			Nucleus::setInsertBlock(falseBlock);
   1433 		}
   1434 
   1435 		ifFalseBlock[ifDepth] = endBlock;
   1436 
   1437 		ifDepth++;
   1438 	}
   1439 
   1440 	void PixelProgram::ENDIF()
   1441 	{
   1442 		ifDepth--;
   1443 
   1444 		BasicBlock *endBlock = ifFalseBlock[ifDepth];
   1445 
   1446 		Nucleus::createBr(endBlock);
   1447 		Nucleus::setInsertBlock(endBlock);
   1448 
   1449 		if(isConditionalIf[ifDepth])
   1450 		{
   1451 			breakDepth--;
   1452 			enableIndex--;
   1453 		}
   1454 	}
   1455 
   1456 	void PixelProgram::ENDLOOP()
   1457 	{
   1458 		loopRepDepth--;
   1459 
   1460 		aL[loopDepth] = aL[loopDepth] + increment[loopDepth];   // FIXME: +=
   1461 
   1462 		BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
   1463 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
   1464 
   1465 		Nucleus::createBr(testBlock);
   1466 		Nucleus::setInsertBlock(endBlock);
   1467 
   1468 		loopDepth--;
   1469 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
   1470 	}
   1471 
   1472 	void PixelProgram::ENDREP()
   1473 	{
   1474 		loopRepDepth--;
   1475 
   1476 		BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
   1477 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
   1478 
   1479 		Nucleus::createBr(testBlock);
   1480 		Nucleus::setInsertBlock(endBlock);
   1481 
   1482 		loopDepth--;
   1483 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
   1484 	}
   1485 
   1486 	void PixelProgram::ENDWHILE()
   1487 	{
   1488 		loopRepDepth--;
   1489 
   1490 		BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
   1491 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
   1492 
   1493 		Nucleus::createBr(testBlock);
   1494 		Nucleus::setInsertBlock(endBlock);
   1495 
   1496 		enableIndex--;
   1497 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
   1498 		whileTest = false;
   1499 	}
   1500 
   1501 	void PixelProgram::ENDSWITCH()
   1502 	{
   1503 		loopRepDepth--;
   1504 
   1505 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
   1506 
   1507 		Nucleus::createBr(loopRepEndBlock[loopRepDepth]);
   1508 		Nucleus::setInsertBlock(endBlock);
   1509 
   1510 		enableIndex--;
   1511 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
   1512 	}
   1513 
   1514 	void PixelProgram::IF(const Src &src)
   1515 	{
   1516 		if(src.type == Shader::PARAMETER_CONSTBOOL)
   1517 		{
   1518 			IFb(src);
   1519 		}
   1520 		else if(src.type == Shader::PARAMETER_PREDICATE)
   1521 		{
   1522 			IFp(src);
   1523 		}
   1524 		else
   1525 		{
   1526 			Int4 condition = As<Int4>(fetchRegister(src).x);
   1527 			IF(condition);
   1528 		}
   1529 	}
   1530 
   1531 	void PixelProgram::IFb(const Src &boolRegister)
   1532 	{
   1533 		ASSERT(ifDepth < 24 + 4);
   1534 
   1535 		Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0));   // FIXME
   1536 
   1537 		if(boolRegister.modifier == Shader::MODIFIER_NOT)
   1538 		{
   1539 			condition = !condition;
   1540 		}
   1541 
   1542 		BasicBlock *trueBlock = Nucleus::createBasicBlock();
   1543 		BasicBlock *falseBlock = Nucleus::createBasicBlock();
   1544 
   1545 		branch(condition, trueBlock, falseBlock);
   1546 
   1547 		isConditionalIf[ifDepth] = false;
   1548 		ifFalseBlock[ifDepth] = falseBlock;
   1549 
   1550 		ifDepth++;
   1551 	}
   1552 
   1553 	void PixelProgram::IFp(const Src &predicateRegister)
   1554 	{
   1555 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
   1556 
   1557 		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
   1558 		{
   1559 			condition = ~condition;
   1560 		}
   1561 
   1562 		IF(condition);
   1563 	}
   1564 
   1565 	void PixelProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
   1566 	{
   1567 		Int4 condition;
   1568 
   1569 		switch(control)
   1570 		{
   1571 		case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
   1572 		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);  break;
   1573 		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
   1574 		case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x);  break;
   1575 		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
   1576 		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);  break;
   1577 		default:
   1578 			ASSERT(false);
   1579 		}
   1580 
   1581 		IF(condition);
   1582 	}
   1583 
   1584 	void PixelProgram::IF(Int4 &condition)
   1585 	{
   1586 		condition &= enableStack[enableIndex];
   1587 
   1588 		enableIndex++;
   1589 		enableStack[enableIndex] = condition;
   1590 
   1591 		BasicBlock *trueBlock = Nucleus::createBasicBlock();
   1592 		BasicBlock *falseBlock = Nucleus::createBasicBlock();
   1593 
   1594 		Bool notAllFalse = SignMask(condition) != 0;
   1595 
   1596 		branch(notAllFalse, trueBlock, falseBlock);
   1597 
   1598 		isConditionalIf[ifDepth] = true;
   1599 		ifFalseBlock[ifDepth] = falseBlock;
   1600 
   1601 		ifDepth++;
   1602 		breakDepth++;
   1603 	}
   1604 
   1605 	void PixelProgram::LABEL(int labelIndex)
   1606 	{
   1607 		if(!labelBlock[labelIndex])
   1608 		{
   1609 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
   1610 		}
   1611 
   1612 		Nucleus::setInsertBlock(labelBlock[labelIndex]);
   1613 		currentLabel = labelIndex;
   1614 	}
   1615 
   1616 	void PixelProgram::LOOP(const Src &integerRegister)
   1617 	{
   1618 		loopDepth++;
   1619 
   1620 		iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
   1621 		aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][1]));
   1622 		increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][2]));
   1623 
   1624 		//	If(increment[loopDepth] == 0)
   1625 		//	{
   1626 		//		increment[loopDepth] = 1;
   1627 		//	}
   1628 
   1629 		BasicBlock *loopBlock = Nucleus::createBasicBlock();
   1630 		BasicBlock *testBlock = Nucleus::createBasicBlock();
   1631 		BasicBlock *endBlock = Nucleus::createBasicBlock();
   1632 
   1633 		loopRepTestBlock[loopRepDepth] = testBlock;
   1634 		loopRepEndBlock[loopRepDepth] = endBlock;
   1635 
   1636 		// FIXME: jump(testBlock)
   1637 		Nucleus::createBr(testBlock);
   1638 		Nucleus::setInsertBlock(testBlock);
   1639 
   1640 		branch(iteration[loopDepth] > 0, loopBlock, endBlock);
   1641 		Nucleus::setInsertBlock(loopBlock);
   1642 
   1643 		iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: --
   1644 
   1645 		loopRepDepth++;
   1646 		breakDepth = 0;
   1647 	}
   1648 
   1649 	void PixelProgram::REP(const Src &integerRegister)
   1650 	{
   1651 		loopDepth++;
   1652 
   1653 		iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
   1654 		aL[loopDepth] = aL[loopDepth - 1];
   1655 
   1656 		BasicBlock *loopBlock = Nucleus::createBasicBlock();
   1657 		BasicBlock *testBlock = Nucleus::createBasicBlock();
   1658 		BasicBlock *endBlock = Nucleus::createBasicBlock();
   1659 
   1660 		loopRepTestBlock[loopRepDepth] = testBlock;
   1661 		loopRepEndBlock[loopRepDepth] = endBlock;
   1662 
   1663 		// FIXME: jump(testBlock)
   1664 		Nucleus::createBr(testBlock);
   1665 		Nucleus::setInsertBlock(testBlock);
   1666 
   1667 		branch(iteration[loopDepth] > 0, loopBlock, endBlock);
   1668 		Nucleus::setInsertBlock(loopBlock);
   1669 
   1670 		iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: --
   1671 
   1672 		loopRepDepth++;
   1673 		breakDepth = 0;
   1674 	}
   1675 
   1676 	void PixelProgram::WHILE(const Src &temporaryRegister)
   1677 	{
   1678 		enableIndex++;
   1679 
   1680 		BasicBlock *loopBlock = Nucleus::createBasicBlock();
   1681 		BasicBlock *testBlock = Nucleus::createBasicBlock();
   1682 		BasicBlock *endBlock = Nucleus::createBasicBlock();
   1683 
   1684 		loopRepTestBlock[loopRepDepth] = testBlock;
   1685 		loopRepEndBlock[loopRepDepth] = endBlock;
   1686 
   1687 		Int4 restoreBreak = enableBreak;
   1688 		Int4 restoreContinue = enableContinue;
   1689 
   1690 		// FIXME: jump(testBlock)
   1691 		Nucleus::createBr(testBlock);
   1692 		Nucleus::setInsertBlock(testBlock);
   1693 		enableContinue = restoreContinue;
   1694 
   1695 		const Vector4f &src = fetchRegister(temporaryRegister);
   1696 		Int4 condition = As<Int4>(src.x);
   1697 		condition &= enableStack[enableIndex - 1];
   1698 		if(shader->containsLeaveInstruction()) condition &= enableLeave;
   1699 		enableStack[enableIndex] = condition;
   1700 
   1701 		Bool notAllFalse = SignMask(condition) != 0;
   1702 		branch(notAllFalse, loopBlock, endBlock);
   1703 
   1704 		Nucleus::setInsertBlock(endBlock);
   1705 		enableBreak = restoreBreak;
   1706 
   1707 		Nucleus::setInsertBlock(loopBlock);
   1708 
   1709 		loopRepDepth++;
   1710 		breakDepth = 0;
   1711 	}
   1712 
   1713 	void PixelProgram::SWITCH()
   1714 	{
   1715 		enableIndex++;
   1716 		enableStack[enableIndex] = Int4(0xFFFFFFFF);
   1717 
   1718 		BasicBlock *endBlock = Nucleus::createBasicBlock();
   1719 
   1720 		loopRepTestBlock[loopRepDepth] = nullptr;
   1721 		loopRepEndBlock[loopRepDepth] = endBlock;
   1722 
   1723 		loopRepDepth++;
   1724 		breakDepth = 0;
   1725 	}
   1726 
   1727 	void PixelProgram::RET()
   1728 	{
   1729 		if(currentLabel == -1)
   1730 		{
   1731 			returnBlock = Nucleus::createBasicBlock();
   1732 			Nucleus::createBr(returnBlock);
   1733 		}
   1734 		else
   1735 		{
   1736 			BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
   1737 
   1738 			if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack
   1739 			{
   1740 				// FIXME: Encapsulate
   1741 				UInt index = callStack[--stackIndex];
   1742 
   1743 				Value *value = index.loadValue();
   1744 				SwitchCases *switchCases = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
   1745 
   1746 				for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
   1747 				{
   1748 					Nucleus::addSwitchCase(switchCases, i, callRetBlock[currentLabel][i]);
   1749 				}
   1750 			}
   1751 			else if(callRetBlock[currentLabel].size() == 1)   // Jump directly to the unique return destination
   1752 			{
   1753 				Nucleus::createBr(callRetBlock[currentLabel][0]);
   1754 			}
   1755 			else   // Function isn't called
   1756 			{
   1757 				Nucleus::createBr(unreachableBlock);
   1758 			}
   1759 
   1760 			Nucleus::setInsertBlock(unreachableBlock);
   1761 			Nucleus::createUnreachable();
   1762 		}
   1763 	}
   1764 
   1765 	void PixelProgram::LEAVE()
   1766 	{
   1767 		enableLeave = enableLeave & ~enableStack[enableIndex];
   1768 
   1769 		// FIXME: Return from function if all instances left
   1770 		// FIXME: Use enableLeave in other control-flow constructs
   1771 	}
   1772 }
   1773